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

Summary

This chapter has been quite intense, covering a wide range of key concepts and topics. To avoid getting overwhelmed by this new information, it is crucial to put it into practice as soon as possible. My suggestion is to work with the scene you are currently using alongside this book and try doing the following:

  • Create a clay Material by following the instructions provided in this chapter
  • Generate a few Instances of the clay Material
  • Assign these clay shaders to your scene
  • Create your own Material Functions for UV mapping

In summary, we have learned about the ideal pipeline behind Unreal’s Material system, which involves utilizing Master Materials and Material Instances. We have gained an understanding of how to create a Master Material, what settings to consider, how to parameterize it, and how to create Material Instances from it.

We also discussed workflow optimization using Material Instances and explored how to create reusable Material...