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 animations

As we mentioned at the beginning of this chapter, Sequencer is a powerful tool. Using it to record camera views and render them is just the tip of its capabilities. We can utilize it to animate actors in complex ways – for example, we can track various properties and create intricate animations. In this section, we will cover the basics, but it’s important to keep in mind its potential for handling more complex tasks in the future.

Next, we will delve into animating static meshes and light actors and explore how to reuse these animations. This concept applies not only to skeletal actors but also to Blueprint actors and alembic assets. Each of these actor types offers properties that can be animated.

Before moving on

As I’ve said many times now, naturally, these concepts hold relevance when working with animations exclusively, not with still images – especially in advanced animations where not only cameras but also objects...