hi i have created a building with many components in sketchup and exported it to 3d studio max ,Now i am creating light maps for each component of the building,
how to do it properly i would like to know, as its a very tedious process and i m really got exhausted in doing it and than when i build the lighting i m getting uneven shading on the building
please i need a simple way of getting the content in to unreal without any problems
If you want good lightmaps, the model has to be properly modeled and UVd to support them. There’s no magic shortcuts or tricks. You could try approaching the modeling to make the UV process as quick and easy as possible.
Break it down floor by floor. Keep large flat areas as single pieces of geometry. This design in particular has a lot of pieces of geometry that could easily cover up seams for modular parts.
thanks Zacd, i m doing it, already getting some positive results…:rolleyes: the above building was rendered in twinmotion 2018 trial ,it crashed while exporting a large poster size image, so i m trying out in unreal …
Hi Shrst. I can understand your frustration if you are trying to do what you’ve said you are doing - taking an existing model from an external 3D app and converting it to Unreal.
If you want quick results, you could set all of your geometry to movable inside Unreal and try to work with the lighting to compensate for the lack of light maps. You could place lights, play with the post process settings and change the overall feel of the scene to make it look appealing.
Unfortunately, to get the results you are probably after using light maps means that you are indeed going to have to spend the time to create them. It can be, as you say, a long and tedious process, but keep in mind that Unreal is a game Engine and as such it requires the appropriate steps to make things work. You can’t pretend to have an uber quality product with the work you’ve already put in your 3d app and run it smoothly without some extra work.
My advise for the next time would be to start modelling with your end goal in mind, so you can start creating and modelling in a way which will be helpful for your final application (Unreal in this case).
wow thanks for ur valued advice, Braisbr i really was wanting something like what u said. The building is modelled by me itself in sketchup and exported to 3d studio max.
thanks i will try the method you suggested and see the results. will surely post it in my next reply.thanks again
hi guys succeeded finally ,but i am not getting very clear image the edge are jagged even though its a 3840 x 2160 pixels, How can i get sharp high quality form sequencer or matinee