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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

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10. Your data will be automatically processed, including the form of profiling.
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OK

Making of Modern House in Unreal Engine - Tip of the Week

Michal Franczak 2018-09-11 09:33 tutorial  > Unreal Engine  > rendering

Creating high quality interior in Unreal Engine 4.

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

AI_vol6_01_02

Scene screenshot from Unreal Engine, no post-production.

 

AI_vol6_01_04

Screen shot from Unreal Engine. The building has two floors.

 

AI_vol6_01_28_top_view

Top view 1.

 

AI_vol6_01_29_top_view

Top view 2

 

Fly- through the scene.

 

AI_vol6_01_30_overview

Overview scene.

 

ue4_maps

We included two levels in the scene - one including modern house and the second with meshes overview.

 

meshes

We included over 200 meshes in this collection.

 

ue4_directlight_1

Main light source is Direct Light. You can see settings on the right.

 

UE4_Point_Light

We included many artificial lights inside interior. Point Light Settings.

 

UE4_SpotLightSettings

These lamps contain two light sources - point light (visible on the previous slide) and spot light that you can see here. 

 

ue4-overview

The building seen from outside - it is surrounded by cylindrical environment map.

 

ue4_environment_map

Environment map.

 

ue4_envmap_material

Environment map material settings.

 

UE4_LightMassPortal

Light portals speed up light baking calculations.

 

ue4_lightmass_importance_volume

Lightmass importance volume.

 

ue4_lightStudio

Post Process Volume settings. We tweaked almost every aspect.

 

ue4_bp_light_studio_all

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.

 

nr_00931_substance_stool_material_00

We used single texture set for three materials, which allowed us to lower hardware requirements of the scene.  

 

nr_00932_substance_stool_material_01

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.


nr_00933_substance_stool_material_02

Metal material

 

nr_00934_substance_stool_material_03

Leather material

 

nr_00935_substance_stool_material_04

Additional global imperfections (dust, scratches, edge wear, tweaking roughness)

 

sp_channels

Different channels of stool materials

 

nr_00929_substance_stool_material_12

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.

 

nr_00942_unreal_basemat

Base material - general

 

nr_00937_unreal_basemat_cloth

Base material - cloth

 

nr_00941_unreal_basemat_glass

Base material - glass

Author: Michal Franczak Editor: Michał Franczak
Tags: house engine unreal ue4 realtime engine ue4 house realtime
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Jesusarq 09:40:41  |  13-09-2018
This is generous, thank you
Twein2 09:12:24  |  14-09-2018
Master Materials used in this scene are far more simpler than those from vol.1 What's the reason? Usage of Substance Painter textures instead of other more random maps? I'm considering this volume but those Material Instances are useless when it comes to move them to other objects. In other hand lightning is awesome. What's the render time?
3darchstuffs 07:25:58  |  17-09-2018
I Can't Beleive u think u cant achieve great result with datasmith.
Jesusarq 08:15:58  |  17-09-2018
To be honest, datasmith does an amazing job in most of cases... in my opinion evermotion should evolve and sell blueprint packs, effects, something else, a value more than archmodels turn into ue4 assets.
dr_After 13:07:26  |  19-09-2018
@3darchstuffs: we could use datasmith, but we decided that we will use another workflow. As you can see, result is pretty great :)
dr_After 13:07:37  |  19-09-2018
@Jesusarq: we will consider it!