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!

Continue reading “01 – from a 3D app to Unreal Engine 4”

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.

Continue reading “Introducing – real time archviz!”

episode 07 – rendering the results

I know I say this quite a lot, but now more than ever… WELCOME BACK!

It’s been twelve days since the last blog post, and no, my computer hasn’t been rendering for those 12 days straight. But alas, I have used some of that time to do that too! In this episode, we are going to take a look at how to set up a material with the textures we’ve created – in VRay no less. This process will be similar in other render engines, such as Mental Ray, RenderMan, Octane… so let’s get started and have some fun!

Continue reading “episode 07 – rendering the results”

episode 05 – creating textures (I)

Hello and welcome back!

In this instance of the ‘making real displacement textures’ tutorial, we are going to start creating the textures for our models. After some time working and refining our meshes, we are now at the point where we can finally start creating some maps. This is a process that will be divided into several steps, since it’s not as straightforward as what we’ve done before: first, we’ll create texture maps for all the meshes that we have, and then we’ll create them as regular textures that we can apply in any other model. Let’s get to it!

Continue reading “episode 05 – creating textures (I)”