Unreal (& Sketchup) in the architectural design process

Hi ,

I’m not exactly sure what you are trying to say by ‘broken bad’ & ‘collision & overlapping errors’. You mean z-fighting? Faces that are (almost) exactly at the same position and causing the z-fighting effect? Maybe you could share a picture illustrating your problem?

When modelling in SU I try to follow a few guidelines. It’s a workflow that suits me because I make 3d models in SU for creating construction documents in Layout afterwards. It turned out, models made like this suit UE as well.

  • use solids as much as possible -> Every building material (or almost any object around you) is a solid volume. If you model everything as a solid object, the objects tend to be very clean. Clean objects are more easy to deal with in SU and cause less artifacts in UE.
  • solids ‘never’ intersect -> if they do, one part will be hidden from lighting and shadow bleeding / artifacts can occur (or you need HQ settings in UE to fix that). Also, if they intersect in the same plane, z-fighting will occur. Sometimes, when exporting to UE, I do add a few cutlines to objects (intersections for beams in walls for instance) to prevent shadow bleeding.
  • use as less faces as possible -> by doing so, the objects won’t slow down SU as much and will keep your calculation times in UE fast. For instance, if your scene looks good with a single textured volume (plane) for the rooftiles, it would be insane to create a high poly model for these rooftiles. That would slow down SU and UE a lot.
  • test from the beginning and test a lot -> the feedback will prevent errors, increase quality and prevent wasting time

A lot of people don’t like solids and have a totally different workflow. Just try out different techniques and choose whatever fits you best.

Cheers,