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

Appendix:Substrate Materials

We can almost consider our section on Materials complete. But wait, why did I say almost? Well, that’s because everything explained so far is related to traditional or legacy Materials. Starting with UE 5.2, an entirely new type called Substrate Materials has been introduced. They are truly innovative, and they are poised to eventually replace the current Material system. However, this is more of a long-term goal, and the current Material system will likely remain as an option. As of the current version, UE 5.3, the traditional Material system is still the default and official system, while Substrate Materials are experimental, not even in beta, which doesn’t make it very clear how or when this transition will happen.

For these reasons, I believe it’s worth introducing these new Materials now, even though you may not use them for production any time soon. Even the official documentation encourages experimentation but not shipping...