A guide on optimizing 3D models, materials, textures, lighting, and rendering for VR architectural visualization using Unreal Engine and deploying on Meta Quest.
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3D Geospatial Landscapes with Cesium for Unreal Engine
I experimented with 3D geospatial landscapes using the Cesium for Unreal plugin. Here’s a quick guide on how I set up the terrain, lighting, atmosphere, clouds, and post-processing.
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Circuits & Shields – Graphics Optimization
I worked on Circuits & Shields, a UE4 MOBA game, as a freelance Developer in charge of environment optimization to achieve target frame rate.
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Palm Tree Forest (Work-in-Progress)
Work-in-progress. Currently studying the Procedural Foliage tool and Volumetric Fog. Still need to add some variation on the trees.
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Materialize Effect – Unreal Engine
Had some time to study some shader effects. I used BoxMasking and Blueprints to control the opacity of the material based on certain parameters. The environment and the car were created by UE4Arch.com.
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Ultraball – 3D Environment Art
I worked as a freelance 3D Environment Artist on during the early stages of Ultraball, a multiplayer sci-fi Rugby game.
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Aincrad (Sword Art Online) – Unreal Engine
My attempt to create the floating castle of Aincrad from Sword Art Online in Unreal Engine. The clouds were created using a combination of TrueSky plugin and cloud cards.
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New Earth – Unreal Engine
A space habitat interior room I created in UE4 based on a concept by Tom Schreurs. My goal was to improve my lighting setup and material creation in UE4.
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Dubai – A Study on Volumetric Clouds
A study on creating volumetric clouds in Unreal Engine. I was really fascinated by the weather phenomenon in Dubai. I used TrueSky plugin to simulate the fog. The skyscraper models came from a library of 3D buildings available ontline.
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Earth Hologram – Unreal Engine
A quick study on materials and shaders in Unreal Engine. Based on a workflow by Richard Rude. Featured in 80 Level.
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Sector 1 – Unreal Engine
Sector 1, a sci-fi passage in Unreal Engine based on a concept by Pene Menn. Textured in Substance Painter. Creating this scene was a great opportunity to my workflow on sci-fi scene creation.
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Sci-Fi Control Panel – Substance Designer
Sci-Fi Control Panel based on a concept by Jeremy Love. Created entirely in Substance Designer. Rendered in Marmoset Toolbag.
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Unreal Engine Interior Lighting Study
My first attempt in using Unreal Engine. I decided to make a simple static scene based on a real-world Italian mansion.