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Unreal Engine 4: Making of Artistic Loft

Michal Franczak 2018-10-15 13:28 tutorial  > Unreal Engine  > modeling

We are looking behind the scenes of this loft interior from Archinteriors for UE4 vol. 5.

This is a fifth scene from Archinteriors for UE4 vol. 5 collection, consisting of five architectural visualization scenes for Unreal Engine 4.

 

nr_00903_HighresScreenshot00000

This is a view from Unreal Engine with all icons on (editing mode). We placed many light sources in the scene and many reflection capture spheres too. The scene is rather big (over 4GB), but it contains many meshes, two floors, etc.

 

meshes_list

This scene contains 229 meshes, 225 materials and 613 textures. 

 

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Unlit mode - only diffuse textures. It's an useful mode for checking if your textures are not oversaturated.

 

 

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Detail lighting mode. Ther only color comes from lighting.

 

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Upper level of the house with a subtle lighting.

 

 

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The building is surrounded by Post Process Volume. We will look into post-process settings later.

 

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Another interior shot.

 

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...and one more. All shots are taken directly from Unreal Engine 4.

 

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A lower floor.

 

floor_mesh_2

The floor is divided to several smaller meshes, so we can achieve bigger texture resolution.

 

floor_mat_instance

Floor material - instance material based on master material. We exposed several parameters, so we can tweak our materials in engine. Textures were prepared in Substance Painter.

 

floor_mat_zoom_01

Floor base material. It's rather simple - we use some Multiply nodes for controlling intensity of our textures.

 

floor_mat_zoom_02

Floor base material - continued.

 

lamp

Lightbulb mesh. In case of small meshes, like this lightbulb lamp, we used one texture set for many materials - in this case metal, glass and emissive wire materials are placed in one texture set.

 

bulb_mat_emmisive

Bulb material. It contains the most of settings of other materials, but we also have an emissive node and intensity parameters (Emissive brightness and Multiply node).

 

dirlight_01

Directional light settings. We set intensity to 8.0 (quite high), the most of the settings were left at their default states.

 

dirlight_02

Directional light: we tweaked light shaft occlussion and bloom settings, to increase realism and film look of the scene.

 

dirlight_03

Directional light-  the last settings we've changd was "use area shadows for static objects" which give us the soft shadows look in the scene.

 

bp_ls_01

BP LightStudio settings - we placed HDRI in the slot and tweaked its settings a bit. We disabled sunlight in this element.

 

bp_ls_02

BP LightStudio: we also disabled atmosphere, the rest settings are at default.

 

bp_ls_04

BP LightStudio has also settings for subelements, like Skylight. We increased intensity and cubemap resolution of the skylight.

 

bp_ls_05

BP LightStudio-  exponential height fog settings, at default.

 

pp_01_1

PostProcess Volume settings: a lot of subtle changes in Color grading to achieve the final tone of the scene.

 

pp_02

PostProcess Volume: a bit tweaked film settings, added some chromatic abberation, disabled automatic exposure (Min and Max Brightness are on the same value: 1.0). disabled lens flares.

 

pp_03

PostProcess Volume: quite strong vignette and a bit of grain.

 

pp_04

PostProcess Volume: ambient occlussion settings, we increased overal brightness of the scene by setting "Indirect Intensity" to 1.5, 

 

rendering

Changes in Project settings: reflection capture resolution is set to 1024.

 

rendering2

Changes in Project settings: Gbuffer format is set to High Precision Normals, which gives better reflections quality.

Author: Michal Franczak Editor: Michał Franczak
Tags: loft unreal
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The9PointStar 13:46:16  |  16-10-2018
Thank you! but what about the lightmass settings?