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Architectural Visualization in Unreal Engine 5

Architectural Visualization in Unreal Engine 5

By : Ludovico Palmeri
4.7 (13)
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Architectural Visualization in Unreal Engine 5

Architectural Visualization in Unreal Engine 5

4.7 (13)
By: Ludovico Palmeri

Overview of this book

If you excel at creating beautiful architectural renderings using traditional software but want to master real-time, interactive visualizations, 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 for both beginners and experienced users offering a clear, end-to-end approach to creating stunning visualizations from scratch as well as 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 book, you'll have acquired the skills to confidently create high-quality architectural visualizations in UE5 and become proficient in building an architectural interior scene to produce professional still images.
Table of Contents (24 chapters)
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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

Discovering the basics of the Sequencer

The concept of sequences initially struck me as a bit unfamiliar, given that my previous years of experience with Blender and 3ds Max did not involve anything equivalent. While everything else I had encountered so far (except for Blueprints) was somewhat familiar to me, as is typically the case for anyone working in the CGI field, the Sequencer and the entire rendering process presented a degree of novelty that required some time for me to acclimate to.

To elucidate the nature of the Sequencer, let’s momentarily reflect on the concept of a timeline, which is a staple in traditional offline renderers. In this timeline, keyframes are utilized to animate a wide array of elements, correct? Now, within Unreal Engine, there isn’t a single consolidated timeline, given its status as a game engine geared for real-time interaction. Therefore, the concept of “sequences” comes into play. A sequence functions akin to a timeline...

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