The project was created on Unreal Engine 5.1 using the Lumen technology.

Unlike baking technology, creating a scene with Lumen takes significantly less time because there is no need to create UV unwraps for baking light onto each object individually.

Lumen allows for projects with dynamic lighting, day and night cycles, and the ability to switch between different pieces of furniture, among other features.
Some drawbacks of the Lumen version include low-quality reflections on mirrored surfaces and some light flickering.

I believe that in the near future, UE developers will address these issues.

If your project contains a large number of mirrors, it may be worth considering creating your project using baking technology. This means that UV unwraps will be manually created for each 3D object, where the program will record information about light and shadow. The drawback of this method is that it takes more time to create the project, but in return, you get higher quality, especially for mirrors. Additionally, a project with baked lighting is less demanding on your hardware resources.

The possibilities for interacting with objects and interactivity can be made much more varied and broad to suit the needs of your project

They are not limited to just what is presented in these videos

 I'd like to tell you about the stages of creating a project
on Unreal Engine

Optimization 3D + UV only for complex objects

Time for planning the logic of geometry segmentation into stages, creating project hierarchy.

Remodeling of certain “poor” geometry. Detaching unnecessary polygons, splitting large objects into smaller ones, creating UV maps for complex objects (e.g., fabric folds – their automatic creation in UE results in poor quality).

If the project is carried out using baking technology, then UVs will be created for literally every object. It takes time.

Exporting to FBX while preserving the library structure.

Modeling certain objects “from scratch”, searching for analogues.

And other similar tasks.

Import to UE and optimization

Importing FBX into UE while preserving the library structure at different levels, removing “flipped” geometry, flipping normals, eliminating light leaks, and other similar tasks.

For the exterior part – importing from libraries, setting up the environment

Lighting in gray material

Setting up the entire lighting in Lighting Only mode.

This method of creating lighting allows you to create it physically correct, without being distracted by the colors and reflections of objects

Material

Creating materials, applying them to objects, and fine-tuning lighting in Lit mode

At this stage, all materials will be configured. It will look like the final project, but there are still a couple of steps left.

Collision

Checking the correctness of automatic collision generation, fixing errors, and eliminating “blind spots”.

Blueprints

Creating blueprints and applying them to objects. Whenever possible, this stage will be carried out simultaneously with other tasks by delegating a portion of the programming to a trusted individual

At this stage, objects in projects become interactive

Contact

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