Jump to content

Search the Community

Showing results for tags 'unreal engine 4'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Forum Rules
    • General Discussions
    • Hardware and Technical Discussions
    • Off Topic
    • Pro Plan Members
    • Architectural Visualization Gallery
    • Work in Progress (WIP)
    • 3ds Max
    • V-Ray
    • Other Renderers
    • Other Visualization Software
    • CAD Software
    • Post Production Software
    • VR/AR/MR/Real-Time
    • Vegetation
    • Color Management
    • New Member Introductions
    • Comments and Feedback

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Display Name


Found 9 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. Hello, I am working on a Archviz office VR with oculus go.When i launch the scene in oculus VR it shows too bright. The same scene looks fine/dark in unreal viewport after building all the light stuff. I have attached a image of both VR and unreal below. If anyone know how to fix this issue please help.
  3. Hello everybody, I am new in 3D Max. I work with 3D Max 2019 + V-Ray + Substance Material + Unreal Engine. I want to create the objects in 3D Max which I then import into Unreal Engine through Datasmith. For example I have assigned a material from the Substance store to an object in 3DMax. When I render the object it looks very real. The viewport looks very simple. Even if I set to high quality, it does not look real in 3D View. Is there a way to see objects created in 3D Max in a 3D view rendered in a realistic representation? Before I import it to Unreal Engine, I want to see the object in 3DMax with a realistic 3D graphics view. Is that possible? Not real material in viewport - render is realistic Here the material from the Substance Store https://source.allegorithmic.com/assets/875e94a8bf09bdcf4a1fb3b9be0006f436cdb9f8?free=true&player=true I hope you can help me
  4. Hello everyone ,this is my first post on forum . while ago I found this place with amazing eastern architecture and I decided to make a VR application from this building with unreal engine . the final result contains a free walkable windows application which users can interact with environment such as lights and day time . this video is an animation demo from the application to show the quality of engine rendering which has baked in about 2 hours and without any extra rendering time for whole animation , that was amazing that I had 5 gig image sequences in 2 mins after baking light and its magical for me as an old vray engine user . hope you enjoy and please watch HD .
  5. Studio/Institution: Frazão Archviz Client: N/A Genre: Residential Interior Software: Unreal Engine 4 Website: http://https://www.artstation.com/artist/frazao Description: Hi, my name is Marcos Frazão, i'm 3D artist student and have been doing for roughly one year some studies and working on a real time unreal engine 4 archviz. I have to stop and study some things i don't know, review others, learn some pipeline and progression for best usage of my tools, my time and make things on a efficient way of what i'm doing. Lets talk a bit more about the project, the appartment have: lobby elevator on lobby service room with stairs (not playable) two environment living room scullery kitchen a little yard a corridor bathroom home office bedroom another bedroom (not playable) Number of props per room: elevator: 8 appartment props (lamp, light switches and etc): 12 window and doors (they are splited): 18 yard: 26 bathroom: 30 scullery: 17 corridor: 3 kitchen: 70 home office: 62 (plus props from computer: 11, props from mermaid sculpt: 12) Lobby: 22 Bedroom: 35 Living room: 37 (plus props from home bar: 23, props from fish tank wall: 19) This started with over 430 unique assets well distributed on all rooms, but the total number get many revisions due i exclude some assets, create a new ones, or edit an existent. Some information of props and the project: As i'm not architect, many real archtects will look at this and probably dislike. Archviz are clean and minimalist on most of times, mine is a mess of props everywhere i did in order to make the appartment the feel someone living there. The appartment also have errors, the living room with 2 enviroments was too big and almost gave me headache, i'm also place some of the doors in a bizarre form, please do not laugh so much when i present this. I'm aiming to do the best i can do now, and i want to extract the best from unreal engine 4, my engine of choice to build this archviz. This going to be a very demanding archviz i guess, i have extensive optimized the meshes, but there are alot of props and there is no lods on meshes (i will try to use the auto lod tool from ue4). Also i'm doing everything as 4K and 2K basis, when i'm going to export the models i will try to make 1k and 512k maps for things with less detail, like a kitchen fork for example. What are the progress for now? The Archviz now is in currently beta stage, i'm getting near from what i had in mind about one year ago, but there are plenty of things to do, many stuff for review, alot of feedback to collect. It's getting close to finish the project but at the same time i have an insane amount of things for review and do. I have modeled or sculpt all the meshes on this archviz? No, some part is just mesh optimization from high polymesh for game mesh, this takes several time to do and is extreme time consuming as you already know, because even the mesh is already done i have to redo the uvs. I have created all textures on this archviz? No, some is substances, some is free tex, some is paid tex, some is paid substances, some i did by myself There is easter eggs on this archviz? Sure, a bunch of then! i'm doing this one first of all for learn the proccess, understang the pipeline, improve my portfolio, get better skills with the tools i'm using for do this, so there is no restriction on it. How is doing archviz on unreal engine for real time visualization? This have pros and cons, like any other package and mighty sound like cliche to say this, but at the beggining things can be very noisy. But the unreal community is one of most amazing i have met, people are up to help you when you run out of ideas how to achieve something... just take a moment on their answers hub and probably we will get many responses for what we looking for. They also have a full dedicated archviz section on their official forum. A pratical example is: some shaders like glass with refraction glossines is hard (at least for me) for achieve good results on ue4 than arnold or vray, or this need an advanced look into, using formulas on material settings or a huge node network for get the same results on vray by simple drag n' drop. Here is my original thread on polycount http://polycount.com/discussion/181436/ue4-frazao-archviz-new-5k-screens-360-screens-from-last-beta-build/p1 I have been post there the full WIP post by post and the results i'm getting through this project. On my last two posts you will find some 5K screenshots and some 360 screenshots of the project on it's actual state. Again, as i said before, there is tons of things for review, but feedback are aways welcome... and i hope you liked. Let me show some props i have done and it's is basicaly ready for drop on unreal engine 4, i'm uploading some assets to artstation, you can find on my personal portfolio: https://www.artstation.com/artist/frazao
  6. Hi Colleagues, We've been playing around with the Unreal Engine 4 a bit over the first half of this year. We fell in love with it! The first major project was created a couple months ago but we decided to publish it just now. This was our first major experience with the engine (that's why there's still some glitches in it) It is available for download so you can explore it: http://www.nodevisual.com/a33-nodelive Really hope you like it. Thanks! Andras
  7. Studio/Institution: Me Client: This is sample projest Genre: Other Software: 3dsmax,Unreal Engine 4 Website: http://https://www.behance.net/tuidle Description: This is my interactive realtime visualization project.Using Unreal engine4. Any comment are good for me. Thank you
  8. Hi everyone. I've graduated recently from Architecture and I have been using Blender and Cycles since 2 years or so. Now I'm moving to the GameDev workflow, adding Rhinoceros, the Allegorithmic suite and UE4 to the mix. But I'm still struggling with the UV unwrapping process, especially exporting meshes from nurbs, which I'm trying to solve with Blender. I'll be happy to share what I know with you guys. Thanks!
  9. First Project of Cre4rt Studio. Concept Allandale House by William O'Brien Jr. We build it on Unreal Engine 4. Customer can move around, change color, change texture, on/off light, open or close door... Some Projects will coming soon.
  • Create New...