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Found 3 results

  1. I have a games and photography background and Im looking to get into arch viz. To this end I have been given an Archicad file from a potential client to do some experimentation and learning on with a view to doing some work for them in the future. What is the best way to get a model from Archicad (.pln) to UE4? I have found exporting to .fbx and then importing to Maya allows me to retain the materials from Archicad. However the big problem that I have is the state of the mesh. The topology is so messy that it is unusable as it is. There is geometry stacked on top of other geometry (causing z-fighting) unconnected faces and loads of hidden geometry in the walls (insulation I think!). Ive started cleaning it up but honestly I think it is going to be quicker if I just rebuild it myself. If I do that Ill use a combination of the quad draw tools (in Maya or possibly 3D coat) and manually rebuilding and then snapping the verts to the supplied model. Can anyone suggest a better workflow? Is it common for Architects to supply models with bad geometry? -if not what can I do to encourage my (potential) client to clean up their models? Any advice or tips gratefully received!
  2. Sometimes when I'm modeling and I come across complicated geometry I enjoy sorting it out on paper. I don't have to but i think its fun. I also did this when I was first introduced to max in 2008 in order to get my brain thinking in 3d because all I ever did was 2d work. Its also nice to get a break from a bright screen.
  3. Hi , ive created this simple building and used boolean to cut some areas. now i got a really messed up topology which makes it real hard for texturing matters. how do i fix those edges highlighted in the picture. i want to make them as one solid quad rather than having multiple triangle shaped faces. would greatly appreciate any tips/advice. thanks
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