Book Image

Architectural Visualization in Unreal Engine 5

By : Ludovico Palmeri
Book Image

Architectural Visualization in Unreal Engine 5

By: Ludovico Palmeri

Overview of this book

If you excel at creating beautiful architectural renderings offline, but face challenges replicating the same quality in real time, this book will show you how the versatile Unreal Engine 5 enables such transformations effortlessly. While UE5 is widely popular, existing online training resources can be overwhelming and often lack a focus on Architectural visualization. This comprehensive guide is designed for individuals managing tight deadlines, striving for photorealism, and handling typical client revisions inherent to architectural visualization. The book starts with an introduction to UE5 and its capabilities, as well as the basic concepts and principles of architectural visualization. You’ll then progress to essential topics such as setting up a project, modeling and texturing 3D assets, lighting and materials, and post-processing effects. Along the way, you’ll find practical tips, best practices, and hands-on exercises to develop your skills by applying what you learn. By the end of this UE5 book, you'll have acquired the skills to confidently create high-quality architectural visualizations in Unreal Engine and become proficient in building an architectural interior scene in UE5 to produce professional still images.
Table of Contents (24 chapters)
1
Part 1: Building the Scene
6
Part 2: Illuminating and Materializing the Scene
12
Part 3: Completing the Scene
16
Part 4: Rendering the Scene
Appendix:Substrate Materials

Creating architectural materials with PBR workflow

I will show you how to create a basic PBR material, starting from the master material introduced in the previous chapter. I will be using a simple structure for my material, but it will be highly effective and flexible for various cases. Moreover, it will be reusable for all your future projects. Learning these basics will enable you to create your own materials, no matter how complex they may be.

Using this foundation, we will create different material instances (and apply them to the scene) – dielectric materials, such as concrete, wood, and walls; Metallic materials; and, by making some modifications to our master material, we will explore fabric and masked materials as well.

I cannot emphasize this enough – as you read through this section, make sure to create your own version of the material. It’s crucial to put into practice what I instruct as soon as possible, since integrating theoretical learning...