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ArchiViz Interactive Demo

This demo showcases real-time interactive elements of an architectural visualization experience - CRAFTED (end-to-end): alpine landscape, cabin incl. gravel bed, fridge, chimney, couch, curtain, forest scatter model, interactions mechanics, spacial audio implementation as well as lighting - all rights reserved. The delivery date has been shortened by 2 weeks while in production phase - but the scope were planned for 12 weeks. [ audio samples came from an audio engineering student - partially AI generated; the kitchen model came from a higher semester 3D modeling student; I can promote them individually ]. Last but not least, kudos to the teams behind Blender and Unreal Engine 5 - enabler into the 'verse. ^^ Accomplished on an i7-4790k in conjunction with a RTX 2070 - - 50fps 1080p FHD (PAL) at the target system. b d

LookDev (color reproduction) across 2 floors; please watch the following demo video first.

LookDev (color reproduction) across 2 floors; please watch the following demo video first.

The final ArchViz Interactive demo - see my jobs done/ scope in the description (right); expand "Show more"

Prototyping of the Alpine Landscape design - restricted to a 1k map resolution

Prototyping of the Alpine Landscape design - restricted to a 1k map resolution

Unreal Engine (Setup) - Real-time Reflections

Unreal Engine (Setup) - Real-time Reflections

Early prototyping of interactive Hard Surface models (WIPs)

Early prototyping of interactive Hard Surface models (WIPs)

Modeled details: Door-In-Door design (right) as well as Water Dispenser (left) - Digital Twin

Modeled details: Door-In-Door design (right) as well as Water Dispenser (left) - Digital Twin

Texel-Density - Unwrapping

Texel-Density - Unwrapping

Bottle of Banana juice - as mentioned by the Smart Home assistant ^^

Bottle of Banana juice - as mentioned by the Smart Home assistant ^^

Unreal Engine (Setup) - Lighting/ LookDev; performance optimization of the fire FX

Unreal Engine (Setup) - Lighting/ LookDev; performance optimization of the fire FX

Prototyping PBR Texturing (testing color reproduction and specular highlight details)

Prototyping PBR Texturing (testing color reproduction and specular highlight details)

The Chimney

The Chimney

The top of the Chimney ^^

The top of the Chimney ^^

Light Development (color reproduction) - adjusting Scene Composition

Light Development (color reproduction) - adjusting Scene Composition

Procedural Generated Content (PCG) Model development In-Engine - UE5 hands-on iteration ^^

Procedural Generated Content (PCG) Model development In-Engine - UE5 hands-on iteration ^^

Light development (color reproduction) In-Engine - UE5

Light development (color reproduction) In-Engine - UE5

Early Scene Composition In-Engine - UE5 Block-out

Early Scene Composition In-Engine - UE5 Block-out

3D Modeling, close to reference cabin (wood beams) - Digital Twin

3D Modeling, close to reference cabin (wood beams) - Digital Twin

Adjusting PBR coating (color reproduction) In-Engine - UE5; texture transitions between wood beams should be baked (Normals) - for an optimized version

Adjusting PBR coating (color reproduction) In-Engine - UE5; texture transitions between wood beams should be baked (Normals) - for an optimized version

Adjusting PBR reflections as well as proper Texel-Density In-Engine - UE5

Adjusting PBR reflections as well as proper Texel-Density In-Engine - UE5

Unwrapping of 3 floors, focus on face orientation, randomization and Texel-Density

Unwrapping of 3 floors, focus on face orientation, randomization and Texel-Density

Scene Composition (elements) - according to the plot (audio)

Scene Composition (elements) - according to the plot (audio)

Light Development (color reproduction) In-Engine - UE5

Light Development (color reproduction) In-Engine - UE5

The 360° Couch design

The 360° Couch design

The general Texel-Density approach I follow (here as a TD-comparison)

The general Texel-Density approach I follow (here as a TD-comparison)

Interaction Mechanics - UE5 Blueprints

Interaction Mechanics - UE5 Blueprints

Creating an Audio Volume In-Engine - UE5

Creating an Audio Volume In-Engine - UE5

Metasound requirements planning

Metasound requirements planning