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Architectural Visualization in Unreal Engine 5

You're reading from   Architectural Visualization in Unreal Engine 5 Create photorealistic architectural interior renderings in UE5

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Product type Paperback
Published in Feb 2024
Publisher Packt
ISBN-13 9781837639762
Length 496 pages
Edition 1st Edition
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Author (1):
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Ludovico Palmeri Ludovico Palmeri
Author Profile Icon Ludovico Palmeri
Ludovico Palmeri
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Table of Contents (24) Chapters Close

Preface 1. Part 1: Building the Scene
2. Chapter 1: Setting Up the Project FREE CHAPTER 3. Chapter 2: Preparing the Scene 4. Chapter 3: Importing the Scene 5. Chapter 4: Managing Your Assets 6. Part 2: Illuminating and Materializing the Scene
7. Chapter 5: Lighting in Unreal – the Essentials 8. Chapter 6: Lighting the Scene 9. Chapter 7: Exploring Materials 10. Chapter 8: Creating Architectural Materials 11. Chapter 9: Detailing the Scene with Decals 12. Part 3: Completing the Scene
13. Chapter 10: Making Interactive Elements Using Blueprints 14. Chapter 11: Communicating between Blueprints 15. Chapter 12: Optimizing the Scene 16. Part 4: Rendering the Scene
17. Chapter 13: Setting Up Cameras 18. Chapter 14: Post-Processing Images 19. Chapter 15: Discovering the Sequencer 20. Chapter 16: Rendering the Scene 21. Index 22. Other Books You May Enjoy Appendix:Substrate Materials

Preparing 3D scenes for real-time usage

As previously stated, I will be utilizing 3ds Max to create my scene, but you can choose to use any other software for this stage. Common options include Blender, Cinema 4D, and Maya. Rhino, Revit, SketchUp, SolidWorks, and other CAD/BIM modeling software can also be used, although some of the concepts mentioned here may not be applicable. This is because Unreal Engine only works with meshes, converting CAD inputs into meshes during the import process and not providing as precise control over polycount as a dedicated 3D software would.

Dealing with the polycount

One of the most challenging aspects of video games and game engines has been keeping the polycount (that is, the number of polygons composing the models) at a reasonable level, as a high polycount would result in a laggy scene that is too much for the graphics card to handle. A few years ago, real-time modeling meant sacrificing unnecessary details, baking normal maps to low-poly...

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