I would like to first introduce myself as a complete newbie in unreal4 & Oculus Rift territory, I have had a total of 4 days experience to date.… I am however, a 3d Visualiser. So I do have an extensive knowledge of 3Dmax, Vray & Photoshop amongst a zillion other related programs.
I run a small 3D department at an architect studio in the UK, and have decided to look into new and upcoming technology, as such, I want to explorer real time walkthroughs (Unreal) and the possibility of VR (Oculus Rift). So we have invested into a Dev Kit 2 for the OR and have subscribed to Unlreal’s engine.
I have set myself three projects to produce in Unreal, using previous projects the company I work for has produced in the past / currently producing, ranging from a small scale Female Toilet, to an internal medium scaled retail scheme to a large external master plan. This way I can fully gauge how useful this tech will be for our company, and how realistic it will be to produce such projects in the future, bearing in mind I am new and have no fully adapted assets.
My first project is the small scale Toilet, I have produced a visual of this in the past and have a pretty much complete model of it. So I have gone through the basics in Unreal to understand the simplest of tasks to import my FBX files, apply basic materials & Lighting. I have also managed to work out how to use the OR on the level however I will leave this as a separate task once the model is fully built / lit and textured in Unreal.
This is the visual of the smaller of the three projects I will start with, my aim is to get it to this level in terms of lighting & materials whilst keeping Frame rate above 60 (If poss).
Please see my current progress, I do have several questions of problems I have encountered so far, just due to my lack of knowledge in this software so far…I am hoping that this thread can be helpful to others if they are just getting started plus when I am better acquainted with the software I can hopefully show case the results!
- I have created a texture, I have applied it to my wall model and all I want to do is shift the texture down on the Z axis so the repetition is hidden at the top and bottom of the mesh, this would be very simple in 3DMAX (I’d just move the UVW Modifier gizmo up or down)… (Please see screen shot of texture)…
- Another texture question, am I right in that with every mesh export I do from 3DMAX, I should Unwrap the mesh first and apply it to Mat ID 1 before exporting as a FBX? I’m still wrapping my head around the whole light map’s, it’s all still pretty alien to me.
- For my mirrors I have set the roughness to 0.1, how Can I make it more reflective as when I “play” the scene, they look pretty dark as I approach them
- When I “build” my scene I get a few errors, 1) Object has wrapping UV’s? and another is overlapping UV’s? – I’ve never really had to deal with UV’s in this way before, can someone please explain to me the best method to avoid these kind of errors?
5) Talking about Materials for a moment, is there a large Physical based Material Library available for download / purchase?
6) How is it best to light a small internal “box” like this toilet scene? I have several spot light sources and I know you can use IES maps, which is great! in Unreal though, how are they to use compared to maybe something better?
Thanks to everyone that has spent the time to check this thread out, any help would be very much appreciated.