Unreal Engine for Architecture - Class #1 | Yahiya Jasem | Skillshare

Unreal Engine for Architecture - Class #1

Yahiya Jasem, Unreal Engine Specialist | VR Division

Play Speed
  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x
11 Lessons (59m)
    • 1. Class Introduction - What's this about?

      2:01
    • 2. Gathering References

      3:09
    • 3. 3D Modeling and Exporting our Project

      4:44
    • 4. Getting Unreal Engine and Datasmith

      4:08
    • 5. Importing our Project

      6:36
    • 6. Lighting Part 1

      6:33
    • 7. Lighting Part 2

      6:02
    • 8. Materials

      8:52
    • 9. Quixel and Findings Assets

      4:27
    • 10. Cinematics and Raytracing

      10:49
    • 11. Outro, Your Class Project

      2:06
40 students are watching this class

About This Class

Hello and welcome to this my first Unreal Engine class!
Today We will build an interior and visualize it using Unreal Engine 4.

  • In class #1 I will walk you through my process in creating photoreal interiors in Unreal Engine.

Some of what you'll learn.

  • How to organize your references.
  • Correct practices to preparing your project for import/export.
  • Lighting and basic materials.
  • How Quixel and 3d assets will save you tons of time.
  • Final Lighting and RayTracing and Cinematics.

If you're a 3d architect/artist Who loves photorealism and wants to step up their game in Unreal Engine this class is for you!

After this class

Your projects are going to look better

You will learn how to save time and focus on important aspects of your project

Materials / Resources

Softwares:

  • Unreal Engine.
  • Knowledge of a 3d tool (I use 3ds max)
  • Quixel Bridge.
  • Recommended: NVidia Graphics Card for “GPU Light Baker”

 

To make sure we publish a portfolio piece on your Artstation account check out the Class Project.

Transcripts

1. Class Introduction - What's this about? : I like coffee so much. Hello and welcome to this workshop in building architectural projects centered environments inside Unreal Engine. The ability of visualizing gourds of tomorrow and interact with them today in real-time is where my passion is and why I get out of bed every morning. This workshop is for those of you who share the same passion in building and visualizing the better version of tomorrow. This workshop is a series of classes. Every class comes with an assignment and project files. Thus, your homework, I will provide you with gut files and unreal projects so you can follow me through the lessons. There is a community of students like you. You can share your class project with us and get feedback from other students, my team at VI division and me. This way, You and I, we make sure you finish each class with the new portfolio piece. You're proud off and you can share it on your Instagram or art station. Today's project RES, it's a beautiful apartment I found on Pinterest. I will show you how I gathered reference, how a model organism export my projects to unmade. How using premade 3D assets will help you speed up your workflow. We will cover the basics of Unreal before we dive into lighting materials and cinematics. Even though this class is for beginners, it expects you to know the absolute basics of a treaty tool like Max Maya Blender. And the same goes to Unreal Engine. To apply what you learn, I provide you with CAD files or for different apartments, a mood board, and Unreal Engine project. So you can practice all of your new treaties kids a0, it's my goal to inspire architects and game developers around the world to learn Unreal Engine and make projects that's inspired them. My name is Yahoo awesome, founder of VR division, and welcome to my Unreal workshop. 2. Gathering References: Before I start a new project, I like to gather reference and to do that, I use Pinterest. Pinterest is one of the best websites out there together, inspiration, reference images and making mood boards. I made this board called class one for our project, I gathered pictures I liked and I wanted something that is simple, minimal, and easy to follow. So you guys can make your own project to, after I finished gathering references on Pinterest, I'd like to find high quality images of the references I found and save it on pure F. Pure ref is one of my favorite tools in gathering reference and inspiration to create mood ports. It has so many features and amazing shortcuts is completely free and it's available on multiple platforms. To demonstrate how I work with pure F, you can click and drag images from anywhere on your computer. Like this. You can make them larger or smaller. From these handles, you can rotate them. Press Control Alt and left-most button, then click and drag left or right to make it larger or smaller. If you want to optimize the size of all these images, go to images. Normalize. Scale, for example, or height or width. Can try this. Size. Made them relatively the same size. If we made some mess like this, for example, you're just clicking and dragging your images from your web browser. By the way, you can do that, you need to wait sometimes if it's your loading high-quality image, you want to organize all this, no problem, press Control and peak. And it will arrange all these images for you. Right-click help. You can see quick shortcuts. Mouse wheel to zoom in and out. Sometimes you may want to find higher-quality image. Let's say the image here is not really high-quality. You just click and drag the image I dislike super bad and pixelated, right? Right-click any image. Let's say this as just an example. When you go to Google, go to Images. Search by image can either upload an image from UBC or you can just search by the URL. It will show you the image. It will try to guess what it is. You can click on all sides is to find all sizes. Shut out to hold design. This project's called flat 50. And I thought it would make a perfect project for you guys to start to give them some love and thus keep going. Search by Image is super handy. Use it. Here we are impure f after gathering these references and studying them closely, deciding whether I like what I don't like. I tried to sketch the floor plans of this apartment on papers before I do anything, interior smacks or blended. 3. 3D Modeling and Exporting our Project: But the floor and it's a simple objects with thickness of 20 centimeters. Stalls can be made in so many ways. This is one way where we create multiple boxes and attach them later. And now we're just likes I'm simply snapping on vertices. Everytime I create walk. One other way to do this is selecting this explain and thus detach it and give it an extrude, modify it to this guy. Let's do that. If we are tried to assign extrude modifier to the whole floor plan, we may get some problems. And these can be fixed when we close the supply. And let me show you what I mean. So now we have two vertices here. It means our explain is open and when we extrude, we will see these problems to fix this. So usually you can select everything and willed before it's 11 vertices and after we read it, it's ten. And now if we extrude again, we will have our objects fixed. So let's this guy, if I make a copy of it, we don't need this. Close it. Here. We have multiple surfaces, so we have five. We're supposed to have fought. Here, we have two vertices, you're supposed to have one when this guy, it won't. Because maybe we have multiple edges. And that's right, we have two segments. The best way to do this, to delete the segment and then just this. Now if we try to extrude, should look perfect. And that's exactly what it is. I want to explain something. Bake the 1900. It's highly recommended that we separate goals into multiple pieces. So it's not good to have all of our roles one object like this because we will have a super bad lighting quality when we bake delight in and you'd always recommended that we detach our objects into smaller chunks. So notice just detach this guy here is the same on this guy. So this guy is open. Forgive it, extrude modifiers. Again. To be, to look bad, to fix it, we need to connect these two vertices. Our spine is closed when we click extrude, it looks right. It's really important to keep all our layers organized. It would make it so much easier to work on your projects, especially if you have large scale project. Let me unhide the world's diet. After making the walls, I made the floor and the ceiling, the large objects, the doors as the Windows. Then I added some smaller details like the sqrt boards, like these guys, they make all the difference. Here we have the kitchen, it's basically just boxes. And here we have our table set, just like our reference image, if you remember. Let's show it. And finally we have our spotlights. And all looks good. That's unhide this part. And now we need to export this to Unreal Engine. Few Using TDS marks, go to File Export, set a location. Usually I have DEM folder for my data's mess. Exports. Give it a name. Save file as data Smith, click Save, visible objects or selection. If you have an animation, you can't select active time segments. Click OK. Now it's exporting. You can get some error messages like this. This means that there are some objects without UVA's, but that's fine because Unreal Engine would take care of this for us. And I will show you how we can take care of them. Now let's import everything in Unreal Engine. 4. Getting Unreal Engine and Datasmith : Hey everyone. In this lesson, I'm going to link you to some important tutorials I made few months ago. The full tutorials are on our YouTube channel. I'm going to put them in the projectory sources. In this video, I left what's important for you to watch so we can continue the tutorial. At the end of this tutorial, you should know what unreal engineers, you should have it on your machine. And you should have also data Smith and Lu Shuang GPU, light mass. If you have any questions, you can leave them in the comments. You guys did, the AIA from their division and welcome to our first tutorial. For today, I will show you my process in creating architectural projects in Unreal Engine and in future lessons, we'll explain everything in detail. First, we will don't know the Unreal engine. Then you will install dataset for 3D smarts, and then you will get Lu Shang GPU light Baker. As an example, we will use a beautiful scene from our motion and we will export it from today as Marx to Unreal engine using dataset exported. So our first step is getting Unreal Engine four. And to do that, let's go to Google and search for it. If you recently got GTA five from epic store, then you have an account. If you don't have an account and you need to create one. If you're using Unreal Engine four for architecture like me, then you need to select it. There's license. After you select license, your browser will download Epic Games launching, set out the launcher or neurocognitive and sine n lick on Unreal engine on the left, not friends, Unreal Engine. The first page you will see is basically what's up this page updates on a regular basis. For example, you're going to see what's free on the marketplace this month. If you pick on the Learn tab, you will find so many projects that you can download and learn from. I started using Unreal Engine more than five years ago. And if it was not for the stub, Wow, I don't think I would be where I am today. So I highly recommend exploring the staff not to get Unreal Engine. Click on library and library. You will find the engine vergence you got on your machine, and you will find your projects, and you will find the content you buy from the market place. To add an engine version, click on the little plus button on the left and select the latest version. In my case, I already got Unreal for twenty-five point one. After you selected version, click on Install, select a location, then click on Install again. Oh boy, it's datas with time data. Smf is like magic. It's a collection of tools and plug-ins that help you bringing group projects to Unreal Engine four does to save me weeks, if not months, of additional work. So in our case, we need to know the exporter for today as Marx licked on load and try uninstalling. But like in faster than me, it's time for Lu Shuang GPU like mapmaker, you use Unreal Engine mainly for architecture. This will make your life so much easier. However, it's super important that you did the first page and understand the limitations of the Baker, for example, it's strutting in cuda. Therefore, it works on Nvidia cards only after you download the baker caveat to your engine and extract the files, then the place or grid engine is the word most advanced real-time 3D condition too. It's a complete suite of curation tools for game development, architectures, automotive, virtual production. It's evolving every day and it gave us curators across all industries the freedom and control to deliver cutting edge tone. So I will assume you already followed my first tutorial. You got Epic Games launchers, and unions told Unreal Engine under machine, what do you need to do now is get lunch. You'll notice there are four different categories. Feel free to explore all these categories under templates. I actually recommend you doing that. It would surprise you. For example, there is this amazing product configurator in our case, let's click on games next, select a blank template. Also click Next. Let's set a location for our project and give it a name. Let's keep it at blueprint. Know retracing for now, enabled with starter comb. And then click on create project. 5. Importing our Project: After you don't note EPA games launcher and sign in, go to Android engine at an engine Virgin at the latest one in our case is 425.3. And click on launch. You have multiple categories. So if you're working with games, you can select games and there are all these categories to choose from. So it's a virtual reality project or the flying game, or a first-person. Same for these other categories, though in our case, we'll be using architectural engineering and construction templates. Aac does go with blank. We don't want structured content and we don't want ray tracing. Let's set a location and give it a name. So class. Great project. Creating the project for the first time will take awhile. So be patient. Will come to Unreal Engine. And this what you should see when you open the engine for the first time. If we right-click, we can look around. If you press on the arrow keys or ASD and w, you can walk around, click on E, you can go up. If you press on Q, we can go down. Click out, and left-most button, you can orbit the camera around the center of screen. And you can change the behavior to orbit around this specific object and not. We can discuss these in future classes. On the left, we have our basic actors. For example, our basic lights. The light is working. It's an eight, but we cannot see its effect because the sun is set to physically correct value, which is 75 thousand looks. Let's set it to ten and wait for the auto exposure to adjust. And now we can see the effect of our light. Again on the left we have our basic actors. So in cinematic you can get a cinematic camera selecting, translate, it's w selecting, rotate, E, Select, and scale are I never escaped the committee or that's funny. Yeah. If you press chef well, moving an object or translating an object, the Camila would move with it. So it will make it easier to place objects in our words. So let's say when go right with my camera are left. On the right we have the word outliner on this panel, details. When you click an object, you can change its values and its options. So let's do that again on a point light. This is context-sensitive. If you press on a camera, we will have the camera details. If you press on a light, you'd have the late details and we can play with its settings from here. And so on. Here we have the content browser, and this is where our project clips on the left corner in the Content Browser you can show or hide the Sources panel. And here, if you right click create new folder. Let's create a new folder called projects Class1. And inside the classroom does click DT make new folders? Dt stands for datas methods, just my thing. That's how I do it. Now, I'm going to select and delete all these actors and import our apartment. So let's save it in DT here. Data Smith, I only want the geometry. And in the static mesh options, Lightman resolution, I want to sell it for 64, not 512. This will make it so much easier to bake the light. Our apartment is here, but we cannot see it because there is no light source. But you can see the outline that's at a light source. You should be able to add a directional light from the light from here and the skylight. And whatever you want, spotlight and all this cool stuff. Or you can get sun and sky positioner or like the sun positioner. And this takes real-world values, the latitude, longitude, and the time zone to set reward location for the sun. If you want to go to Berlin or do something, let me delete the windows to edit an object like this. If you double-click on the object, you can go to mesh editing, edit mode and select these polygons and just remove them. We can do the same from the backside. And now let's save our actors. And here we are. This is our wet apartment. All looks good, but now we need to bake the light. Let's get the sun to make it easier to select. And we need to play with the North offset. So here is the sun. You can see this four arrows on our light. It means our directional light is movable, so we can sell it to stationary or static, immovable dynamic lights. We don't have to bake anything. Check this out, for example, let's set it earlier, eight or seven. So nice. And that's how our lighting looked like. We can keep this late but set it to static or recessionary. Nas said it may be 7.5. Now I'm going to show you what is like map resolution. So let's click on Build lighting on the, make sure its onset on preview and click Build letting only and no less weight. I'm using Lu Shuang GPU, light mass. If you want to learn more about it, you can watch my tutorial on YouTube. Now the light bake is finished. Nothing really changed a lot except for the shadows they got so much uglier node. And the reason is because we have all this floor and all of the speakers surface for the whole apartment. It's light map resolution is set to 64. We need to change this from Lake something from 64 to 512 and thus do it actually 128. And I will show you how it improves gradually. Now the shadows improved slightly. So let's try something like 512. This is way much better when it was 64, but also the time to bake the late took longer. Keep that in mind. 6. Lighting Part 1: I like to give everything white material and thus make in-class one New Folder and thus call it Materials. Right-click. Create a basic asset material and M underscore M stands for Material, thus call it basic. Double-click the material, it will open the material editor. You can add nodes. It's similar to the slate editor in Marx or no, no, digitally and blender. You should be familiar with this if you have made materials before. If not, we will cover this in depth in future classes. Or you can add materials in many ways. You can right-click and search for what you want to add. So we want to add constant four or three Victor. You can search for it from here and you can see there are also shortcuts. So the three vectors, when we right-click and retype constant three vectors, all of this you can just click and hold three on your keyboard and click and you will have it. If you press V, you can add a constant, three vectors. So lastName, this guy color. And thus click s To create a scalar parameter, which is similar to one when you click on constant. But this guy we can edit and I will show you what I mean, what can we edit later? So I'm gonna call this guy roughness. This is the basic material. So let us keep it simple. Thus set the default value of roughness setback 2.5. Click on Save, right-click the material and create a material instance. Name it, MI material instance, white material. In material instance, on the right, we will have our parameters, you remember, renamed, may victory parameter and name it color, and then a scalar parameters and we name it roughness. So here, here they are. That's just select all walls. So let's type here in search walls and assign this material instance to all the ones. Click on Color to modify it and thus change it to something more bright. Let's assign this material on all of our actors here in the scene. And we will make light again. Here we are again. And I think there is something wrong. I think the skylight is set to movable, so we need to make it to set it to static. Yes, the seller to stationary or static and thus build the let again, we will see what difference we will have between dynamic and static lighting. We have this problem. It's because we don't have a post-process volumes, so we need to play with the exposure. Let's fix this to other post-process volume. Go to actors to place actors panel on the left and go to visual effects. Or you can just search for it. And visual effects. The first thing here, you can just click and drag the few plus g. You can toggle the game mode. In game mode, we will see what people will see in our final product. So press g again, and this is our post-process volume and it have boundaries as you can see. So let us play, for example, just quickly demonstrate I'm gonna play with the temp and I'm gonna go inside it. And you see everything changed the temperature. Now I'm going to go outside and now it's back to normal. To change this, to make it like global, you can either just scale it or you can set it to infinite from the post-process volume settings, you can set it to infinite extent unbound. Now, our process volume is infinite. We can go to exposure and set the min and the max EV to similar numbers. So let's set it to 0.1 or one. And then thus claimed the exposure compensation, setting it to 0. So let's set it to two-by-two and set this guy two minus our item. And the other thing we need to fix when we placed a nuisance guy, the default value for the directional light is again, still at 75 thousand and so on. We need to set that to ten. And now you can see how much difference our lighting. We can build letting again. Let's fix the post-process volume again to his, to better values. And here we are. You can see that there is a bad quality on the shadows that's improved this even see some lightly. So let's add a directional light and set it like this. It's much easier, thus at a skylight salad to stationary. Let's make sure this one is a default value. Now, we don't have a sky atmosphere and there isn't because we need a sky atmosphere. Nothing changed. That's because we need to click on our sunlight and go to the advanced settings here and enable atmosphere, fog, sunlight. And now we have our atmosphere. One thing you can also do to get rid of this plaque is by adding exponential height FEC. To get rid of this yellow thing he does click Build late again. This is so much, But now we have some problems. On this window. We have some bad shadows on the corners here. We have like interesting lighting going on here. Don't worry about these because all of these will be gone when we increase the light map resolution and the light settings. So in fact, let's start doing this. Now. This will be our next step to make the light in this empty interior arson. 7. Lighting Part 2: To improve the shadows and the lighting in our scene, I'm going to select few objects and increase the right map resolution. Let's start with these guys here. The sliding doors. Looks good. And by the way, when you see me isolating selection or an isolating, it says custom shortcut i half so like any object, you can go to visibility and show only selected and show all actors or hide selected. So high selected, I set it to shift edge H, height, h, just to show only selected Contra, aid to show back everything. And you can set shortcuts from Odette, editor preferences. Let's see. We want to set the shortcut for show only selected. When you go to editor preferences, you just search here, show only selected and you will see it in general, the keyboard shortcuts. The level editor, you can show only selected it's set to. So you can make Nuan or changed or deleted. So that's how you set shortcuts in Unreal Engine does select these guys and thus increase their light-bulb resolution to something like 256, and select the ceiling and increase a solution to something like 512. This kitchen, please, the resolution to May 256 be 128. On this guy. This guy will catch some shadows from accessories we will put later. So let's put it to something like 512. This wall. It covers, it goes from here to here, so it definitely need to have a higher resolution. You can see that here's like this black artifact. It will be gone when we increase the resolution of this one. Same for these guys. You can't see these leaks and splotches. Same here. Let's select this clause. It looks good and set its values to something larger. For the walls. I usually make calls at 512 or 1024. Depends. Really. Saw this guy can be, for example, 256. And if it still looks, we can increase it. This window, or all of these windows can go from 64 to 128. And then we can see if we need to increase anything. This wall can go to 512. After we increased the resolution for most of our objects. Let's make the light again. Will take so much longer because we increase everything from 64 to 128512 and so on. The lights look so much better than before. I want to emit warm lights from the ceiling. I usually do that with the rectangular light, or you can assign it an immersive material that's timeless due to the rectangular lights. So the third threads could be five centimeters or ten, doesn't matter, and the bond length, you can play with this to have more control over your light. So usually I said this to two or 21. I don't really need it when it comes to objects like this. So let's set the intensity to something like two. Let's also get rid of this lens flare. It's super annoying to Glasgow to the post-process volume and go to lens flares intensities that at from 0 to 0.1 or just 0 if you don't, if you don't want it completely, I set it to 0.1 just to keep the small effect. So it's like barely there. Let's move our lights up. Gluts increase its height or width to cover, to cover the space. Something like this. Click your mouse the left-most button click and drag. You will move forward and backward. Like this. Few press left monks and right mouse button together. You can move the camera up and down, left and right. Depending on your most Movement. And red click again to look around. So you will get used to these slowly. To duplicate an object, you can press alt and drag. So now we have two over 34 less enabled rotation, click, hold and drag or like. So now we duplicate this object on the z rotation axis and thus set the lights from dashing Ernie to static acetic on fully baked lights and they are the cheapest when it comes to performance. Sued us, decrease this to two hundred, three hundred and fifty. Will this guy do that's going to be get this guy and put it somewhere. And thus make you this looks good. Let us be light. 8. Materials: It's time to focus on adding some textures to our scene. What I love about it, Unreal Engine is all the free stuff they give us. There is quicksand mega scans, there is the free monthly constant, there is the permanent free collections that are just so many for you guys in architecture. Go to Epic Games launcher, go to the marketplace. I wanted to search for twin motion materials for Unreal Engine added to your account and then go to your library in Epic Games launcher, and you will find it in the vault. Be careful though, it's nine gigabytes when you don't know it, it added to your project. In our cases Class1. And not just wait for the download to finish, you will have, I think 500 materials. It's verifying the content. It takes few minutes if you already have it installed or don't know it. Now you will never worry about finding materials again. She got two materials. You will have all kinds of materials. You'd have break sealing, concrete, immersive food tiles of that good stuff. And now in the next lesson, we're going to assign some materials. We need to assign a glass material on these guys. So let's go to glass, glass, clear and click and drag. And there we go. Let's find some concrete for the walls or some even black materials. So we will take care of that one by one. I usually like to experiment with textures, see how stuff looks when working on my project and improve based on that. So I like this texture to either to the floor. And now by the way, we have like super bad reflections because we don't have anything to capture our reflections. So to do that, go to visual effects and are the sphere reflection captured? And now you will see how the texture is reflecting known. Awesome. Let's go to it and find something for the table. As a placeholder, just place holders, you know, that's fine. Let's find involves wall coverings. U, we have clusters and we have Stokoe. And we can even have like this glass dish work in progress. We could add matte like this, are blasted coating like this. And I like this one. I actually like this one. So let's keep it. That's added to this wall for our kitchen. I'm going to make a material for it. So I'm gonna make material instance of this and call it MI, black matte. Assign it to our kitchen. Like this. There we go. So it's 0.5. Let's make it maybe point for the roughness. This looks better. Maybe we could add a light here to make this area warmer. Let's also do that as a bring a spotlight. Put it inside, go to the tab. If you click Control and click and hold the middle mouse button, you would have this line. So if you move it to the top, like this, you'd go to the top few, few, move it to the left or the right. You would go to the side views. If you move it in this direction, you'd go to the perspective view. So this direction or this direction is the perspective. This is a bottom up left, right perspective. So got the tub, make sure it's in the middle. Let's move it even up further. Up to here, for example, make the cone angle, the outer cone angle something like 70, a tonation radius, increase decrease it to something like 400. I don't want it to go all the way. Just one simple normal light. To give an effect like this. You can do either point light or you can add another fake light like this. And you can't pay with the atoll nation radius. And now we have this. We need a material like this on our TV, maybe on our TV. We could name it just dV and make it glossy. Like this. Maybe that's way too glossy. 0.35. Just a box, but that's fine. I would assign to all closets the same black material. Good. What about this guy? That's bad? That's added glass. And in 3D as Marx, I added a second material ID to the border of the glass, so we can assign a different glass color. Usually I like to use either a burger material or just a different material that has maybe slightly tinted. So this gives a very nice effect of thickness. I like to give these skirt boards, also black material. And this wall could be darker. Maybe we can find something from mega scans. We will see about that. Should be good for now. I will finish assigning materials and come back. I added some materials I like. I know it's dark, will change that now when I change the lighting. So regarding the lights, I'm going to remove the directional light we added, and I'm going to remove the sky atmosphere, this guy, and we'll leave the fog and the skylight. I imported from HDI haven this this HDI. So let me save it. And let's change the HDI type from SLS catcher scene two cube map. And that's our HDR image. It's set to stationary or static. Now, to get the effect of this image, we need to build the late. I also increased the direct, indirect light map intensity from one to three or four astray at three. And let's spin the light again. Now we have slightly better lighting. We can take care of that later. What we need to do, our sphere reflection captured is way too large, so let's make it smaller and less, make multiple instances out of it. So let's make one that's way smaller, like 250. And Unreal Engine captures the smaller pieces and then the larger ones. So let's make another one and make it even smaller. And now you can see like this one is captured first. Then this one. See this one is not getting affected. And then this one, the global one. Usually on objects where we have multiple reflections or like where we need more accurate reflections. You can have a smaller sphere reflection catchers like this. And you can send them around your scene where objects and experiment with it. Maybe one here in the kitchen and set it to like 500. Can always play with these settings and see which brings the best result. So this should be cool. Now I'm going to import the rest of the assets. So the bed, the sofa, and some light sources does go back to Marx. 9. Quixel and Findings Assets : Let's hide everything in the architecture and unhide the furniture in the furniture. I got these assets from 3D sky. So the bed so far, very nice assets. You can get them from 3D sky or you can get them from Unreal marketplace. There are similar assets. The curtain, yeah, I made this curtain really quick, super quickly introduced marks. I got also some kitchen accessories from over emotion and some appliances. Now, I will select these guys. And I would export not as FBX, but as a data file. So we can call it apartment one furniture. And thus click OK. It takes sometimes a few minutes or less than a minute when exporting such heavy assets, we got more error messages, but that's something we would worry about later because I didn't do anything. I took these directly from the marketplace and I just did them in my scene. There is no unwrap yet, There is nothing so Unreal Engine will take care of so many things for us. And then at the end we will decide to what we have to fix or not, we have to unwrap manually. Now after we exported the furniture to data files that go back, let's go back to our Unreal Engine Project. And thus click on Data Smith again and select our furniture. We need to save it here next to our architectural elements, click OK. This time we need the materials and the texture is two. So that's important. And thus keep everything as 64 to import and thus wait for awhile. Nice. Now it's going to combine some shaders for our assets. So take few minutes. And now I'm going to bring in even more assets and build the light and come back to you guys. I did some changes. As you can see, I changed the floor texture and I got this one from quicksand. So let me show you a quick cell is actually amazing. Quicksilver bridge, when you don't know that you have all these items and they have more than 13 thousand assets at this moment. And that is also collections where you could select what you're looking for. So when you click on Arch his collections, you have all these collections in here. So they make it easier for you to search. I got like this piece of bread. Let's look at it here. Looks absolutely beautiful. Here's our piece of bread from Quicksilver. I got this candle holder. I think I get it somewhere here. I think it's still an HDI image, the same one we had, but I said the indirect lightening and density on five. What we are going to do later is to fix these things and these below, they need unwrapping, so they have overlapping movies. We need to fix this in marks. These are premade assets, so if they are not unwrapped, I'm gonna just maybe find other words or maybe just go directly to under market place. One of the ways to avoid this, or maybe slightly fix it, is maybe to increase the light intensity. So it has to do with something that's really, really high, like 1024. And thus trick on the light mob movies of this object. So let's see what we got. So this I got from 3D as Marx using data smith. It was like one-click. If it doesn't. Oh yeah. So it made automatic unwrap and thus does not work for such organic looking objects. Ok, so we may need to unwrap this manually. So let's see what's up with the topology. Might be easy, I don't know. We will see later. Let us cancel this. We can build the light again on like high setting and most of that effect will be gone. And I will see you guys in the next lesson. 10. Cinematics and Raytracing : Hey guys, welcome back. So as you can see, the pillows are definitely better, but they still have these artifacts. And this means these guys 100% needs added API. So we will do that in another video. But I would suggest in future that not sending your assets like this, it would be better if we separated the pillows. So 1234567891011, it would be better if we separate these into their 11 meshes. So 11 pillows we have here. So we would have them separately and then give them a lower Lightman resolution of 256 or something. After we unwrap and separate these guys, they would look like way much better. Stay tuned. I will upload videos soon, unwrapping all kinds of objects. This is our apartment now. I changed the bed at its chair, a desk, and I apparently a flying book. And some, you know, just inspiration from it in there. The next thing you are going to do is adding cinematic cameras and animate our cameras and the sequencer. So check this out. If you right-click, go to animation and add level sequence, you would have your sequence like this or more sequences. If you wanna learn more about the sequencer, go to the Learn tab and don't know the sequencer project it has so much you can learn from sequence. It is how you make movies inside Unreal Engine. For example, my master sequence here I have four or five shots. And if I click on this little camera icon, I can view my animations. These are cameras I animated inside the sequence id. And thus what we will do now, I'm trying to move my camera, but it won't let it one give me back control. So I need, unlike the viewport, when you click on this camera icon. Now we're free to add a camera. You can do that in at least two ways. You go to the cinematic and you get other cinematic camera. So plus g to toggle the game view. And this is the cadmium. This is our view. And you can been the view here. So when you click on different objects, you always have your camera. So I, I will unpin it and click somewhere else. You see this little preview is gun. Let's say I like this view. The second way we can addicts camera, clicking on this arrow, go to Create camera here and cinematic camera. This is our cinematic comida We just made from that view. To view, you'd cameras click on prospective and it will list all the formulas you have in the scene so we can rename this. This is the governing. Let's make a new sequences and call it shot seven. For example. If you double-click it. Let's find our Camino. This camera, you can either click and drag from the word outliner sequences, or you can select the camera, or you don't have to select it, you can click on add and you can search for it from here. But if it's selected, it will appear here on the top, making it much easier for you to add cinematic cameras or any other actors to your sequence. At the sequencer looks like an editing program, like Premier or resolve. And it's as simple as just going to the first frame, going to transform location Rotation scale. So we want to animate the location of this camera. So it can't, for example, what you want to animate X. X are the keyframe. Go few keyframes forward, like few seconds. Let's see, three seconds on 30 frames per seconds. So that's three seconds. And you can animate your camera like this and add another key frame. And now if you want to play, our animation was just shorten this k. We can do that by pressing space. We can view our camera like this. And let's lay bar Q7, reverse. Awesome. Let's delete this. And now usually how I animate, I enable auto keyframe. The secondary to animate your cameo, enabling the auto keyframe. And of course we have to add the frames manually, like this and then NAS scrub forward. If we move the camera to keyframe for us automatically. So you can see the path here. And you can see it starts slow because we have like, I don't know, vertices, dots closer to each other, right-click and go to the key interpolation and changes from auto, cubic Auto to lineage. And now they will have the exact same space and the camera will move in the exact same speed all the time. So let us go back a few, press on one. Let me let me tell you this shortcut. One, 2345. So if we press for, it will go to linear one, it will go back to the cubic. And two is cubic usage. And we can open the curvy did adhere and select some of the key frames. So this is the cubic auto or users. And if you press for, make it linear, you can see that it is. So that's the curve editor, super handy. Let's go back to view our camera. One of the ways you can also animate your camera is, let's remove these keyframes and now we don't have an animation, right? So if you go back to inside the camera and move our frames like go back to 75. And then I'm gonna look like this. Look to the right and then move slightly. You see it's adding keyframes for us. And now if you animate to repeat our animation, so that's one nice way to animate your cameras to hover like fly through. You see. So professed, click-and-drag these guys. So that's an example. I already animated four cameras, so I have shut one. So this is my first camera. Second, third, fourth. When you open your master sequences or do you muster level sequence or the level of sequences. All of these can be mastered by the way. If you just click and drag. So let me delete this, click and drag. And there we go. Let me pin this here again. Click on preview. And I can move this up or down to have only took two rows. And thus our animation. To render this out, go to render this movie to a video or image frame sequence. This icon. Usually like to render an image sequence. I set it to 60 frames per second and then 1440. Or you can set your own resolution. So that's two k For me, you can set the location from the output directory and you can give it a name. So when you introduce guys out there would look something like this. So this is my timeline here. On 60 frames per second. So few percentage here to succeed. This is just for preview. By the way, the display rates, if you go back to our animation, we have 1200 frames. So this is an image sequence on 60 frames per second to enable ray tracing. To enable retracing, go to the settings, go to Project Settings, and you need to search for two things. Go to the search bar on the top and search for IE IHI and change it from default to direct x2. And then search for ray tracing. And enable ray tracing. It will ask you to just start the project. So let's do that today. Ask us to save or not save. That's not my case. Unless wait for it to restart again. I like to enable ray tracing before I export cinematics of my projects. So now we have ray tracing enabled. And you can see the little reflections we get. C. I'm running on my B, C 1080 TI. I don't have LaTeX card c, these two paintings here, here, there. So now we can go to the sequencer. And here's our sequence that again, maybe you have low budget commutation, like my GPU here. You can enable ray tracing before you export your cinematics. It does not have to run in real-time. So again, we enabled retracing from the project settings and make sure you're committed and your drivers are compatible with ray tracing. After do enable retracing, just click on this icon and gender Altoona module. And the next lesson we're going to discuss your class project. 11. Outro, Your Class Project: Everyone says, yeah, yeah, I hope you found this class useful. Now, it's time to talk about your class project. Start by downloading Unreal engine on your machine to make the most out. To make the most out of your class, make a project, and share your progress with us. We can do this in two ways. You can either don't know the Project Files and find the CAD apartments we are tasked for you. Just make sure you start small or you can make your own mood board and make you unique. Virginia, subscribe if you haven't already, let us know in the comments, what type of classes you want to see in future. Do you have any friends we're trying to learn Unreal Engine. You can support us by sharing this class with them. Can no friends, but I'll share. Thank you for watching and take care. Okay. Okay.