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

The Blueprint editor

The Blueprint Editor is similar to other panels in Unreal Engine, which is one more reason to become familiar with it quickly: many sections and concepts are the same across different tabs, such as the node system resembling the material node system. Also, while the logic may differ, concepts such as variables, events, and interfaces can be used in other parts of Unreal Engine. For Archviz, learning the basics is usually sufficient since complex game programming is not typically required. Let’s explore these basics together.

Overview

Take a look at the next figure to get a first glimpse of working with the blueprint editor:

Figure 10.12: Overview of the blueprint editor

Figure 10.12: Overview of the blueprint editor

Here’s a quick explanation of these parts:

  1. Toolbar: This contains the most commonly used tools and commands
  2. The Components tab: This is a super important tab as this is where you add components to your Blueprint. Components are the individual...