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

Blueprint essentials

As you’ve seen, blueprints are a very broad topic, and they can be used to create anything you need. I’m quite sure these concepts might be unfamiliar to you since they were to me at first. But don’t worry; over time, you will learn how to create and modify blueprints just by practicing.

For now, since blueprints cover a wide range of possibilities, it’s not easy to explain how to create blueprints in general. It’s much better to show you how to create specific blueprints instead. By learning a few practical examples, you’ll be able to apply similar approaches to your cases. But before doing so, we need to cover some final concepts.

Nodes

Blueprint objects are defined by using different types of nodes such as events, function calls, flow controls, and variables in their graphs. Each node type serves a specific purpose, but the process of adding and using them is generally the same. We have three main possibilities...