Linked CAD Floor plan>3DS Max>import UE 4 issue

Hi everyone,

I’m having an issue with importing the CAD layout that’s linked into 3DS Max and importing it into UE4. It’s basically a set of walls with openings for windows and doors but when I import the FDX I get a UV issue and cant apply materials or holes are missing and it’s just a mess(does naming convention in 3DS max cause problems? Some shape names use “>” and “<” symbols). I’ve triangulated the mesh and have tried just about everything but I’m clearly doing something wrong. Any suggestions/direction would greatly be appreciated.

P.S. The goal here is to make a walk through of a home, I’ve had a lot of success building small apartments withing UE4 however I’d like to speed the process up if I can import the walls from the CAD file.

Can you show a screenshot?

My guess is that it’s just not setup properly for a game engine, you need to have most of the model setup properly before sending to UE4.

Hi Click,

As DarthViper suggested, a screen shot would probably help go a long way in diagnosing the issue you’re having. A before screen shot from Max and one in UE4.

For the UV issues, have you setup two UVs, one for your Textures and the second for your lightmap?

The naming conventions you use in Max should have no bearing when imported into UE4 as those names won’t carry over.

Thank you!

Tim

Thank you for your replies!

After a clear head this morning I figured out what the problem was. The file needed to be* imported to 3DS Max not linked*. I also had to remove any “ref” or “Xref” information. When it’s imported and the lighting is built the UV’s get mashed up however this is how it was fixed, Erorr : Object has wrapping UVs - Rendering - Unreal Engine Forums

Thanks again for jumping into this thread right away, glad to be part of this community.

EDIT: I believe I’m now having a UV issue.

UV issue?

Hi Tim,

I’m running into a slight issue with the static mesh. I had UE 4 setup the UV’s for the light map however it’s giving me blotched shadows.

Here’s the UV
391b5d36a9f3dbf84e9d75487c3c7a35692911f2.jpeg

When the light is built I get this:

I can go in adjust the light map resolution and it will look pretty in the example below but once I build it, it becomes blotched again.
d2a9520e1fde7e5ef8e94da2a4a4a49d8d075ae6.jpeg

I’m using 3DS Max, am I going to have to manually fix the UVs within that? I’ll admit I haven’t messed with adjust UVs in a long time. Any direction will help, thanks!

The difference you’re seeing in the second image (when you change the LM resolution) is that it’s using Dynamic Lighting until you build again. Once built you see the same problem that is directly related to the UVs for the LM.

The best option (IMO) is to do custom UVs for your LM because you have the most control over it.

The next best option is to Generate Unique UVs again, but use the “Layout Using 0 Channel” rather than create new. You will give better UVs but still not as good as if you did custome UVs in Max.

Give the second option I’ve mentioned here a go and generate the UVs based off the 0 Channel UV. If you get the results you’re looking for then you’re set. If not, it may be a good idea to make a custom lightmap in Max.

Let us know how it goes. :slight_smile:

Tim

Tim,

I manually made the UV’s in Max and it made a huge difference, its not perfect but with a few light adjustments it will be good to go. Problem solved, thanks!