1/ OBJECTIVE
Create a photorealistic, explorable house environment in Unreal Engine using the specialist’s existing 3D asset library. The prototype will include an unfurnished (bare) and a furnished version of the same house, incorporate multiple Levels of Detail (LODs) for performance optimization, and enable user interaction to add, remove, or swap furniture items in real-time.
2/ HOUSE MODEL & ENVIRONMENT SETUP
House Selection from Existing Assets: Choose a pre-modeled house from the existing library that’s suitable for interactive navigation.
Import & Basic Scene Assembly: Import the house into Unreal, set collision, and ensure proper scaling for smooth character movement.
Bare Version Preparation: Present a “bare” version of the house with neutral materials (walls, floors, ceilings) as a starting point.
Furnished Version Setup & Configurable Furniture
Asset Selection from Existing Libraries: Furnish key rooms with a variety of furniture items, finishes, and décor from the existing asset library. Ensure a selection of at least a few alternatives per furniture slot (e.g., 2–3 types of sofas, beds, or chairs).
Interactive Furniture Placement System: Implement a basic UI or interaction prompt allowing the user to remove furniture from a designated spot and select a replacement from a predefined list of alternative models. Use Blueprints or simple logic to cycle through available furniture options (e.g., press a key or interact button near a furniture placeholder to change the item).
3/ LOD IMPLEMENTATION
Multiple LOD Levels per Furniture & Architectural Elements.
LOD0 (Close-Up): High-detail mesh and high-res textures (2K–4K) for objects near the user.
LOD1 (Mid-Range): Reduced poly count (50–70% less than LOD0) and slightly lower-res textures (1K–2K).
LOD2 (Far-Range): Significantly reduced poly count (80–90% less than LOD0) and low-res textures (512–1K).
LOD3 (Very Far): Simple block shapes with minimal textures for distant objects.
4/ TEXTURE STREAMING & COMPRESSION
Enable Unreal’s texture streaming and compression to ensure smooth performance, especially as the user navigates and swaps furniture.
5/ LIGHTING & ATMOSPHERICS
Interior & Exterior Lighting Setup: Configure balanced lighting using static or dynamic lights for a photorealistic look.
Post-Processing: Apply post-processing (exposure, color grading, ambient occlusion) to enhance realism. Ensure lighting remains consistent as furniture changes.
Performance Checks with LOD: Ensure lighting scenarios do not break immersion as objects switch LODs at varying distances.
User Navigation & Interaction
Character Integration: Integrate Unreal’s default first- or third-person character for user navigation.
Interaction System: Add interactable triggers or hotspots where the user can look at furniture items and press a key/button to remove or cycle through alternatives.
Ensure proper collision and interaction prompts are clear to the user.
6/ TESTING LOD & INTERACTION TOGETHER
Verify that user-configurable furniture doesn’t cause performance hitches when switching LODs or changing items. Test on target platforms (desktop, iOS).
7/ TESTING & ITERATION
Evaluate user flow: Can a user easily remove and replace furniture? Does the environment maintain realism and performance after multiple changes?
Adjustments & Revisions: Refine interaction prompts, tweak furniture placement, or adjust LOD thresholds based on feedback and performance data.
8/ DELIVERABLES
Unreal Project Folder: Two map variants, (1) bare and (2) initially furnished. Configurable furniture system allowing item removal/replacement at runtime. LOD configurations for key objects to ensure good performance. Lighting and post-processing settings integrated.
Documentation: A brief readme describing how to open the project, navigate through the house, and interact with furniture to replace items. Include notes on how LODs are implemented and can be adjusted if needed.
9/ ESTIMATE
Estimating hours for this scope depends on the complexity of the assets, the artist’s familiarity with Unreal Engine’s interactive features, and the desired quality level. Since the prototype ideally uses the artist's existing 3D assets, no custom modeling is required, which reduces time. Below is a rough estimate:
House Model & Environment Setup: Importing the chosen house, setting collisions, scaling, and applying base materials: ~5–10 hours
Furnished Version & Configurable Furniture: Selecting furniture from existing asset libraries and placing them in the scene: ~5–10 hours
Implementing basic interaction logic (Blueprints) for swapping/removing furniture: ~5–15 hours (depending on how many furniture items and alternatives need to be supported)
LOD Implementation: Applying multiple LODs to key pieces of furniture and architectural elements: ~5–10 hours
Lighting & Atmospherics: Setting up interior/exterior lighting, basic post-processing for a photoreal look: ~5–10 hours
User Navigation & Interaction Testing: Integrating a default character template and ensuring proper navigation: ~2–4 hours
Testing user interaction workflow and refining prompts: ~3–6 hours
Performance Checks & Iterations: Adjusting LOD thresholds, refining furniture placement, and ensuring smooth performance: ~5–10 hours
Total Estimated Range:
Minimum: ~5 (house) + 5 (furnish) + 5 (interaction) + 5 (LOD) + 5 (lighting) + 2 (char nav) + 3 (testing) + 5 (iteration) ≈ 35 hours
Maximum: ~10 (house) + 15 (furnish & interaction) + 10 (LOD) + 10 (lighting) + 4 (char nav) + 6 (testing) + 10 (iteration) ≈ 65 hours
Likely Range: Expect around 40–70 hours in total, depending on complexity and iteration cycles. If the specialist has streamlined workflows, extensive Unreal experience, and well-organized libraries of assets and materials, the time could lean toward the lower end. More revision requests, complex interaction logic, or extended testing could push it toward the higher end.
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Cuento con experiencia en el desarrollo de proyectos en unreal engine con enfoque en personalización interactiva, habilidades en modelado 3d y creación de experiencias inmersivas, compromiso con la calidad y cumplimiento de plazos