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Pix4d, 3ds Max, Ue4 workflow

Anyone know best practice workflow for Pix4d, 3ds max to Unreal. We have drone footage we are turning into geometry which we want to add to a scene in Max, then export to Ue4. Importing OBJ from Pix4d to Max, geometry looks bad, as if we need more polys?

Usually 3D photogrammetry models will look like a mess, to be able to see them as they are in that software you need to set your material self-illumination to 100 to remove all shading.