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

Sequencer for cinematics

As the main task for Archviz artists revolves around rendering and animations, the Sequencer’s key role is to manage this. Understanding how to connect cine cameras to sequences, configure rendering settings, and delve into camera animation via keyframes will be covered since it is the only way to render our camera views.

In the subsequent sections, open your project scene with 2-4 designated cameras, and systematically follow the instructions to associate them with sequences (which we will render in the next chapter).

Creating a sequence with linked cameras and spawnable cameras

Having covered sequence creation, our focus will shift to generating renderable sequences by linking our cameras to them through tracking. As highlighted earlier, theoretically, any sequence can accommodate numerous cameras using cut tracks or shots. However, for still images, I prefer individual sequences for each camera by utilizing standalone single sequences (since...