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

Project – creating your final cameras

Now, it’s time for you to unleash your inner photographer and create some cameras in your scene project. I won’t go into specific details here since it’s a personal creative process, but remember the general rules highlighted earlier and follow these steps for each camera:

  1. Create cinematic cameras from the cinematic section of the Place Actor panel by dragging them into the scene.
  2. Organize the cameras by placing them inside a folder in your world outliner named Cam or Cinematic to keep things tidy.
  3. Decide on a Filmback size and keep it consistent for all the different cameras.
  4. Choose a lens for each camera and set its Focal Length, Focus Distance, and possibly Cropped Aspect Ratio.
  5. Compose your shots according to your preferences. You can use any of the methods described previously but I’d personally go with piloting cameras: select the camera and switch the viewport to Cinematic Viewport...