How to create interior in Unreal Engine in 30 minutes - Complete tutorial interior in Unreal 2022
2 Video Views·Nov 9, 2022
In this video I want to show the simple process of creating this interior. Without
attentions to photorealism or some complicated techniques, the video is aimed at beginners who
are taking their first steps in the knowledge, in the study of Unreal Engine and its application
in the architectural visualization. Well, what are we going to do?
We'll do close-up, we'll make the main shot and we'll use just such a palette of colors.
In order to start creating our file, our project, we need to go to Launcher, go to Library and here
launch the version of the engine that is relevant for you while watching the video.
Now this is version 25.3 for me. You must have Lightmass backing on a video card,
so we select a clean empty project. No ray tracing, no starter content. Choose where
you want to save it. You select here the folder where you want the project to be saved.
Name it. Next, create project and we are waiting for the opening of the level.
Now we'll remove some assets from this starter project and we'll use this free pack with the
really cool floor and materials. Although this asset is paid, but it is relatively inexpensive
and we'll use the side table from it. This pack will also participate in our project and although
it is paid, it is also relatively inexpensive and we'll use this carpet models and this picture.
So we have opened a project. I'm removing the floor from here. We don't need reflections.
The sun. Oops, I missed. We don't need the sun either. Yes. Then we press Ctrl plus S.
We are creating a level. Since this is a game engine, we need to create a level.
Name it. Press enter or save. That's it. We have saved the level. Now you need to set it so that
it will be default. Settings. Project settings. We go to Settings. Maps and modes. Set the saved
level by default. And going a little down the list of product settings, we select rendering in it.
Going down the list, we will set a slightly better quality of reflections right now.
The maximum is 2k here. We'll set a thousand. That's enough for this project. Turn off the glow.
Uncheck both of alien occlusion checkboxes and auto exposure. That's all. Done. Now let's move
to geometry. We create a box. We will cut one box from another. One box is a little more. The other
is a little less. Let's set 440 along the x-axis. Get used to it. In Unreal, all models are in
centimeters. That is, respectively, the height we have is 3 meters plus 20 centimeters on the
each side for a small reserve. After that, we create a smaller box that will be cut out of
the larger one. Press CTRL plus W. But if we press it, you can see that copying occurs within
an offset. So we click. And in the world outliner, we can see it. CTRL plus C and CTRL plus V.
We do copy-paste. And for the second box, which has now been copied, we enter without those 40
centimeters. But nothing has happened now. You see, we need to select subtractive for the second
smaller box so that we can subtract it from the first. Next, we create a smaller box. 90 centimeters
in height. This is our height of the windowsill. We put it here in order to navigate where this
height of 90 centimeters is. If you open Unreal for the first time and don't know about navigation,
I'll tell you quickly. We hold down the right mouse button and rotate it. That's a simple navigation.
Rotating the view. If you want to move, then do it as in the game. WASD. This is moving forward,
backward, left and right. Cue the view is lowered for us. And E is a hotkey. The camera rises.
And there are moving rotations coming here. There's also snapping to the grid. We'll turn it off for
now. There is an angular snapping, a rotation of 10 degrees and a scaling 25%. These hotkeys for
moving, rotating and scaling are the same as in 3ds max. These are W, E and R. So we set attached
our box in such a way that we can roughly understand where the windowsill is. Since we
create such an additional box, then we create another box which we are going to cut out now.
This will be a window. Let's see how the snapping is carried out. Put one box above the other,
ensure the object has collisions and press enter. So we have a snapping. Next, here we set a value
of 150 on the x-axis and 100 on the y-axis. This is the size of the window that we will create.
Now we insert it inside the wall. And for this box we also select subtractive. That's all. We chose
and now we go inside our box, our interior. And right away I'll create the cameras. First,
you can find the camera this way. Here in the search. Scene camera or cinematic camera.
Or you can choose an approximate view and click here. First of all, this is the cinematic viewport.
It's more convenient to set up the camera. Then open the drop-down list. Create camera here.
Choose a cinematic camera. Scene camera after. Go to it and put the created camera. And let's
create a simple material for our walls. To do this, in the content we create a material.
Call it material. M. And then write wall. Open by pressing enter twice. I hold the number 3.
Left click. This is a node in which we can set the color.
I've already set up the color. We have this palette.
You can transfer a color from a project created earlier by copying the color index.
How to do it? Go to material. Only in this case we do not need a sofa. We need walls.
We go to this index. Double click on the color node. Go to the settings of our planes.
Our walls and select the plane. To select all the planes of the smaller box we press shift plus b.
Then go up. We just assign this material to the walls. Well, here's our node. We inserted the
index into this node. Ctrl V. Clicked ok. So look. Color connects to base color as diffuse in corona
or in V-ray. Don't forget to save after that. Our changes will take effect and we will see the
color of the walls. Here we saw it. Next we hold the number 1 and left click on canvas.
Next we connect it to roughness. Let's take a look at what roughness does.
The larger this value, the rougher and the more matte our surface is. Here let's set for example
0.8. You saw that the material was glossy before. Now it will be semi-gloss, closer to matte. That's
all. We created, made changes and saved it. For our box which cuts out the window we select one plane.
For this we press shift plus b and drag this material. That's it. We can bake. So now the value
32 of lightmap resolution is set for our walls and such geometry has an inverse relationship.
This means that if we have set a higher value then there will be less light mass. That is the
light unwrapping will be less. We have everything black here now because I forget in the sky sphere
to remove the check mark for the color determined by sun position. We need to set the sky, the zenith
and all the colors so that they're white. Okay. Here we check everything. Then at skylight we need to
set that we have captured scene going on and strength. Intensity scale is the brightness of
the white that fills the space. Done. Now we click on build again. We had light but it was firstly
not white. A shade was taken from the sky and secondly the intensity was set to one. Now we
have increased it three times. That's it. Build occurs fast but as you can see the quality of
shadows feeble. Right? Now we are going to fix that. So quad is not great. In the values for the
camera now I will type in cam in the world outliner. Here I'll select the camera and here we can edit
the exposure directly from the camera. Exposure cam. We set the value 4.0 here. Yes. And just to
see that the light is baked but it is not very high quality. How to fix it? I'll do next. I'll
select those planes that we can see better. That is we don't see the back wall. Therefore we'll not
increase the light mass for it. So once again this is an inverse relationship. That is the lower this
value the better we are shadows and light is baked on the selected planes. So we press build again.
Now let's see. Our light was baked for approximately 5 to 10 seconds. Right? Now it will take about 30
seconds. Plus I have screen recording, sound recording at the moment and my video card is
not very powerful. NVIDIA GTX 1080. If you have a better video card the backing will be a dozen times
faster. The backing is done. In swarm agent we will see how much time did it take to bake the light.
30 seconds. And as you can see we already have a better quality it's baked. The next step is to
transfer the assets that I talked about at the beginning. To do this we need to go back to
launcher. Then back to library and those assets that we bought or downloaded for free from
marketplace. There is a lot of free content there. All this purchased content will be here. In short
it's purchased and free. And now we are interested into the project we are currently working on.
This is firstly the floor. And secondly two collections. Modern apartments we added them
to the project. And the last one. It is called something like essential. This is it. Yes. From
it as I said we will only take the side table. That's it. Here we need to press import. Go to
wood flooring. Then to materials. And let's use some material. We just drop it on the right surface
and it is instantly applied. It's like creating a multi-sub material. Next we will need to take
a sofa from the first collection. Let's turn it right away. We will turn on the snapping and set
it at 90 degrees. So we can to turn the sofa faster. This is one thing. Next we need a plant.
We need. Where's the table here? This table? Let's reduce it right now.
I decreased the height and make the width proportional along two axes. That's the way
I make a table wider and larger. I will lower the speed to a value of two. The camera doesn't
move that fast. And at the very bottom we will choose the decor. One. Two. What else will we need?
We need another lamp. The lamp is too huge. Let me reduce it right now. I will use hotkeys. But
you can use the button icons at the top. So what else do we need? Let's go to 3ds max. We need to
transfer these two simple objects into 3ds max using Datasmith. Since these objects are simple
their unwrappings are also simple. Datasmith copes well with these unwrappings. If the models are
complex then it is advisable to create them manually either in 3ds max or in the editor
you are using. But it is best to use Ryzen for unwrappings because the automatic unwrapping
doesn't work well with complex furniture. Besides it is best to use a well-prepared model for
commercial projects. We save it as a Datasmith object. In selection we only need the selected
objects here. Export. Done. Now let's go to our project. Here we don't see the Datasmith button
yet. So we need to go to settings. Then to go to plugins. Enter Datasmith in the search. We need
to go down to the bottom of the list. Activate. Agree. Click restart now. And here we also click
save selected. In order for the Datasmith button could appear we need to reload the project.
So we saved it. Save your project more often. Unreal has a good backup system but still the
more you save it the better. That's all. The Datasmith button appears and we go to where we
saved our two assets. The painting and the carpet. We save it to content. Here we need to specify a
value of 256 for auto unwrapping. We do not need lights cameras and animations but only geometry
materials and textures to transfer. All done. Firstly I will go inside the camera because
there we have the exposure adjusted. And now I'll find. Here's our carpet. Here's our painting.
We arrange these assets. We turn it 90 degrees. We already have an unwrapping and we set it up.
Here end will not work because the carpet has no collisions. But you can somehow do it. Collisions
are easy enough. But let's not waste time on it. Let's make it so that there is no gap between the
wall and the painting. We put it like this. And also you know what else we need? We need to take
a mirror from here from the first collection. We are looking for a mirror. Here it is. We put it
and press F. So we flew up to our mirror and turned it. Look at this. There is some blurring of the
picture. Right? This is because our camera has a strong aperture. We will return to it a little
later. I'll scale the picture a little. Scale the mirror a little. Like this. Well basically everything
is ready. Look. In the same way as we did with the wall we need to do with the material of sofa.
Edit the colors a little. I don't want it to be gray. How easy to track it. Here you can see
base color. This is diffuse. We follow our link our node tree and find color. Right? And here in
the project that I have already created I found the shade that I need. A shade of blue. We go in
by double clicking on the node and copy the index. Everything is the same as with the wall.
Yes we have already opened this node and the palette too. We enter it here. Okay. Then we saved.
Done. Let's do the same thing with pillows. So we need a yellow color. We go to the node that is
responsible for the color. Copy the index. We go to our current project we are making.
So what do we have here? This is fabric 2. That's the title and you can see the title of the tab.
We enter the copied index and click ok. Is this that project? No this is not that project. The
wrong one opened. This one is needed. Let's just minimize it. But only here the saving takes place.
Soon it will be saved but now it is inactive because of this. Remember to save the project
for the changes to take effect. Here now we need fabric 2. We have already copied the index. We go
into the palette. Paste it here. Okay. Saved. Now we'll have a save. That's it. Now what else do we
need to do? We need a sofa. From it having edited the geometry we need to create a poof. This action
is buggy enough for Unreal because the editor is not that good. Just remember to save from time to
time. So how to find static mesh or geometry? We click on the object we need. Click on the
magnifying glass icon or press CTRL plus B. Here's our model in content. We right click. We can copy
or just use the hotkeys CTRL plus W. We can rename that. This will be a name for poof. We can double
click to enter the model and I advise you to save completely here. So CTRL plus S will set the
entire level and the save all button at the bottom saves the assets. That is the models and the levels
are saved separately. Here we need to go to mesh editing. Here we select edit mode. We choose that
it will be an element. Select all the objects that we want to delete. Press delete and we also delete
these legs. We do not need them at all. We need to leave the poof itself. We do this by holding down
CTRL. Look here. Yes this can be when you press CTRL plus Z or CTRL plus Y. In this mode Unreal may hang
or crash. So just remember to save and although these backups work well they always push us back
to the last changes. CTRL plus S. Don't forget to save here. Save all and we put our poof. Let's turn
the poof. Now it is not very convenient to rotate it. Now I'll choose the moving and by holding ALT
I will move the pivot. So we hold ALT and also hold scroll. Now we shift our pivot and fix it.
Right click pivot set as pivot offset and now rotate it 90 degrees. Let's make the
poof a little smaller and I'll edit the current view right now. I'm going to cine camera actor.
Here you can type it into the search. Select the needed object from the outliners. Then for current
focal length I set a value of 20.0. Everything is almost ready to bake. I have to correct assets
a little bit. I want to enlarge the carpet. Move it closer to sofa and expand it a little more
in order to create a more beautiful more interesting composition. I also forgot about
side table. Now we'll put it here too. It is in the second collection that we downloaded.
Let's put the table there. Well I think that's all it takes. We can bake. CTRL plus S
and save all. Let's click on build and wait. The second time we have a lot of furniture we
have a larger walls resolution than the first time, right? The first time we render it 10 seconds and
so the light can be baked for about two minutes. From a few minutes to several hours the light is
baked. It usually happens it crashed. Press send and restart. It's okay we saved it. Do not forget
most importantly to save this. Most often this happens when you have made changes to the geometry
and then did the light baking. A frequent situation. Let's wait. So it's already loaded.
It's loaded. Yes. We go to the camera and press build again. Now while baking is in progress
what can I tell you? Like it if you like the suggested format. If you like it then I will
do such high-speed lessons telling you some interesting things. As I said this video is
intended for beginners. So write in the comments how you feel about this format because I read in
the comments that people ask to tell simpler things about Unreal, about interface to do this
such simple analysis. I think that this type of lesson it is a basic level, right? So that you
can make your first renders in Unreal. But if this is too easy for you then let me know. I will write
something more difficult. Maybe in a more complex technique. And I'll show you some of my commercial
projects. Don't hesitate. Welcome to the comments. We will chat there. So what else did I want to tell
you? What should we do next? I'll tell you right now. In settings there is a function called engine
scalability settings. This is the quality of shadows and materials. Anti-aliasing in short
everything. Install cinematic here and then on next launches your engine will produce cinematic
quality. By default I think this option is epic or high. I mean medium settings.
Here we have a screen percentage and the drop-down list. Even though the screen is small if you put
200 here then roughly speaking the picture will decrease. But it will be scaled to the current
resolution. That is due to this your anti-aliasing will be of better quality. Okay what else can we
do here? You should definitely check there is such a standard error when a blurry picture is obtained
especially for beginners if you set the current aperture to a minimum here. By default it's set
to 2.8 here. But you need the maximum DOF which depends on the aperture value. To set the maximum
for this value then the DOF will be either minimal or none at all. But usually the values of current
aperture and current focal length are set in the top tab. I'll find it now. Now look at this. So that
we can get rid of DOF that is from blur in the current aperture we set 22. This is the maximum.
Lens settings contains the minimum f-stop and maximum f-stop indicators. So if it is limited
to a smaller value then in the current aperture you will not be able to put a larger value.
And the same thing with the minimum f-stop. Okay so we got this picture. Well not bad but there are
not enough reflections right? We got such dark reflections. What we need to do? Let's choose
visual effects. Here we need the spherical. No not spherical. Let's choose box this time. You see
our reflection starts working right now. With and without our reflection what does box reflection do?
In a nutshell it copies the reflection the image and applies it to the surface
to the reflective material. That's what happens. Here you can click build reflection captures and
build and that's it. In terms of what remains to be done it is primarily we did everything we could.
We improved the quality, increased the scalability and indicated the value of 200 here. Now we press
the tilde button. Here we'll write sharpen and let's make sharpen value of 3. As you can see
we have a sharp picture now. After that we can select our camera, click ctrl plus w and go to
this copied camera. There are the values at the top here but they will most likely be hidden for you.
So you will need to open these scrolls. There are also sensor width and sensor height here.
You can control it like this. For example another view like this can be saved by pressing ctrl plus
w. The third camera that we have is close up and now we go into this camera. Move our view closer
and now let's put it like this for example. Going to the camera first let's set the current aperture.
We set the lower value so you can see that tof starts to work right now. If you want to set the
min f-stop even lower that is the minimum value. You can set it even less if you wish and then
we need focus. So here in focus settings we take an eyedropper and click on the object we want to
focus on. And look what beautiful backgrounds are here. Great! That's all. The next step we need to
save. You see in this area the quality needs to be slightly improved. For lightmap resolution you can
Well it will take a little longer to bake but these dots this mess will not be on the wall.
Now I won't waste time on this but if you want to repeat it for your project try it. Next to save the
images we need the high resolution screenshot in the drop down list at the top left. Here we set
the value 3 or 4. The maximum value is 10 here. What is it? This is a multiplier. A multiplier
that will multiply your current image resolution by the specified value. That is if there is 500
here and 1000 here that be the value of 3 there will be 1500 and 3000 respectively. Well that's
logical. And then we click take a screenshot. A window is highlighted below in the right corner.
We can click on it and then the location of the saved screenshot of our render will appear there.
Let's open up and see what you should get. Something like this. Let's go into another
camera. We take a screenshot in the same way and go into the next camera. As you can see the renders
renderings are made as quickly as possible. I mean it's enough to bake the light once and you can
shoot an infinite number of renders from the scene. If you are confused by enough contrasting shadows
then we can go to the camera. And there are such parameters as exposure which you already know.
There is slope. This parameter will lighten your shadows. This also affects the contrast.
There is gain here which can be increased and the shadows will also be lightened and the overall
visualization will be brighter. There is also gain for shadows separately. Just go to every
parameter in settings, try to change each of it and you will see what it affects. You can increase
a bit the value of global contrast, contrast of shadows, highlights and mid-tones. There's also
saturation. In short these actions are no different from Photoshop or tone mapping in Corona or V-Ray.
So that's all I wanted to show you today. If you like such format about the basics of the engine
be sure to let me know. Like this video, support the project and see you soon. Goodbye!

