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

Rendering the Scene

We’re at the final chapter, where we’ll cover the ultimate goal of any artist working in Archviz: the rendering phase. Unlike other uses of Unreal, such as games or interactive experiences, Archviz is entirely focused on the final image. Everything you’ve learned so far doesn’t matter if you’re not able to deliver a perfectly rendered image. All your efforts are directed toward this goal, which is why this chapter is so important. Fortunately for you, it’s also relatively straightforward, especially when compared to most other topics in this book.

Rendering has become easier and more accessible over the years, but it wasn’t an immediate development as this game engine wasn’t originally designed to function as an offline renderer. Until just a few Unreal Engine versions ago, it wasn’t even possible to render still images properly. However, the process is relatively easy, even though it’s not...