Maciej Dworakowski 3D artist/​CG generalist

ABOUT

Rendering photo-realistic interiors in V-ray is a great marketing and visualization tool, but being able to walk around a photo-realistic interior in real time powered by a game engine is the future. Even more so with the commercialization of VR headsets such as Oculus Rift, HTC Vive or even Samsung Gear.

Creating an UE4 interior scene is fundamentally different from traditional rendering in 3dsMax. Polygon count becomes of essence, making sure the game can run on lower-end PCs while maintaing a good level of detail. Even more so is optimizing for VR, which requires a minimum of a steady 90FPS and above.

Those are some of the techniques I have learnt, experimented with and used in this demo:

UV unwrapping and lightmap creation
Polygon count optimization
Direct lighting + Sky vs Bounce card methods
Substance painter 5 texturing
Custom LUT creation and other post-processing techniques

MADEIT CREDITS

Unreal Engine 4 Interior Scene

Comments

SHARE