Unreal Engine For Architecture Visualization
Experience the fusion of technology and design in ‘Unreal Engine for Architectural Visualization.’ Elevate architectural projects with mastery over Unreal Engine tools for stunning visualizations.
This course is tailored for AEC specialists and beginners in Unreal Engine, providing fundamental knowledge to achieve high-fidelity results and create interactive experiences. Propel your architectural vision with this transformative curriculum.
Online / Offline
Mode
3 months
Duration
10+
Learners
English & Tamil (native)
Language
Key Features:
- Comprehensive Curriculum
- Instructor-Led Live Classes
- Up-to-date Content
- Personal Support and Q&A
- Real-World Examples
- Hands-on Projects
- Career Guidance
- Certificates of Completion
Unreal Engine for Architecture Visualization
Experience the fusion of technology and design in ‘Unreal Engine for Architectural Visualization.’ Elevate architectural projects with mastery over Unreal Engine tools for stunning visualizations. This course is tailored for AEC specialists and beginners in Unreal Engine, providing fundamental knowledge to achieve high-fidelity results and create interactive experiences. Propel your architectural vision with this transformative curriculum
Online / Offline
Mode
3 months
Duration
10+
Learners
English & Tamil (native)
Language
Key Features:
- Comprehensive Curriculum
- Instructor-Led Live Classes
- Up-to-date Content
- Hands-on Projects
- Real-World Examples
- Networking Opportunities
- Career Guidance
- Certificates of Completion
Topics You will Learn...
- Utilize sample projects and other resources, including free and paid content
- Work with unreal engine’s project structure
- Explain how to bring in data such as geometry, lights, cameras, animation, and more
- Navigate in a scene
- Find your way around the unreal engine editor
- Explain the concepts of physically based rendering (pbr)
- Differentiate between dynamic and static lighting
- Explain the basics of the blueprint visual scripting
- start a project using a base template
- get content from the marketplace and load starter content
- import data using datasmith and FBX
- place, transform, and duplicate assets to create an environment
- create a basic terrain and sculpt with terrain editing tools
- add foliage with the foliage paint and editing tools
- create and apply simple materials
- light an exterior scene using different light types and mobility settings
- Apply different light types and properties within different scenarios
- differentiate between static and dynamic lighting
- utilize lightmaps for optimal performance
- distinguish use cases for the different reflection types
- light using an HDRI
- use a post-process volume to control the scene lighting
- Create material parents and instances
- Develop understanding of PBR workflow
- Identify utility of roughness, normal, displacement and parallax occlusion maps
- Improve quality of materials through reflections
- Cast light from a material
- Create material parents and instances
- Develop understanding of PBR workflow
- Identify utility of roughness, normal, displacement and parallax occlusion maps
- Improve quality of materials through reflections
- Cast light from a material
- Understand the quixel ecosystem
- Utilize bridge for asset selection and acquisition
- Employ the mixer toolset for non-destructive asset modification.
- Recognize the impact the datasmith file format and workflow has on project development
- Assess how datasmith works and how it parses information
- Download and install datasmith exporters for specific dcc applications
- Recognize how datasmith handles hierarchies and pivot points for imported objects
- Utilize the mesh editing tools to adjust geometry from within unreal engine
- Generate collisions for a mesh using the static mesh editor
- Generate LODs for a mesh using the static mesh editor
- Recognize the significance of merging actors in a scene to improve performance
- Animate the lighting from daytime to nighttime
- Animate light fixtures by using a material parameter collection
- Use levels to control external light visibility
- Animate humans to add life to the scene
- Change render styles of humans
- Understand what cine cameras are and how they work
- Create cine cameras and adjust shots
- Animate cine cameras in a variety of ways
- Discover the advantages of outputting videos and stills in unreal engine
- Render high-resolution stills using HRSST
- Batch render movies using movie render queue
- Assess the importance of automating the datasmith import process
- Discover python scripting automation to load a datasmith file
- Utilize python scripting to generate LODs and replace materials quickly and efficiently
- Discover visual dataprep
- Assess the visual dataprep workflow and recognize how it can help the process of
- Datasmith ingestion
- Develop “recipes” to automate cleanup and scene management before you commit the changes to
- The unreal editor
- GPU Profiler
- CVARS
- View Modes
- Draw Calls
- Quad Overdraw
- HLODs
- Runtime Virtual Textures
- LODs
- Imposters
- Culling
- Proxy Meshes
- Discuss VR basics and best practices
- Determine if VR is right for your project
- Utilize the OpenXR template to work across a range of VR devices
- Work with optimizing lighting, materials, and geometry for VR
- Build upon the template’s Blueprints to move (e.g. dash teleportation, flying, scaling)
- Utilize the Grabbable component to interact with objects in your scene
- Add additional buttons and functionality to the controller menu
- Demonstrate effective use of VR Mode in the Editor
- Modify Spectator Cam to add key plan and smoothly follow HMD view
- Package your projects for distribution for .apk (Android) and .exe (Windows)
- Discuss when the Collab Viewer Template is a reasonable foundation for your projects
- Set up Bookmarks and States
- Toggle X-Ray mode
- Explode the building design as a complex assembly
- Measure and annotate
- Highlight key design moments via the Section tool
- Change model on the fly using Datasmith runtime
- Disable features you don’t need
- Customize to your needs (e.g. add ability to teleport all users to host)
- Test multi-user functionality
- Discuss the utility of Blueprint visual scripting for AEC
- Understand the basics of sending and receiving data with the Blueprint system
- Set up static design options that can be easily cycled via keyboard input
- Add a UMG system for cycling design options via buttons
- Create new design options using the Editor Utility Widget
- Preview at what we will be making today
- Create a simple Editor Utility Widget seat section selector tool
- Create an in-editor tool to select any seat in the stadium
- Intermediate course so will skip over some basic UMG and Blueprint features
- Use Metadata imported from an external DCC
- Use Editor Utility Widgets to build logic and interface with the Editor
- Discuss the pros and cons of demonstrating design options with the Variant Manager over Blueprint based methods
- Utilize the new 4.27 Configurator Template
- Set up the Variant Manager
- Create variant sets of color, material, light, mesh, and camera choices
- Build a dynamically configurable UMG interface
- Utilize the remote-control system for activating changes in editor from a browser
- Package your project so others can review your variant options
- portfolio
Topics You will Learn...
- Utilize sample projects and other resources, including free and paid content
- Work with unreal engine’s project structure
- Explain how to bring in data such as geometry, lights, cameras, animation, and more
- Navigate in a scene
- Find your way around the unreal engine editor
- Explain the concepts of physically based rendering (pbr)
- Differentiate between dynamic and static lighting
- Explain the basics of the blueprint visual scripting
- start a project using a base template
- get content from the marketplace and load starter content
- import data using datasmith and FBX
- place, transform, and duplicate assets to create an environment
- create a basic terrain and sculpt with terrain editing tools
- add foliage with the foliage paint and editing tools
- create and apply simple materials
- light an exterior scene using different light types and mobility settings
- Apply different light types and properties within different scenarios
- differentiate between static and dynamic lighting
- utilize lightmaps for optimal performance
- distinguish use cases for the different reflection types
- light using an HDRI
- use a post-process volume to control the scene lighting
- Create material parents and instances
- Develop understanding of PBR workflow
- Identify utility of roughness, normal, displacement and parallax occlusion maps
- Improve quality of materials through reflections
- Cast light from a material
- Create material parents and instances
- Develop understanding of PBR workflow
- Identify utility of roughness, normal, displacement and parallax occlusion maps
- Improve quality of materials through reflections
- Cast light from a material
- Understand the quixel ecosystem
- Utilize bridge for asset selection and acquisition
- Employ the mixer toolset for non-destructive asset modification.
- Recognize the impact the datasmith file format and workflow has on project development
- Assess how datasmith works and how it parses information
- Download and install datasmith exporters for specific dcc applications
- Recognize how datasmith handles hierarchies and pivot points for imported objects
- Utilize the mesh editing tools to adjust geometry from within unreal engine
- Generate collisions for a mesh using the static mesh editor
- Generate LODs for a mesh using the static mesh editor
- Recognize the significance of merging actors in a scene to improve performance
- Animate the lighting from daytime to nighttime
- Animate light fixtures by using a material parameter collection
- Use levels to control external light visibility
- Animate humans to add life to the scene
- Change render styles of humans
- Understand what cine cameras are and how they work
- Create cine cameras and adjust shots
- Animate cine cameras in a variety of ways
- Discover the advantages of outputting videos and stills in unreal engine
- Render high-resolution stills using HRSST
- Batch render movies using movie render queue
- Assess the importance of automating the datasmith import process
- Discover python scripting automation to load a datasmith file
- Utilize python scripting to generate LODs and replace materials quickly and efficiently
- Discover visual dataprep
- Assess the visual dataprep workflow and recognize how it can help the process of
- Datasmith ingestion
- Develop “recipes” to automate cleanup and scene management before you commit the changes to
- The unreal editor
- GPU Profiler
- CVARS
- View Modes
- Draw Calls
- Quad Overdraw
- HLODs
- Runtime Virtual Textures
- LODs
- Imposters
- Culling
- Proxy Meshes
- Discuss VR basics and best practices
- Determine if VR is right for your project
- Utilize the OpenXR template to work across a range of VR devices
- Work with optimizing lighting, materials, and geometry for VR
- Build upon the template’s Blueprints to move (e.g. dash teleportation, flying, scaling)
- Utilize the Grabbable component to interact with objects in your scene
- Add additional buttons and functionality to the controller menu
- Demonstrate effective use of VR Mode in the Editor
- Modify Spectator Cam to add key plan and smoothly follow HMD view
- Package your projects for distribution for .apk (Android) and .exe (Windows)
- Discuss when the Collab Viewer Template is a reasonable foundation for your projects
- Set up Bookmarks and States
- Toggle X-Ray mode
- Explode the building design as a complex assembly
- Measure and annotate
- Highlight key design moments via the Section tool
- Change model on the fly using Datasmith runtime
- Disable features you don’t need
- Customize to your needs (e.g. add ability to teleport all users to host)
- Test multi-user functionality
- Discuss the utility of Blueprint visual scripting for AEC
- Understand the basics of sending and receiving data with the Blueprint system
- Set up static design options that can be easily cycled via keyboard input
- Add a UMG system for cycling design options via buttons
- Create new design options using the Editor Utility Widget
- Preview at what we will be making today
- Create a simple Editor Utility Widget seat section selector tool
- Create an in-editor tool to select any seat in the stadium
- Intermediate course so will skip over some basic UMG and Blueprint features
- Use Metadata imported from an external DCC
- Use Editor Utility Widgets to build logic and interface with the Editor
- Discuss the pros and cons of demonstrating design options with the Variant Manager over Blueprint based methods
- Utilize the new 4.27 Configurator Template
- Set up the Variant Manager
- Create variant sets of color, material, light, mesh, and camera choices
- Build a dynamically configurable UMG interface
- Utilize the remote-control system for activating changes in editor from a browser
- Package your project so others can review your variant options
- portfolio
Career Options
Architectural Visualization Artist
Architectural Designer
Real Estate Visualization specs
AR/VR Architectural Visualizer
Architectural Rendering specs
Educator / Trainer
Career Options
Architectural Visualization Artist
Architectural Designer
Real Estate Visualization specs
AR/VR Architectural Visualizer
Architectural Rendering specs
Educator / Trainer
Frequently Asked Questions
This course selection is designed for AEC (Architecture, Engineering & Construction) specialists and technicians who are just getting started with Unreal Engine. After completing the course, AEC professionals will have the fundamental knowledge required to achieve high-fidelity results and create interactive experiences.
We recommend that participants have working experience in the AEC industry. Prior experience with popular CAD software such as Rhino, Archicad, and Revit, 3D packages like SketchUp, Maya, or 3ds Max, or software such as Blender or rendering packages like V-Ray or Corona is beneficial. However, if you don’t have any prior experience, we offer a separate course to learn any of these software programs.
The topics mentioned are standard and will be covered in the course. However, we also offer customized packages tailored to individual expectations and experience levels.
Yes, upon successful completion of the course, you will receive a certificate that highlights your newly acquired skills with our unreal engine authorised centre logo.
Frequently Asked Questions
This course selection is designed for AEC (Architecture, Engineering & Construction) specialists and technicians who are just getting started with Unreal Engine. After completing the course, AEC professionals will have the fundamental knowledge required to achieve high-fidelity results and create interactive experiences.
We recommend that participants have working experience in the AEC industry. Prior experience with popular CAD software such as Rhino, Archicad, and Revit, 3D packages like SketchUp, Maya, or 3ds Max, or software such as Blender or rendering packages like V-Ray or Corona is beneficial. However, if you don’t have any prior experience, we offer a separate course to learn any of these software programs.
The topics mentioned are standard and will be covered in the course. However, we also offer customized packages tailored to individual expectations and experience levels.
Yes, upon successful completion of the course, you will receive a certificate that highlights your newly acquired skills with our unreal engine authorised centre logo.