Do you import the Revit FBX to 3DS Max without combining in any way? (Until now I have combined by material while importing as it reduces the number of objects in the scene)
Your scene has 129 objects. My scene has over 3000 objects when imported without combining. So I would prefer to combine objects together. Is there any other step you follow, like grouping all columns together / grouping walls together etc?
While exporting FBX with TSTools do you end up with 129 FBX files for your scene? In my case I would end up with over 2000 if objects are not combined.
Guys. I think I am getting really dizzy now.
I am exporting from Revit to Max, but some meshes just reject to apply the materials, and later when try to import in Unreal - it crashes.
Do someone have an idea why could this be happening ?!
It might help to include the issue you’re having. Steamroller just applies a flatten mapping to your meshes, its not going to be effective 100% of the time. Some meshes will still require manual unwrapping.
I can follow the workflow, but wen importing to ue4, the textures are kinda missing and i just got some lame colours and when building light it looks like a ***… i dont know… weird. All textures are strangly pattered light is all but correct
The best workflow I’ve found is to export your model from Revit as .FBX, import the FBX into 3DS Max, convert your units to centimeters, select all the objects and us a script to convert all your materials to standard materials. While all the objects you wish to export are selected, change all the pivot points of the selected objects to a desired by using the align tool. Unwrap the objects with SteamRoller then export the objects in your scene with TS_Tools UE4 FBX exporter. It may be wise to rename some of the objects before exporting them with TS_Tools. This is the workflow I have been using and it works just fine for me. I hope this helps.
I use the align tool to set the pivot points of all the objects in my 3DS MAX scence to one point such as 0,0,0. This is really helpful because when I import my static meshes into Unreal Engine 4 all my static meshes stay in the same location they were in 3DS MAX. The only downside to this is that translation, rotation and scaling of static meshes becomes a pain to do. I use a tool in UE4 called PIVOT to re-bake the pivot location of static meshes I want to move, scale or rotate.