Help for a newbie (import from 3DSMAX)

Hi everyone,

Iam building an architectural project that i want to render in the UE4. But iam a noob, i did choose UE4 for its capabilities, but iam underpression by time, i only have 3 days to finish it.

I made in 3DSMAX a full room (with furnitures), and with multiple objects and grouped objects (as walls, or stairs).

When i import my selectionned modelisation in UE4 i have two solution (that i can notice actually) :

  • Importing all the room as one “unique” object. But i can not select objects one by one or groups by groups.
    It mean, i can not apply different textures or materials to my contents (as a table or the sofa).
    Notes : I know i need to use 3DSMAX for texturing (with basic materials of MAX ?yes?] and then import textures in UE4). But for simples things i don’t want to use that. Some basics textures in the UE4 is enought for me. Also i want to have the possbility to change some object’s places directly in the UE4.

  • Importing my project with the full ungrouped option, but i have all the objets one by one on my library. That mean when i import in the UE4 scene my project i need to put by hand everything in place one by one… :frowning:

So : How can i simply import all my project as its build in 3DSMAX (in place), but with the possibility to select all my objects (or groups) one by one (but in place) ?

Thanks you for anyone who can help me :slight_smile:

(And sorry for my bad english, and sorry for that question but the tutorials of UE4 didnt make me see it, and its in an english with technical words that i don’t catch clearly).

You can import all objects into the level and have it automatically place them in the correct positions and keep the objects separate:
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/FullScene/index.html

You saved me ! :slight_smile: Shame on me that i didnt see it in the doc :s Sorry for that.
But, thanks you :slight_smile:

But, i meet an other deal now :s
I donwloaded a UE free scene : “Realistic Rendering”.

Iam intersted by the table and i wanna use it in an other UE project (mine).
I did succes to import the table trought the blueprint option, and in FBX also. But i failed to import the texture with it. When i import the object and the material separately this one become totally white when at the moment i apply it to the table (but before in the “content” windows, it look good and full, then white also when i try to apply it to an object).
Blueprints dont import all the object ? (models, texture an material included ?). And if not, why i can not apply the exportated texture to my other scene ?

Such shame for me that i dont even manage to export/import a full object with it materials/textures from a software to the same software ! :S

Open the Realistic Rendering project, right-click the table and click Asset Actions>Migrate
https://docs.unrealengine.com/latest/INT/Engine/Content/Browser/UserGuide/Migrate/

This will copy an asset from one project to another and move the textures/materials/etc that the asset requires to another project.

…omg…such cool way :slight_smile: I was searching in a direction iam used to with MAX, but…i don’t know what to say…thank you again ! :slight_smile:

Edit : “note” problem almost resovled…sorry :

For peoples who know the “RealisticRendrering”.
https://docs.unrealengine.com/latest/INT/Resources/Showcases/RealisticRendering/

When i moove a wall, it become grey.
The GI fall (for exemple close to the red curtain the wall is little red also but when i moove it it loose totally), all the shadows on this wall only turn down or almost and the texture become like flat. The light, itself, also loose lot of power, the same for the reflexion on textures that stay visible but with less power and less beautifull…By by “realistic”…:frowning:
Just if i moove it (and all the rest of the scene stay totally normal, just the objects i moove is affected).

Do its because this scene use full lightmap textures ? Rendered with an other engine or in statics shoots and placed in textures ?
Or because a kinf of “pre-rendering” exist in this scene and fall on the objects who are mooved ?

Iam almost sure that UE4 manage all that scene IRT without lightmaps or any “artifice”, i think maybe its an option that i did touch somewhere ? :s

++ :slight_smile:
**Note :
I found how to “fix”, the “problem”. Itwas so simple, i didn’t catch it as an idiot XD
Everything did come back in place when i mooves also all the lights !
The GI is rendering back, shadows, reflexion, light, textures came back in mood, everyhting :slight_smile: Simply…i know search a option to apply apply that without touching the light one by one.

Sorry for the bothered.**

If you move an object or a light then the lighting will have to be rebuilt:

https://docs.unrealengine.com/latest/INT/Engine/QuickStart/6/

Here’s more info on lighting: CPU Lightmass Global Illumination | Unreal Engine Documentation

Hey hello, again me :s

I tryed to migrate the table from the “RealisticRendering” to my scene. It work, but when i drop the meshe (look nice and extured un the miniature) in my scene it fall with no materials and textureless (and the miniature change).
When i put the materials in the emplacement “material” of the object (founded in the folder created by the migration precedently), it become totally white…
Do i need to “reorganise” the object with all the ressources migrated in the folder ? I need to put back the textures by hand in the material editor ? (i can not make this table appear fully like it was in the free scene, as i can do with MAX beetween two scene for exemple ?)

Thanks for answering, sorry i failed the "migrate :s (but in the wiki page i dont find answer to my question that concern the importation).

Ok thank to you again :slight_smile: That is clearly fixed, hope i will not bother with it again :smiley:

I found ! Maybe the cause, i don’t now, but it fix my problem.
Habitually when i migrate/export/import elements i change the name of the folder to organise them as i wishes.
It maybe corrumpt links, a simple migration to the direct folder of contents keep all the datas to the meshes and it work fine :slight_smile: Materials and textures are ok.

I don’t success to import my scene with all objects properly.
I used the option “import into level” with a FBX scene exported with 3DSMAX.
I use the option “create one blueprint asset” in UE4 to import.

When my scene goes in UE4, all my elements are placed in a destructured way, little everywhere (but not too much…its strange). For info, in MAX, all my pivots are centered in each objects.
And in the importation in UE4 i tryed to import without generating collision.

It come from where ?
I follow the documentation but i dont find from where can come from this problem.

Thanks again for help :s

++

I did it :slight_smile: I can import properly my project.
But i recongnise now that i should modelise in 3DSMAX with smoothing group and, also, 2 maps of UV (an obligation for UE apparently).
Also giving 2 layers of meshes to my walls (inside&outise…cause my project need to be visitable and efficient inside the interior architecture and also outside in the garden…that’s not easy cause much of projects i can see [as tutorials] are not build in the same way depending if its for an interior or exterior visualisation purpose ! :frowning: I need that two in the same scene XD)

Now, i meet an other problem, i did read this :

And this :

But my GI definitivly doesnt want to work.
I mean theire is GI and dynamic GI yes ? (i dont’t even see the “faked” or “precalculated” GI).

Anyway, when i change this value “Num indirect light bounce” (in World Setting), nothing change. 0 value or 20, nothing.
I think i lack something.
(in my preview option “show/lighting compojnents” is on [so, the GI also no ?], and i puted on “Force No precomputed Lightning” in the world setting !).

Also, an other deal, my Lightmass Portal doesn’t give any effect :s

Little lost XD