Farshid's Second UE Project [ Autodesk Revit ] [ Exterior ]

http://www.shiaupload.ir/images/66935118267733371415.jpg

http://www.shiaupload.ir/images/11408698486457971339.jpg

http://www.shiaupload.ir/images/60770299919158776840.jpg

http://www.shiaupload.ir/images/00994398307805337889.jpg

http://www.shiaupload.ir/images/26816977903854490202.jpg

This looks great, did you rebuild the geometry in 3ds? Or just straight revit geometry edited in another 3d tool (for ‘uv stuff’)?
Mind talking about that a little? Revisiting ue4 to see if it is plausable to get a pretty good looking interior space in less than a couple of days. Doesn’t have to be a polished product either.

hi ArchVizVR

i create 2nd uv in 3ds max 2016 then export it to ue4

Hello,
your work seams to be very impressive, I am trying to do one project I have on Revit, it is a housing project and no matter what I do my buildings will always have UV overlaps and a NULL warning I don’t know what does it mean I even tried to split the building into small elements each with separate UVs then to be put together again in UE4 but to no avail, nothing is working for me and I don’t know we did I go wrong,

can you advise me what to do and how to fix the lights and shadows to be correct.

P.S. my building has a lot of grooves since it was design for precast concrete.

many thanks in advanec

Hey, might be useful to check this thread - Revit->3dsMax->Unreal Workflow - Architectural and Design Visualization - Epic Developer Community Forums

I’m doing the same process as farshid, but it gets to a point where scale matters. His project is max a two-story, no systems project. If your house has more detail than normal, remove things you might not need on the import to unreal

hi Yuss33

i work with revit 2017

you can export your model to fbx

then import it in 3ds max

then create 2nd uv with---- UVW_AutoUnwrap_V06----- for seperate objects

then export scene with UE4 TS Tools

you will never have overlap error again

https://dl.dropboxusercontent.com/u/618044/TS_Tools/TS_Tools_20140911b.zip

Hi Farshid! Can you explain your workflow in some more detail please? When you import the FBX into 3DS Max what settings do you use? Do you use combine by Revit material? Can you post a screenshot of the settings in the import dialog box? I read on one of your other threads that you had used DAE as an intermediate format. Is this a better practice than FBX? Have you tried Dynamic lighting to avoid the whole sequence with light maps?

I’ve just started out. I am using the following settings and I don’t know if this is the best practice when importing from Revit.

  • Export FBX from Revit
  • Link FBX into max using combine by Revit Material preset
  • Use Steamroller to Unwrap UVWs
  • Export with TS Tools without Zeroing the geometry (Separate FBX files are then created for each revit material)
  • Import all FBX files into UE4.

Any help would be greatly appreciated. Thanks!

I am also really interested in your workflow. I am doing the exact same steps as Ritesh. I want to be able to start baking my lighting so my scenes can run better on slower computers. Right now, my buildings are so large that using dynamic lighting and shadows essentially makes my scene unusable.

i will make new topic and will explain full tutorial Revit to UE4 with images step by step ]

Thanks Farshid! Looking forward to your tutorial… Do let us know once it is online. Thanks!