I don’t have a ton of experience in Unreal Engine, but for the past four months or so I have been creating scenes and such with this application, mainly of outdoor or natural subjects. I have also created some pretty neat looking small scale archviz scenes, with components made in 3ds Max and uv mapped to have the two channel setup that Unreal Engine requires. The guidance of the Lightmass thread on this forum started by Raghu with very helpful input by DanielW and Koola and others has made my scenes look quite a lot better. The issue that I have run into however, is in the scale of the imported meshes. The small scenes made and uv mapped in 3ds Max look good, but importing a full project from Revit is causing me problems. Sure I can do it, but the walls and components aren’t uv mapped. Considering that the project I’m importing is a three building complex with a very specific and intricate layout of walls, and roofs, it really needs to be uv mapped to get a realistic and optimal look.
My question lies in the workflow from Revit to UE4. Is it possible to take a completed Revit project and uv map it in 3ds Max or something like that, and then import to unreal and get optimal results? Has anyone done it? Taking every wall apart and uv mapping seems like it would be an incredibly tedious task, so can anyone recommend a good mapping plugin for Max? Sorry if my questions have already been answered, I kind of just discovered this forum.