Join Simon Manning for an in-depth discussion in this video Important: Watch this video before starting!, part of Unreal Engine: Arch Viz Design Techniques.
- [Instructor] If you're following along with the exercise files, begin by downloading and unzipping them into the directory of your choice. These unreal project files do get pretty large. So make sure you have plenty of room. Inside the main folder, you'll find the uproject file. Before we double click to open this, a quick note on engine versions. The incredible team in epik is always working to improve the engine and its features by releasing new builds all the time. At the time of this recording, the course material is running on unreal 4.21.2. But if you're on a newer version, you can always right click the uproject file and select switch unreal engine version to upgrade the project files. Let's go ahead and open the project now. Once you've loaded the project, head to the content browser at the bottom of the screen. This is where you can find the maps folder. Click into that and find the follow along here folder. This is where you can find the map files that correspond to the chapters in the course. Each of these files is a starting point that can be used for any of the videos in the chapter. So as an example, you'll open chapter one materials for each of the chapter one segments. Now, one caveat to this is to teach some of the troubleshooting concepts, I had to reproduce certain errors off screen. So there may be times when what you see in the video doesn't exactly match the exercise files you have. Don't panic. It shouldn't affect your ability to follow along. The process is what counts. And don't worry too much about the sub levels for now. There's smaller map files linked together by the chapter levels. For this course, we're using an engine feature called level streaming to compartmentalize various aspects of our scene for organization and performance purposes. To make sure you can see this, head up to window and make sure the level's tab is checked. I like to dock mine here next to modes. As you can see, we have the main or persistent level and an example sub level linked into that. Now, finally, let's set up our project settings so we don't have to see this disclaimer screen again. Head up to settings, and then to project settings. And then head over to maps and modes. Now, if you scroll down, there'll be a section for default maps. And editor start up map. If you click this drop down and select something like final office, so the next time you open up the editor, you'll be greeted with a nice finished project. Now that we've got that taken care of, it's time to dive into the course.
- Migrating material packages
- Batch replacing of materials
- Static vs. dynamic lighting
- Lightmap analysis, correction, and padding
- Shader analysis and correction
- Draw call optimization
- Improving reflections