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Material System for Archviz

Editor tooling · Unreal Engine · batch library generation

Material system for an architectural visualization app in Unreal Engine, where buyers walk through the homes of a development and change the finishes in real time. That system was my responsibility: an editor tool that batch-generates each home’s material library along with its data file, plus loading and swapping those finishes during the walkthrough. The rest of the platform — importing the architectural model and distributing the app — was handled by the team.

  • Unreal Engine
  • Blueprints
Runtime
Finish swapping during the walkthrough
Batch
Automatic material library generation
Blueprints
Tooling inside the Unreal editor
Per home
One material catalog per unit

The story

Problem

The app had to offer swappable finishes in every home of the development, but materials were created and wired by hand in Unreal: hundreds of instances, and any catalog change meant redoing the work unit by unit.

Solution

I built an editor tool that generates the libraries in batches: you set the base path and the prefix for the home, and it creates the material instances along with the data file describing them. On top of that library I implemented loading and swapping finishes at runtime.

Result

The catalog stopped being maintained by hand: adding or changing finishes became a matter of regenerating the library, and every home ended up with its own material set ready for buyers to walk through and modify.

The systems I built in the engine

Unreal Engine Developer

Material library generator

Built the editor tool that batch-creates each home's material instances from a base path and a prefix, along with the data file that describes them.

Unreal Engine Developer

Runtime finish swapping

Implemented loading and swapping materials during the session, so users change floor, wall and furniture finishes without leaving the walkthrough.

Unreal Engine Developer

Catalog organization per home

Structured the library by floor and unit of the development, so each home exposes only the finishes that belong to it.

Material library generatorThe tool inside the editor: you set the base path and the home's prefix, and it batch-generates the material instances with their data file, ready for the catalog.
Finish selector in the appThe interactive walkthrough with the floor and unit navigator; from there users change the interior finishes.
3D floor planFull view of the home that works as the index of the walkthrough: from it you enter each room.
Finishes appliedDifferent material combinations over the same interiors, resolved from the generated library.
Shared areas of the developmentAerial view of the terrace and the pool, part of the same interactive walkthrough as the home interiors.
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