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

Level Blueprints

In our previous work, we created a blueprint for a floor lamp. Now, let’s explore how to control it during runtime, which encompasses both in-game interactions and initiating animations. Controlling events is not only valuable for interactive experiences but also for managing animations effectively during gameplay.

What is a level blueprint?

A short recap on what a level blueprint is: a special type of Blueprint that is tied to a specific level in your game or project. It allows you to define and control the gameplay logic and events that are specific to that level. Level Blueprints provide a way to script interactions, events, and behaviors directly within the context of a level, without having to create separate Blueprints for each object or actor in that level. Level Blueprints are used to control the behavior of the level as a whole. They can be used to do things such as activate triggers, play music, control lighting, and so on.

Project –...