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

We have just finished learning how to optimize our scene to avoid performance or memory issues that could affect our renderings or editor navigation. We started by learning how to determine our performance budget and use the various tools that Unreal Engine offers us for this purpose, such as console commands and profiling tools. Then, we learned how to reduce the impact of the scene on our frame rate by reducing draw calls and optimizing our assets directly. Finally, we addressed the most common issue in Archviz scenes, which is memory shortage during texture streaming. We saw some workarounds to fix errors regarding texture streaming and how to reduce our texture memory footprint.

Now that the scene is fluid and optimized, we are ready to move on to the next chapter, where we will finally start creating and preparing our cameras for our shooting session.