Making of Unreal Kitchen - Tip of the Week

Michal Franczak 2018-12-14 09:53 tutorial  > Unreal Engine  > modeling

We are braking down the fourth scene from Archinteriors for Unreal Engine vol. 5.

This time we are looking at the scene of kitchen / loft / saloon interior that was created in 3ds Max and exported and recreated in Unreal Engine. This scene comes from Archinteriors for UE4 vol. 5. it is fourth scene from this collection.

 

env_far

The scene is surrounded by environment sphere with winter exterior map.

 

env

Environment sphere material is based on unlit material.

 

env_mat

Unlit material that is a base material for environment sphere is pretty simple. It consists of one texture sample slot that has contrast parameter control (with cheap contrast node and a scalar parameter) and intensivity control with multiply node.

 

outside

The scene seen from outside. Surrounding boxes are Lightmass Importance Value and Post Process Volume.

 

door

the scene contains multiple meshes (165) created in 3ds Max and then imported to Unreal Engine 4. They were textured in substance Painter. Let's take door for example...

 

door_uv

Door mesh and UVs created for lightmapping (UV channel 2).

 

door_mat

Door material instance

 

basemat_overview

...and a base material that was used for this instance.

 

basemat_albedo

Base material base color - you can see texture coordinates control that allows us to scale UVs in Unreal Engine

 

basemat_normal

We use one normal map from Substance Painter and another uniform blue map (totally smooth surface). We LERP (mix) them together and use "Normal amount" parameter to control strength of normal map texture.

 

basemat_mask

Mask texture contains different information on different channels: red is Ambient Occlusion (with AO_amount parameter), green is roughness and blue is metallic.

 

lamp_1

Lamp mesh (and spotlight inside).

 

lamp_angle

Lamp, seen form top angle.

 

lamp_light_mat

Lit bulb material.

 

point_light_1

Spotlight settings.

 

lamp_mat

Lamp material

 

floor_mesh_3

Floor mesh is divided into separate elements.

 

floor_uv1

Floor uv channel 1 (for texturing)

 

floor_uv2

Floor uv channel 2 (for lightmapping)

 

LIGHT_SETTINGS_1

Light and lightmass settings. We used blueprint 9BP Light Studio) for environment light (HDRI).

 

detail_lighting

Detail lighting visualization

 

lighting_only

Lighting only visualization

 

no_ppv

Scene without post-processing.

 

ppv

Scene with post-processing

 

PPV_settings
Post process volume. We altered bloom and exposure, added a bit of grain. We also increased temperature of white balance.

 

nr_00901_AI_vol5_004_01

Final screenshot from the scene

 

nr_00902_AI_vol5_004_02

Final screenshot from the scene

 

nr_00903_AI_vol5_004_03

Final screenshot from the scene

 

nr_00904_AI_vol5_004_04

Final screenshot from the scene

 

nr_00905_AI_vol5_004_05

Final screenshot from the scene

 

nr_00906_AI_vol5_004_06

Final screenshot from the scene

 

nr_00907_AI_vol5_004_07

Final screenshot from the scene

 

nr_00908_AI_vol5_004_08

Final screenshot from the scene

 

nr_00909_AI_vol5_004_09

Final screenshot from the scene

 

nr_00910_AI_vol5_004_10

Final screenshot from the scene

Thanks for reading!

Author: Michal Franczak Editor: Michał Franczak
Tags: kitchen unreal ue4 ue4 kitchen
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