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Architectural Visualization in Unreal Engine 5

You're reading from  Architectural Visualization in Unreal Engine 5

Product type Book
Published in Feb 2024
Publisher Packt
ISBN-13 9781837639762
Pages 496 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Ludovico Palmeri Ludovico Palmeri
Profile icon Ludovico Palmeri

Table of Contents (24) Chapters

Preface 1. Part 1: Building the Scene
2. Chapter 1: Setting Up the Project 3. Chapter 2: Preparing the Scene 4. Chapter 3: Importing the Scene 5. Chapter 4: Managing Your Assets 6. Part 2: Illuminating and Materializing the Scene
7. Chapter 5: Lighting in Unreal – the Essentials 8. Chapter 6: Lighting the Scene 9. Chapter 7: Exploring Materials 10. Chapter 8: Creating Architectural Materials 11. Chapter 9: Detailing the Scene with Decals 12. Part 3: Completing the Scene
13. Chapter 10: Making Interactive Elements Using Blueprints 14. Chapter 11: Communicating between Blueprints 15. Chapter 12: Optimizing the Scene 16. Part 4: Rendering the Scene
17. Chapter 13: Setting Up Cameras 18. Chapter 14: Post-Processing Images 19. Chapter 15: Discovering the Sequencer 20. Chapter 16: Rendering the Scene 21. Index 22. Other Books You May Enjoy Appendix:Substrate Materials

Preparing the Scene

In architectural visualization (Archviz), a proper modeling phase is crucial for achieving great results during the rendering step. To achieve the best results for real-time rendering in Unreal Engine 5, you must adopt a slightly different approach than for traditional offline rendering engines. For these, in fact, high-poly models with photorealistic lighting are crucial: they can handle almost anything and unwrapping are less important. In fact, the renderer can handle almost anything and still produce good results. In contrast, Unreal requires following certain guidelines to ensure accurate lighting and optimal performance.

This chapter will provide best practices for obtaining accurate models for Archviz in UE5, taking into consideration the scope of the project defined in Chapter 1, Setting Up the Project. You will receive tips and advice on both modeling and unwrapping, as well as how to organize complex models and prepare them for receiving materials.

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Technical requirements

Learning about environment design

When creating a scene in Unreal Engine, it’s important to understand the difference between working on an Archviz project and working on a game, mobile, or other real-time experiences. Although the workflows can vary, it can be valuable to learn about different approaches as they may offer useful insights in various practical situations. In the gaming industry, environment artists are responsible for creating environments, much like the typical Archviz artist who creates architecture, landscapes, and other elements based on the client’s design. This process is similar to offline rendering using tools such as V-Ray, Corona, or Cycles. In real time, the main difference is in the tools used rather than the main concepts. Unlike offline rendering tools, there are two main approaches to environment creation. The first, which you’re likely familiar with, involves modeling everything inside your 3D software before jumping into Unreal...

Preparing 3D scenes for real-time usage

As previously stated, I will be utilizing 3ds Max to create my scene, but you can choose to use any other software for this stage. Common options include Blender, Cinema 4D, and Maya. Rhino, Revit, SketchUp, SolidWorks, and other CAD/BIM modeling software can also be used, although some of the concepts mentioned here may not be applicable. This is because Unreal Engine only works with meshes, converting CAD inputs into meshes during the import process and not providing as precise control over polycount as a dedicated 3D software would.

Dealing with the polycount

One of the most challenging aspects of video games and game engines has been keeping the polycount (that is, the number of polygons composing the models) at a reasonable level, as a high polycount would result in a laggy scene that is too much for the graphics card to handle. A few years ago, real-time modeling meant sacrificing unnecessary details, baking normal maps to low-poly...

Discovering 3D modeling for real-time usage

We are now standing at a critical crossroads, diverging from what you’ve been accustomed to until now. Unlike offline renderings, where any objects or surfaces within the scene can be rendered without issue, the type of lighting system used in Unreal will determine how your model is created. If incorrect models are used for a specific type of lighting, errors and inaccurate lighting can result. Before discussing light types, we need to take a small step forward to introduce a concept that will be covered in Chapter 5. There are two main approaches to lighting in Unreal Engine 5: baked lights and real-time/dynamic lights using Lumen or path tracing. This is an extreme simplification, but it will serve our current purpose. Let’s take a brief look at their differences.

Before going forward

Is it important to note that the baking light process is a bit outdated, unless you are developing for mobile or VR, and this will be...

Project – preparing your 3D scene to export to Unreal Engine 5

It’s time to put what we just learned into practice by creating a scene and preparing it for export to Unreal. To build an Unreal scene for rendering and animation purposes using Lumen as the primary lighting method, we need to meet certain pre-conditions.

Note: downloadable 3D scene

If you don’t have a ready scene at the moment or lack the time to create one, I’ve prepared a small scene for you, which you can download from the provided link: https://github.com/PacktPublishing/Architectural-Visualization-in-Unreal-Engine-5/blob/main/ArchvizInUE5_Apartment.fbx. Feel free to utilize it; it’s set up and ready for you to import into Unreal (or your preferred software to understand its structure). However, since this project will guide you throughout the book, using something unique that you already possess would be beneficial. Doing it yourself can be a better learning experience.

...

Summary

So far, we learned the essential steps to prepare our scenes before importing them into Unreal Engine 5. We discussed two primary workflows, one for images and animations that utilize the Lumen system, and another for baked light scenes. Remember that generally, we recommend going for the first workflow since it is more versatile and flexible, but the second one is still useful for specific cases such as VR and mobile applications. However, it used to be the most common method for building photorealistic scenes in Unreal Engine 4.

We also learned how to prepare primary elements such as walls, floors, and structures, as well as secondary elements such as doors, props, and furniture, in terms of meshes, polycount, and UVW coordinates. Additionally, we covered how to export regular assets and scattered compositions, such as grass and foliage, while paying attention to texel density and the importance of using UDIMs.

Best practices:

  • Organize your assets with a clear...
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Architectural Visualization in Unreal Engine 5
Published in: Feb 2024 Publisher: Packt ISBN-13: 9781837639762
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