03 -lighting and effects

Welcome back one more week, dear readers!

Today, and as a previous step before building the lighting of our scene, we are going to prepare a level for such task. To do so, we could rely on any of the default maps created with the editor’s different blueprints. Instead of that, we’ll create one from scratch so we can understand how Unreal Engine really works behind the scenes. Let’s get to it!

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02 – first steps in UE4

Welcome back one more week!

On the last tutorial, we left our scenes ready to be exported into Unreal Engine 4. This time, we can continue from that point and start playing with our models in the game engine – while we also begin to understand how said software works and what tweaks we need to apply for it to give the best results. Without further ado, let’s get to it!

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01 – from a 3D app to Unreal Engine 4

Hi and welcome back!

On this very first blog entry about real-time archviz, we are going to start talking about those things we have to consider when transferring our work from a 3d application into a game engine. It doesn’t really matter which software you use for modelling and texturing, since the process we are about to cover is something that every 3d app handles. Having said so, let’s start bringing our buildings to life!

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Introducing – real time archviz!

Hi back!

Starting this Wednesday, I’m going to launch a series of blog entries about real time visualization for architecture. Taken as a group, they are meant as a tutorial to help 3d artists make the jump from traditional renders and still images to real time archviz, using most of the assets you are probably used to and in a simple and effective way. We’ll be using some great and free tools to power our designs, such as the Unreal Engine 4, and some other good old friends of ours like Max or Maya.

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