Hello,
As we all know UE4 has issues with Sketchup imported objects because of the lightmaps. Since my Sketchup models are perfectly good for the level of detail i’m aiming for my project, I find it unreasonable to learn a new modelling software and remodel all my models. So i turned all the lightmap functions off on the engine as didn’t like them in the first place ( I’m coming from CRYENGINE which is completely real-time ) but still my models appear to have pretty weird lighting. The issue seems to be the undershadowing. I absolutely love Unreal Engine 4 but the complete lack of support for Sketchup makes it pretty hard for me to switch.
Any help guys?
Hi, if you are still having a problem here is my solution.
In UE4 you can also do everything without lightmaps, just use movable lights. They dont require lightmaps and baking. For the dark shadows you can place a skylight into your scene. This will brighten your shadows. further i would enable DFAO to get a better light. Make sure your skylight is also set to movable.
Within the skylight properties you can set how much it will light your shadows and the color.
btw, nice buildings
hope this is help full
-siebencorgie
You don’t need to remodel, but maybe you might need to run it through blender and do an automatic UV mapping for lightmaps.
I don’t know if that’s your issue though, it almost looks like your scale might be off, the lighting will be affected by scale.
I fixed this the day I made this post, my bad I didn’t write back.
The dark undershadowing was caused by the “Lower Hemisphere is Black” toggle which was turned on. Turned that off and the lighting is perfect now. No idea what that was trying to accomplish though.
Another issue i was having was the nonuniform lighting meaning that some parts were a lot darker than other parts ( as seen on the pillars in the first image ). Apparently UE4 doesn’t cope well with Sketchup groups so exploding everything before exporting fixed that too.
I’ve also found a very nice Sketchup - UE4 workflow which consist of exporting the model as .dae ( using a plugin meant for unity exporting, heh ) and converting it with Autodesk FBX Converter which results in flawless UE4 models ( minus the baked lighting, which i wasn’t a big fan of in the first place ).
Hi,
Could you please elaborate your workflow a little more? I’m very interested in this, I’d like to import Street View models but I have problems with the textures.
Thanks in advance.