Archinteriors for UE vol. 6 is a collection that was hand-made - modeled in 3ds Max, textured in Substance Painter and set-up in Uneral Engine. We didn't use DataSmith tool for importing our scene to Unreal Engine, because we wanted to achieve the highest possible quality and DataSmith output is often too generic and simple for our purpose.
Scene overview
Scene screenshot from Unreal Engine, no post-production.
Screen shot from Unreal Engine. The building has two floors.
Top view 1.
Top view 2
Fly- through the scene.
Overview scene.
We included two levels in the scene - one including modern house and the second with meshes overview.
We included over 200 meshes in this collection.
Main light source is Direct Light. You can see settings on the right.
We included many artificial lights inside interior. Point Light Settings.
These lamps contain two light sources - point light (visible on the previous slide) and spot light that you can see here.
The building seen from outside - it is surrounded by cylindrical environment map.
Environment map.
Environment map material settings.
Light portals speed up light baking calculations.
Lightmass importance volume.
Post Process Volume settings. We tweaked almost every aspect.
BP Light Studio settings. BP Light Studio is a special environment lighting blueprint.
All materials were prepared carefully in Substance Painter, all meshes are unwrapped (unique uvs) and textured (mostly with 4K maps for the highest possible quality). This collection was created using 100% PBR workflow, with extreme photorealism in mind.
Below you can see the process of creating stool materials in Substance Painter.
We used single texture set for three materials, which allowed us to lower hardware requirements of the scene.
Wood material consists of high quality scanned wood base and many tweaks for achieving believable surface details: dirt, damage, ambient occlussion dirt, spot masks, etc.
Metal material
Leather material
Additional global imperfections (dust, scratches, edge wear, tweaking roughness)
Different channels of stool materials
We used painted normals for bumping metal elements.
TWEAKABLE MATERIALS
If you want to tweak materials in Unreal Engine, you can do it, thanks to exposed parameters. Our base materials gives you ability to tweak brightness of color textre, roughness contrast, amount of ambient occlussion and normal map intensity. We also included base materials for clear coat, cloth, displaced meshes, emissive, foliage and glass.
Base material - general
Base material - cloth
Base material - glass
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