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

Summary

In this chapter, we started by covering the basics of blueprints, a core element of Unreal Engine that allows us to program various functionalities in our scene. We covered the different types of blueprints available in Unreal, focusing on those most useful for Archviz. Then, we quickly learned how to create these blueprint types. Additionally, we covered the widget blueprint and how to create them (a notion that we will face again in the next chapter).

Moving on, we delved into studying the blueprint class editor and its various sections, understanding nodes, functions, and variables.

To apply our knowledge practically, we created a step-by-step blueprint actor for a floor lamp, introducing concepts that can be reused for other blueprints.

In the next chapter, we will continue with practical exercises, building upon the floor lamp we just made. We’ll explore level and widget blueprints, which will enable us to control the floor lamp’s on/off functionality...