So I have been trying to build ArchViz in the unreal engine since a long time now, using all the tutorials, manuals the lot.
I have weird artefacts across across the space. I have attached screenshots, one image is of an unbaked scene, and how it looks after we build the lighting. The lighting setup is what Rag3dViz suggested.
I made the model in sketchup, every wall is a separate geometry. Imported it to blender, unwrapped the UV, on a separate channel. When i import it into unreal, it looks perfectly fine. But when i bake the lights, it goes down. Can someone help me or point me in the right direction?
Thanks a lot for the link, but i have tried everything in these videos. According to anything that i can find on the forums and youtube tutorials, I have done everything right. But it still give me these artefacts. Do you know anything else that could help?
I usually just go straight from SU to UE4 for the building shell. Build your models clean and slice the large wall planes and floors/ceilings into smaller pieces. Let Unreal generate the lightmap.
Personally I don’t bother with Unreal’s auto lightmap creation, even with orthogonal stuff like walls and slabs. Maybe it has improved recently though?
I would suggest getting your hand on a copy of 3DS Max and use the steamroller plugin, or Blender (which is free) and start there.