Creating a fancy loft in Unreal Engine 4

Michal Franczak 2022-01-10 14:36 tutorial  > Unreal Engine  > modeling

Breakdown of a scene that comes with Archinteriors for UE4 vol. 1 Remastered collection.

We are presenting our latest Unreal Engine scene that comes with Archinteriors for Unreal Engine 4 vol. 1 REMASTERED collection consisting of six interior scenes. This collection is available in Evermotion shop. Each person that will purchase it, will get update to Unreal Engine 5 version for free (when it will be available later this year).

 

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Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4

 

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Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4

 

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Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4

 

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Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4

 

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Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4

 

 

 

01b

This is a screenshot from Unreal Engine 4.27.1 . You can see some noise, especially on the columns. It comes from raytraced reflections that were tuned down to achieve fluent navigation. We can tweak it to increase output quality in PostProcessVolume element. This way no noise will be present in final renders. All models were modeled in 3ds Max prior to putting them in Unreal Engine 4. The most of materials are tiled, so they can be easily switched between objects, you can change color, scale, etc.

PostProcess Volume controls all raytracing settings and color correction for this scene.

 

02b

This is how the scene looks like with PostProcess Volume disabled - it has much warmer temperature. PPV helps us to balance the tonality of the scene in an easy way with color grading panel.

 

03_20

We tweaked these settings in PPV to change tonal balance of the scene to a bit colder side. We also used LUT_night that comes with Unreal Engine.

 

04_20

These are raytracing settings. For global illumination we used GPU baking of the scene. On top of baked GI we added raytraced reflections, refractions and ambient occlussion. Baked light was built with Nvidia GeForce 2080 Ti and AMD Ryzen 3950X. We didn't use raytraced global illumination for lights, because we used static light sources (and raytracing is calculated only for dynamic lighting).

 

05_17

These settings control the stuff that is more traditional post-production - in this case it is bloom (we used a standard one, but you can change it to convoluted if you want to), a bit of chromatic abberation and some changes in the speed of exposure compensation.

 

06_14

The Lighmass Importance Volume controls what elements of the scene are considered for baking light. In this case it surrounds the whole scene.

 

07_13

The main light sources are rectangular lights in windows. They are static, so the light was baked.

 

08_12

Raytracing was used mainly for reflections - it looks gorgeous and much better than screen space reflections.

 

09_12

This is how reflections look with screen space reflections. They are faster to calculate but less acurrate than raytraced reflections. You can switch between two reflection types with a single click.

 

 

10_19

Raytracing was also used with translucent materials. RTX version above.

 

11_16

Regular "raster" version. It does not look bad in this case, but some glass elements will not be as good looking with older raster translucency type.

 

12_14

Raytraced translucency.

 

13_14

Raster translucency

 

14_15

If you want to increase raytracing quality during your work, without waiting for final render, you can increase Screen Percentage in viewport settings. Everything will be smoother, but your scene will work much slower.

 

15_14

Regular "100 percent" settings that work very good and fluent while navigating with RTX 2080 Ti.

Generally, you want to keep screen percentage to 100% during work, and keep it high in PostProcess Volume and cameras, so you will achieve crispy renders during exporting of a sequence. If you want the best possible quality, you can render at 4K and then downsize them to 2K for Youtube or Vimeo.

 

16_13

These are our export settings for sequences of this scene.

 

17_9

Our second light source is HDRI backdrop.

 

18_8

And that's how the scene looks if we turn it off in the outliner.

 

19_8

HDRI backdrop settings.

 

20_5

Unlit mode

 

21_5

Wireframe mode

 

22_5

Detail lighting mode

 

23_4

Path tracing mode (and settings)

 

Our promo of Archinteriors for Unreal Engine 4 vol. 1 REMASTERED with the scene from tutorial.

 

 

 

 

 

 

Author: Michal Franczak Editor: Michał Franczak
Tags: archinteriors unreal
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