Hi everyone! i am a beginner trying to learn how to create a real-time environment using unreal engine 4!
My current workflow consist of creating a model in archiCAD and exporting it as a 3ds model to finally exported as a FBX into UE4.
Overall importing the model was successfull but when applying materials to certain elements some of the materials are stretching is the best way to describe it. I apologise if this has been brought up previously but i could not find a similar thread with the same issue. Could anyone give me some insight about this and possible solutions to resolve this issue!
Did you uv map your textures in 3ds? You need a uv texture and a lightmap.
Hi R1DVIZ! i have not created a UV texture or lightmap yet, just merely testing what would happen if i just simply export my Archicad model into UE4. Currently watching some tutorials on the subject of UVs will post results!
Keep in mind that you dont need a lightmap when you use dynamic lights -> so you can save the time to create one, but you always need ordinary UV’s for your mesh
Seriously! I didn’t know that. I thought you always needed lightmaps on every mesh?
As long as every light that affects the object is set to “moveable”, you dont need any lightmaps as it gets calculated in realtime
Oh! I don’t know if that will work for Archviz though? I haven’t tried!
I think there wont be any problems with dynamic lights in an archviz level -> otherwise you can always export your meshes and add a proper lightmap
Hahaha, I hate lightmapping so ANYTHING to not have to make them I’ll do!!
Hey guys ive given it and shot after watching some tutorials of UV maping and dont quite understand what is going on :S Ive added the UV unwrap modifier in 3ds and selected all the faces and flatten the map, results can be seen below when i reapplied the texture. What puzzles me is that the model is applying materials without issues excluding 4 walls which is stretching/distorting? If anyone could shed light on my issue or link me some tutorials or resources about UV mapping that i could look over would be greatly appreciated!
sorry for the double post but i think got the idea of unwrapping uvs see below for results! i basicly just played around with the UV map modifier in 3ds! any resources or tutorials will still be greatly appreciated
Sometimes it best to break out the troubled spots to a new file (mesh) and import them separately.
Yea, it looks like something may have just been corrupted with your original file. Or perhaps when you did your first “flatten” pass on the UVs, you had created the UnwrapUVW modifier when only some (or most) of the triangles were selected, rather than with nothing selected?
My only suggestion when using the standard UVW box mapping is that you make sure your aspect ratio is square. Ie, the width and height should be the same if your texture is square. Your bricks look a bit squished in the last image even though they are seamless.
Hi tend, I was in the same boat as you a few months ago and found this tutorial is what made the UVW process ‘click’ for me.
thanks ill definatly check those videos out! i sort of brute forced my way to solve my issue but i still would like to understand what is going on! also wanted to update you guys on what i have been doing since yesterday please see below!
What i did was attach all the exterior walls together so the uv map would apply to all of them to make it more seamless as mentioned. materials used were from the starter content and GTFreeTextures from the market place, i am currently trying to create my own materials and hopefully start on the landscape!