Website powered by

Unreal Engine 4 - School Architectural Visualization

I worked on this project for over a year now and am very delighted to have finished it. This project was an attempt to virtually recreate my school building and most of its defining interior.

The foundation of the building was laid in 1868 in a town in Saxony and was used as a school ever since. During the many political changes in Germany in the 20st century, the school was renamed several times, until after the German reunification it hold the name Luisenstift again. The name was chosen in memory of Luise Henriette von Mangoldt, who donated for a female working class school in Dresden.

Now in 2020 the old building will be restored and partially demolished. The project is an attempt of preserving the current character of the school in a modern and interactive way, so that future comparisons are made possible. In order to achieve this, I created an application with Unreal Engine 4, that allows the user to walk and inspect the school from the in- and outside.

All of the assets, with some exceptions of some wear and tear decals, were created by myself. A friend of mine, which whom I worked on this project, also provided me with all the text decals picturing for example posters. Overall, I wanted to create the most realistic look I could currently achieve and over the past months I learned a lot.

I put a lot of time into the project and I am relatively satisfied with the result and the fact that it replaced one of my high school exams.

A brief presentation of the final result.

Composition of different view modes for the front and back of the whole building.

Composition of different view modes for the front and back of the whole building.

The upcoming images are Screenshots from various locations inside the school.

The upcoming images are Screenshots from various locations inside the school.

This view mode shows the shader complexity + quad overdraw of one of the rooms.

This view mode shows the shader complexity + quad overdraw of one of the rooms.

Here I experimented with some dusk illumination.

Here I experimented with some dusk illumination.

Main staircase, overlooking the first and second floors of the building.

Main staircase, overlooking the first and second floors of the building.

Here is a matcap view of the staircase from the second floor.

Here is a matcap view of the staircase from the second floor.

Composition of the roof.

Composition of the roof.

Composition of the basement.

Composition of the basement.

This room housed a canteen before it was moved to a new building.

This room housed a canteen before it was moved to a new building.

An abandoned apartment in one of the side extensions. Some of those dirt decal were downloaded, to save some time.

An abandoned apartment in one of the side extensions. Some of those dirt decal were downloaded, to save some time.

Lightning only view of the hallway on the ground floor.

Lightning only view of the hallway on the ground floor.

Recordings of the editor view, showing lights, reflection probes, decals and interactive actors, such as doors.

Recordings of the editor view, showing lights, reflection probes, decals and interactive actors, such as doors.

Images of a selection of props used in the project.

Images of a selection of props used in the project.

Time lapse of my entire prop workflow. Shows low poly and high poly modeling, UV-unwrapping and texturing process of a closet.

Examples of a baked texture from Substance Painter and generated PBR tiles from Designer.

Examples of a baked texture from Substance Painter and generated PBR tiles from Designer.

The blueprint layout for the user.

The blueprint layout for the user.

Some real world comparisons.

Some real world comparisons.