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UE4: An Advanced Real Time Arch Viz Project

Use Unreal Engine to generate photo real stills / animations, architectural walkthroughs and interactive VR experiences
Instructor:
Adam Zollinger
1.341 estudiantes matriculados
English [Auto-generated]
Take your 3d project into Real Time in minutes
Render photorealistic stills and cinematic animations in real time
Navigate a fully rendered environment with keyboard + mouse or VR headset
Understand advanced lighting and material techniques in UE4
Optimize your scenes for export onto any platform
Achieve photorealism in real time software
Package your project for Windows on desktop or VR headset
Learn the essential settings for quality, optimization, visual impact, etc.

*Latest Software

**More content being added regularly

***NOTE: This is a project based course in which a large amount of 3d content will be provided to your for download. The content is yours to use for the course and other purposes. (No resale)

Content Provided to Students:

  • Complete house model (3ds Max + V-Ray / 3ds Max + Corona / .fbx / sketchUp)

  • All necessary texture maps / materials

  • Various furniture models with all materials applied

  • Various object models with materials

  • Foliage Models

  • Models / Materials can be used in both 3ds Max and UE4 (also in .fbx and sketchUp)

  • All models are UVW mapped / unwrapped as necessary

COURSE OUTLINE

In this course, you will learn everything you need to know about architectural visualization using real time technology with Unreal Engine (UE4), the most advanced and professional real time tool available to arch viz artists (It’s also free). You will also make use of Datasmith, a tool designed to translate your 3d rendering projects into real time (projects can come from 3ds Max, Revit, SketchUp, etc.) The course will be split into several large sections, with some sections coming later as software and techniques evolve.

SECTION I:

In the first part of the course, the focus will be on transitioning an existing 3d rendering project into real time UE4. You will learn to achieve photo realism with your materials, lighting and post-processing, all using built-in real time tools. From there, students will generate photo realistic animations and renderings that render in REAL TIME! No more waiting for overnight renderings. Change your camera motions, object animations, camera / lighting effects all with immediate feedback.

Topics included:

  • importing using datasmith

  • UE4 materials

  • Lighting techniques and settings

  • Perfect light bakes

  • Fixing Errors

  • Photorealism

  • Animating Cameras and Objects

  • Level Sequencer

  • Lighting with HDRI

  • Foliage / Landscaping

  • Much More

SECTION II: (coming soon)

In this section, students will convert and optimize their scene for desktop navigation so that it can be shared with others, and navigated in real time on any computer. We will explore interactivity in this section and start learning about blueprints. Students will also learn to use the UE4 widget system to create interactive menus, buttons, etc.

SECTION III: (coming soon)

Students will optimize their project for VR navigation using a headset. We will look at specific interaction blueprints for VR, and approach the project in a way that gives the best interactive and immersive experience.

Software Setup - 3ds Max / UE4 / Datasmith

1
Intro to the Course

Meet me, the instructor. Also get a basic rundown of what you will see in the course.

2
Stay Connected With Your Instructor
3
Get the Correct Software
4
Download the Project Files

Take The Project From 3ds Max (or SketchUp / Revit) Into Unreal Engine

1
Exporting from 3ds Max Using Datasmith

- open the provided project

- export to Datasmith

- transfer all materials and models to Datasmith, ready for import into Unreal Engine and Real Time.

2
Start a Template Project and Import Your Project

- Start a basic template in UE4

- Use the first person template as our base

- Make sure Datasmith is enabled on your project

- Import our 3ds Max project via Datasmith


3
Set up Your Level and Navigation in UE4

- Adjust the basic template level to start working with our project

- Add the necessary volumes to the level (Navigation / Lightmass Importance / Post-processing)

- Delete the gun and crosshairs from the level and setup an arch viz charachter for your navigation

- Add collisions to ground objects

Refining Your Materials in Unreal Engine

1
UPDATE: Materials Look A Little Different In Newer Versions of Datasmith
2
Adjusting V-Ray Materials in UE4

- Find problems with imported V-Ray materials

- Fix materials using UE4 functionality

- Find and address common issues that are caused due to translation between 3ds Max and UE4

- Assign materials to all the objects in your scene

3
Create and Apply New Materials - Bamboo Leaves
4
Working With Material Instances

In some newer versions of Datasmith, many of the materials are created as Material Instances.

- use and understand material instances

- find uses for instances to help streamline your workflow

5
Use Free Substance Materials in Your Scene to Add Realism

- Enable Substance plugin for UE4

- Access free, high quality materials from substance

- Apply substance materials to your objects

- Adjust substance materials proceduraly in real time

6
Finishing Up Our Materials

- Finishing touches on all materials

- Make sure every object has a material assigned

- Fix any errors

Lighting in Unreal Engine

1
Adding Area Lights and Spot Lights

- Add lights to your scene

- Explore and use different types of lights

- Rectangular, spotlight, direct

- Stationary vs Static vs Mobile

- Light your entire scene

2
Setting Up Sun and Environment Light With HDRI

- Setup your environment light

- Use the Skylight actor to properly capture the surroundings

- Add a skysphere with an HDRI mapped to it

- Learn to manipulate and properly use the HDRI

- Set up a stationary sun that matches your HDRI


Finishing Prep For "Rendering"

1
Finishing Up Model, Lighting and Materials

- Make sure all lights, materials, and models are properly set up


Light Baking

1
Setting Up For Light Baking

- Dial in direct and sky lighting

- Isolate just your lighting so you can see its effect clearly

- Turn on light emmisiveness on static meshes to add to lighting calculation

2
Lightmass Importance Volume and Portals

- Use lightmass importance volume to get better results

- Add lightmass portals for better results on interior lighting


3
Lightmap Optimization on Each Object

- Make sure each object has a proper resolution for light baking

- Adjust lightmap resolutions individually

- Use stats panel to optimize each object

- Use optimization views to visualize lightmap resolutions

- Use resolution override to correct

- Use the static mesh editor to correct and redo lightmap resolutions and maps

4
Light Bake Quality Settings

- Get the lightbake settings correct

- World settings for lightmass

- What the settings mean

- Preview lightbakes vs. High Quality and resolution

5
Additional Lighting Effects - Polishing Off Our Lighting

- Getting soft shadow on the sun

- Adjusting Skylight / Environment light

- Looking at Environment Fog

- BP sky sphere


Landscaping Your Scene

1
Place Bamboo Models Around Your Scene

- Start getting your landscaping worked out

- Place your bamboo model around the scene

2
Get Some High Quality Foliage Models from Epic Games
3
Using the Foliage Tool

- Spread your flowers and plants around quickly with foliage tool

- Learn the settings and techniques of foliage tool

- Landscape your whole scene

4
Adding Trees To Your Scene

- Add our tree models to your scene

Getting Your Reflections Just Right

1
Screen Space Reflections and Baked Reflection Captures

- Perfect your reflections

- Learn the difference between screen space reflections and baked ones

- Place reflection actors around your scene

- Adjust your reflections and refine them

Generating Cinematics and High Quality Rendered Views

1
Placing and Using Cine Camera Actors

- Place a cine camera in your scene and start exploring its settings

- Depth of Field and focus settings

- Post-process settings

2
Post Processing Settings

- Explore the post-process settings built into the cine camera

3
High Resolution Screen Shots

- Generate high resolution screenshots from your camera

- "Render" out of UE4

- Real time rendering

4
Another Still Shot and More Camera Settings
5
Render Animation Sequences With Level Sequence

- Everything you need to know about the level sequencer

- Animating camera properties

- Creating a master sequence

- Editing multiple shots together

- Animate!

- Generate and movie file with your animation

- Export settings

6
Animating Objects in Your Scene

- Use level sequencer to animate objects in your scene

- Generate animations

7
Section Conclusion

- Thanks for making it this far, and stay tuned for more content coming

Section II: First Person Real Time Navigation

1
Perfecting First Person Navigation

- set up your existing scene for first person navigation

- make sure all your collisions are correct

- set up your character and proper inputs

2
Adjusting Inputs / Setting Up Custom Inputs
3
Optimization: Setting up LODs (Levels of Detail)

- optimize your scene with LODs

- make your scene run at a higher frame rate

4
Dynamic Material Color Changes w/ Parameter Collections

- setup material parameter collections

- use dynamic parameters to interactively change material colors in game

5
Interactively Change Materials With Blueprints

- use blueprint scripts to change a material dynamically in your scene

- start creating blueprint scripts

6
Turn On and Off The TV Dynamically With Blueprints

- Use more blueprints to add interactivity

- Continue getting comfortable with scripting using blueprints

- Explore new script nodes

- Use variables

7
Build a Basic UI For Your Project's Main Menu
8
Change Object Materials Using a UI Button

- Create a dummy blueprint to hold an array of variables

- Change the material of multiple objects using a button

- Program a UI button to cycle through all your objects and assign a new material to them

- Use visible variables in blueprints

9
More UI Controls

Section III: Virtual Reality

1
Optimizing For VR
2
Importing VR Functionality From Pre-Built Templates
3
Nav Mesh Setup for VR
4
Interaction In VR Using Buttons
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