Webinar: Unreal Engine for Archviz
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Moscow RU   16, Oct — 18, Oct
Helsinki FI   17, Oct — 25, Oct
Minsk BY   17, Oct — 19, Oct
London GB   22, Oct — 23, Oct
Singapore SG   23, Oct — 25, Oct
Latest comments

To be honest? What was Star Wars? George Lucas!!! It was cool back then in the 70 ties! Nothing ever before was like it..and it had character! 2 little shiny robots that behaved like humans! The n th sequal of something that was major in the past...! My advice? Start something new dont copy Star Wars...and give it some heart again! Put the industry to shame!!!😉 my 2 cents..

by Thomas Guillemot
9 hours ago

Well that's a lot of hats !

by Thomas Van Fossen
14 hours ago

So why not finish the project but making it super generic? Strip all star wars terms out. Then when the game is finished, allow for modders to make a conversion mod that will reinsert the star wars material? That way he can finish it and we all can get what we want and no one has to give up on their dreams.

Webinar: Unreal Engine for Archviz
8 September, 2017
News

Join visualization specialist Fabrice Bourrelly and Allegorithmic’s Wes McDermott in this fourth of five webinars on September 21 which will focus on using Unreal Engine for architectural visualization. The specialists are going to dive deep into PBR materials and how to work with roughness. They will also demo the brand new Substance plugin in UE and Wes McDermott will show how to build your own super simple yet incredibly effective substance in no time.

Art by Dovydas Budrys

Here is s small teaser for you to decide: 

Topics:

  • Description of PBR workflow: metallic, roughness
  • How to create a simple glass material
  • How to manage UV tiling on large surfaces 
  • How to use ambient occlusion
  • Introduction to Substance Source and Designer

If you missed the third webinar, you can catch the replay, here.  

Register

Source: Epic Games
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1 Comment on "Webinar: Unreal Engine for Archviz"

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grog
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grog

As someone who is really excited by lighting I was really looking forward to the lighting one. However it was really dry and tedious- and there is no way to fast forward through all the boring guff. Gah!

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