Jump to content

Basic Arch-Viz Model Pack


bradwarren
 Share

Recommended Posts

So Iv'e been doing 3d for a long time (Animation, Videogames, 3d Printing, etc), but have never done Arch Viz (not professionally, anyways). I am interested in putting together a proof of concept for Arch-Viz running in Unreal Engine 4. So I am looking for a model pack that has just a little bit of everything. So 2-3 couches, 2-3 beds, a table and chairs, a washer and dryer, toilet and sink, couple trees, etc. It seems like every pack I look at is like 120 couches or 6000 trees. I just want a tiny bit of everything to get started. Anyone know of something like that? Also, since it's UE4, nothing SUPER high poly, and the UVs should to be completely laid out (otherwise the lighting doesn't bake right). Thanks.

Link to comment
Share on other sites

You will probably have a hard time finding exactly what you are looking for. Closest thing I could think of would be a pack or two of Evermotions Archexteriors and Archinteriors but those are going to be "high poly" in terms of a game engine. I think the assets for something like UE4 as a archvis solution are sort of in a strange gap between low poly game modes and high poly rendering models.

Link to comment
Share on other sites

Evermotion Archinteriors isn't probably that high-poly (doesn't seem to me from those wires), for single scene it will do just fine. Considering 2GB Vram almost any card has it's just enough to fit them probably just as they are. They're rather bare.

 

Nothing or minimum of assets will be unwrapped. There's rather minimal need for unwrapping for convential archviz so this is out of hand.

Even assets that are unwrapped (like certain soft fabric furniture), it will be overlapping UVs, not clean ones for real-time. So, 0perc.

 

It's few clicks of button in Flatiron plugin so not much of deal though (the unwrap quality is very high, not that it's needed for lighmaps).

Link to comment
Share on other sites

I have never used UE4, although I am tempted, so maybe it can handle more polys than I think it can.

 

There is no limit per scene (was already in UDK) or mesh (65k bypassed too), so it's safe to assume it's few millions in current hardware.

Link to comment
Share on other sites

Thanks for the replies. I'll check out Flatrion. I've figured out a pretty good workflow where I can use a second UV channel for the lightmap UV layout. Since it's just for the lightmap, the UVs just have to be flat, doesn't matter how they are laid out. The floor plan is coming along nicely, and I think for furniture I'll just buy one piece at a time on Turbosquid for now.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...