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Wall, room, house workflow

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    #16
    In 3ds max, click on Units Setup under the Customize tab. Under display units scale choose Millimeters. Click the button at the top that says System Unit Setup. In the new window 1 Unit should = 1 Centimeter.

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      #17
      In UE4, the default units is not the cm ?
      interior designer, CREAPI

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        #18
        Originally posted by danimal8361 View Post
        In 3ds max, click on Units Setup under the Customize tab. Under display units scale choose Millimeters. Click the button at the top that says System Unit Setup. In the new window 1 Unit should = 1 Centimeter.
        System Unit Setup button made my day. Thanks a lot!!

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          #19
          Thank you guys, i'm really excited by results obtained so far. I've other question, maybe borderline for this topic. Now i'm stuck with jagged shadow on some meshes edge.

          Like this:

          Click image for larger version

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          And why here is ok?? (same side of apartment)
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          And what is going on with this furniture reflection/light bounce? It seems like an emissive material but is only a rough (0.85) wooden mesh
          Click image for larger version

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            #20
            I would try to adjust indirect Lighting smoothness. Its in your world settings.
            You can also make sure your directional light is set to stationary.
            Then if your not satisfied look at your lightmap resolution in your mesh settings.
            It should help. The ceiling is a combined mesh with your walls?

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              #21
              Hi, i've one stationary directional light, One static skylikght hdri and One BP_SkySphere. Walls, floor and ceiling are all single planes in different meshes. I've alredy tried to push lightmap size up to 1024 for walls and ceiling, with no results. The weird thing is that in other rooms my shadows are all a soft straight line.

              I'm using multibounce skylight lightmass.exe (4.17 version) for light baking.

              My Indirect lighting smoothness is set to 1.2 and every windows have a light portal on it.
              Maybe i could change UV island's padding...
              Last edited by Torakiki; 10-20-2017, 01:52 AM.

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                #22
                Very usefull topic! I have the same problem with Revit, like you can see there:

                https://forums.unrealengine.com/deve...-edges-shadows

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                  #23
                  Finally i figured out how to fix my first problem, jaggered shadows.
                  You must have your uv island at 90 degrees.
                  i don't know why Steamroller script has turned my uv at ~30°.

                  I had to Flappen Mappings manually to have nice shadow in my ceilings


                  BEFORE
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                  AFTER
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                  RESULT
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                  Attached Files
                  Last edited by Torakiki; 10-22-2017, 06:19 PM.

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                    #24
                    This is how I modeled a house in 3DS Max to use in UE4. Please, comment



                    Visit www.cgsharenet.com for Digital Art, 3D Models, Tutorials, Reviews and more.
                    Last edited by Khayyam; 03-28-2018, 04:35 AM.

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                      #25
                      Originally posted by Khayyam View Post
                      This is how I modeled a house in 3DS Max to use in UE4. Please, comment



                      Cool!
                      ...maybe it's good for games but sadly it's not ideal for achviz: all your walls are one single mesh! :S You can't set a high enough lightmap resolution to achieve detailed, realistic results!

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                        #26
                        Originally posted by Makigirl View Post


                        Cool!
                        ...maybe it's good for games but sadly it's not ideal for achviz: all your walls are one single mesh! :S You can't set a high enough lightmap resolution to achieve detailed, realistic results!
                        Thank you! Good to know that! I'm going to break that apart then.

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                          #27
                          This is the Part 2 of Speed Modeling a House in 3ds Max for Unreal Engine.
                          It covers polygon count reduction, UV-ing, and importing into Unreal Engine.
                          Please, comment



                          Visit www.cgsharenet.com for Digital Art, 3D Models, Tutorials, Reviews and more.

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