
Elevate Your ArchViz Presentations Beyond Renderings
Transform Your ArchViz Presentations with Unreal Engine 5
Imagine presenting your projects with cinematic, real-time visuals where clients explore immersive interiors and exteriors—without a single on-screen button breaking the experience. In this masterclass, you’ll learn how to:
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Build stunning real-time visualizations in UE5
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Design branded, client-ready UIs with UMG
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Create powerful blueprint-driven interactions
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Connect a PC and Android tablet for seamless “remote control” navigation
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Integrate PowerPoint slides directly into your 3D scenes
This workshop is built for professional ArchViz artists and architects who want to offer cutting-edge, interactive presentations that set them apart.
🚀 Join the waitlist today and be the first to elevate your client presentations.
Coming Soon in Early 2026
Unreal Engine 5 Masterclass for Professional ArchViz Artists
Instructor: Rotimi Seriki
The Digital Architect Project (TDAP)
Architectural visualization is evolving rapidly. Stunning stills and animations—once the gold standard—are now expected, not exceptional. Today’s clients and developers want real-time, interactive, and narrative-driven presentations that allow them to experience their projects, not just view them.
Yet many ArchViz professionals hit a roadblock when bringing their high-end V-Ray or Corona scenes into Unreal Engine 5. Common issues like inconsistent materials, broken lighting, or cluttered interfaces can ruin immersion and client confidence.
This masterclass solves that.
You’ll learn how to transform your visualization pipeline into a real-time presentation ecosystem powered by Unreal Engine 5—complete with interactive controls, cinematic realism, and remote tablet integration that keeps your visuals clean and professional.
By the end, you’ll be able to deliver presentations that feel like interactive experiences, not slideshows—and position yourself as a forward-thinking visualization expert.
What You’ll Learn
By the end of this masterclass, you’ll master how to:
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Rebuild high-fidelity V-Ray/Corona scenes in UE5 using physically accurate lighting and nanite geometry.
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Author complex Blueprint systems to create dynamic, pseudo-interactive presentations.
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Design branded UIs in UMG that reflect your client’s visual identity.
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Establish a network connection between PC and Android tablet, using the tablet as a real-time controller while maintaining a clean main screen display.
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Optimize UE5 performance for photoreal visuals at interactive frame rates using DLSS, Lumen, and virtual shadow maps.
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Deliver a final presentation executable that feels like a polished app, not a tech demo.
Why It Matters
This course gives you the tools to move beyond stills and renders—and into real-time architectural storytelling.
When you control a presentation through your tablet while clients see a full-screen cinematic view, it immediately changes their perception of your work. You’re no longer a “renderer”—you’re a technologist, designer, and director of their experience.
This level of polish and immersion:
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Wins bigger contracts
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Differentiates you from studios still stuck in offline workflows
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Future-proofs your visualization business
COURSE BREAKDOWN
Learning Context
Prerequisites:
Participants must have prior experience with 3D modeling, lighting, and rendering. Familiarity with Unreal Engine’s interface is helpful but not required.
3D modeling outside Unreal Engine 5 will not be covered.
Course assets will include both .MAX and .FBX files.
MODULE 01
Environment Setup & Plugin Integration
Objective: Prepare UE5 for photoreal real-time visualization.
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NVIDIA DLSS Plugin Installation
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How DLSS 3 enhances frame rates in large scenes.
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Installing and configuring DLSS for ray-traced rendering.
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Comparing temporal super-resolution vs DLSS upscaling.
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UE5 Project Configuration for ArchViz
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Optimal scalability settings for real-time visualization.
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Project setup comparison: Blueprint-only vs. C++ hybrid.
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Folder structure conventions for large projects.
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MODULE 02
3D Model Preparation and Import Pipeline
Objective: Establish a clean, consistent 3D import pipeline
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3DS MAX Scene Organization
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Hierarchies, naming conventions, and pivot alignment for UE5 compatibility.
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Baking modifiers and preparing complex materials for export.
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FBX Export Workflow
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Best practices for exporting static meshes from 3DS MAX.
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Why FBX offers greater control than Datasmith for custom workflows.
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Avoiding smoothing group and scale errors on import.
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UE5 Mesh Blueprint Setup
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Creating mesh blueprints as modular scene containers.
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Setting up component references for future logic scripting.
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Version control and reusability strategy for asset blueprints.
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Module 03
Materials & Lighting Systems
Objective: Achieve offline-render quality inside UE5.
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Material Setup
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Building master materials for glass, metals, and PBR surfaces.
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Using Material Instances and parameters for fast client revisions.
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Using Virtual Textures for large architectural surfaces.
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Lighting Design in UE5
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Real-time vs baked lighting for ArchViz: what to use when.
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Lumen, GI, and reflection setups for indoor and outdoor spaces.
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Shadow optimization and balancing exposure for physical accuracy.
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Module 04
Vegetation & Scene Composition
Objective: Integrate high-quality vegetation and atmosphere.
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SpeedTree 9 Workflow
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Creating, customizing, and optimizing trees for ArchViz scale.
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Export settings for Nanite and wind simulation compatibility.
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Common pitfalls in wind animation and mesh tessellation.
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UE5 Foliage System
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Efficient foliage painting for large outdoor scenes.
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Using procedural foliage spawners for scale consistency.
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Setting up dynamic wind interaction using Wind Blueprint nodes.
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Module 05
Sequencer & Cinematic Presentation
Objective: Build cinematic storytelling layers within Unreal Engine 5
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Level Sequencer Overview
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Setting up cameras, keyframes, and transitions.
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Integrating camera cuts with Blueprints.
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Managing master sequences with sub-sequences for modular animation.
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Cinematic Optimization
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Sequencer render settings for smooth playback.
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Adding subtle post-processing for filmic realism.
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Module 06
Blueprint Systems Architecture
Objective: Build the underlying logic framework for interactivity.
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Core Blueprint Components
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Actor, GameMode, PlayerController, Pawn, and GameState—how they interact.
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Using Event Dispatchers to manage communication between systems.
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Networking and Device Communication
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Setting up a LAN-based connection between PC (host) and Android tablet (client).
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Managing data replication between devices using Blueprint scripting.
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Handling latency and synchronization challenges in real-time control.
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Module 07
UI Systems & UMG
Objective: Create branded and functional control interfaces.
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UI Design & UMG Blueprint Setup
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Structuring widget hierarchies and control states.
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Creating reusable UI components for buttons, sliders, and toggles.
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Branding with color schemes and client logos.
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Main HUD & Tablet Control System
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Designing a minimalist on-screen HUD for the main display.
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Creating a fully functional tablet UI for real-time control.
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Managing responsive layouts for varying screen resolutions.
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Module 08
Advanced Blueprint Logic
Objective: Script the interactive behaviors that power your presentation.
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Actor and Pawn Logic Scripting
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Writing modular interaction logic for object animations.
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Creating reusable functions for camera transitions and focus shifts.
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GameMode and Controller Logic
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Scripting runtime level streaming and transitions.
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Managing UI visibility between host and client views.
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Networking Logic
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Building reliable data channels for slider inputs and commands.
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Implementing custom events for multi-device communication.
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Module 09
UMG Widget Blueprint Logic & UI Animation
Objective: Build responsive, cinematic UI behavior.
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Widget Blueprint Communication
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Connecting Blueprint systems with UMG widgets.
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Handling complex state management between UI elements.
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UI Animation & Interaction Design
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Adding smooth transitions and feedback animations.
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Draggable panels and contextual UI switching.
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Video playback integration with synchronized audio.
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Step 10
Final Integration & Deployment
Objective: Package your project into a professional presentation app.
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Debugging and performance optimization (GPU/CPU profiling).
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Preparing builds for PC standalone and Android tablet.
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Packaging with branded splash screens and icons.
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Final testing: runtime validation of all network and UI systems.
Step 10
Bonus Content
Objective: Diving into additional topics not covered in the course
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Slider UI setup and scripting with blueprints
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Draggable UI window setup and logic scripting