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

Discovering the Sequencer

The Sequencer is a pivotal tool to learn for Unreal Engine in general and is mandatory if you need to render anything. While it was, for me, an entirely new concept coming from the world of offline renderers, I found it quite intuitive and essential, and I learned it rather quickly. The Sequencer, as its name suggests, is where your shots – ultimately, sequences of images – are assembled before being rendered. However, the Sequencer is more than just this; through it, you can not only access rendering functions but also animate all types of things, including the camera. These animations are then accessible from within the game and Blueprints as well, becoming an integral part of your scene. Learning how to use the Sequencer and animate through it is of the utmost importance, especially for our purposes. So, don’t waste any time and follow me into this new chapter.

In this chapter, we’re going to cover the following main topics...