Finishing Touches Introduction - Refining the Project Further

Adam Zollinger
A free video tutorial from Adam Zollinger
Digital Artist & Instructor - 3ds Max / V-Ray / Photoshop
4.4 instructor rating • 19 courses • 96,563 students

Lecture description

We continue to tweak our real time architectural walkthrough by adding new details, refining materials, fixing all of our collisions, etc. At this point you should be able to start going off on your own and creating what you want.

Learn more from the full course

Unreal Engine 4: Project Based VR Course for Arch Viz in UE4

Use Unreal Engine 4 (free) to turn your 3d projects into a real-time / VR project in just a couple hours, from scratch.

07:57:29 of on-demand video • Updated February 2020

  • Take your 3d model from static to real-time/VR walkthrough in just minutes
  • Easily setup your models as VR experiences and walk through them virtually
  • Generate photorealistic & instant renderings / animations of your models using UE4
  • Take a SketchUp project from basic 3d model to full VR walkthrough in just moments
  • Create a full VR project (instructor provided) complete with blueprint interactions
  • Create basic blueprints that create interactions in your scene, i.e. pick up items, turn on and off lights, change design, etc.
  • Learn blueprints / scripting from scratch without any prior experience coding
  • Package your projects for distribution so others can experience / explore your project
English [Auto] Now that we have a fully functioning mash in real time that has some very basic materials applied and also some very basic lighting applied and everything is looking pretty good. If you go in play mode it looks like this we can navigate around you can jump and everything looks decent. Right now our postprocessing looks pretty good. Our lighting is nice and soft. Now what I'm going to do is just start flushing it out a little bit and show you more of the same that I've been doing. We're going to bring in some objects and put some materials to them maybe add a little more lighting objects just to make a little more interest in here. And then we will be basically prepared to take our own projects into you before and start training them into real time projects for yourself and for your clients. So I hope that so far we know how to do very basic materials. We'll see a little bit more of that. We know very basic lighting. We'll see a little bit more of that. And you know how to take a template and run with it. And you also know the basics of how you would do this if you're doing it from scratch by using a post-process volume a light mass importance of volume and then setting up a skylight in a direct light. And basically that's it. And then a player start. Those are the things you need to start from scratch with this template everything is set up for us. We don't have to bring all those things in. And in fact it's actually set up a little nicer than we would have it. So my character is a little better than a basic player start. We have a nice sky map in here that's a little nicer than it would be if it was from scratch. So all those things help this template be a little more valuable to us than just the regular blank slate. So with all that in mind let's start bringing some more things in to make this look like a flushed up project. And I think by then we will be pretty much ready to go off on our own and start doing some real time projects for ourselves.