Advertisement

4.1 Lightmaps discussion and Importing into unreal engine - Unreal Photo Realistic Archviz Tutorial

4.1 Lightmaps discussion and Importing into unreal engine - Unreal Photo Realistic Archviz Tutorial 00:09 - Discussing on lightmaps
We create a 1m by 1m by 1m box in 3ds max.
When we import this box into unreal engine, it creates an unwrapped UVW map to store lightmaps.
When we build lighting, the shadows are stored in these lightmaps.
Because we use a small lightmap resolution, the shadows are not so nice.
using boxes to represent the interior scene, we realize that only the walls facing inside are important in an interior scene.
We detach the inner side of these walls so that it has its own lightmap and not shared with the other 3 sides of the wall. This also allow us to increase the lightmap resolution of the inner side of the wall without having to increase the lightmap resolution for the other 3 side as we dont need it.
With these we start detaching important meshes.


07:48 - Exporting 3ds max file
Before we export we just renamed the windows glass so its easier to assign materials in unreal engine.
For grouped meshed in 3ds max, we can edit each mesh individually by using the open options
Once we renamed, we export the 3ds max as a unreal datasmith file format.

09:24 - Importing into Unreal Engine
We will be using version 4.22 in this tutorial.
Launch a new project.
Create folders that we use often
Import the models using the datasmith importer
Create a sky material to create a white background for our scene
Create a simple white material to be used later. Use a constant 1 and attach it to the base colour node in the material.

15:56 - Fixing UVW maps
Some of the meshes does not have proper UVW maps. Lets fix them in 3ds max.
These are the meshes where we fix the UVW maps. You can check out the 3ds max models on what UVW maps we use on these meshes as we did not show everything in the video.
-Detached walls
-Window walls
-Stair railings
-Bay window
-Steps
-Stair railings

24:20 - Adding in the rest of the necessary objects
We assign a white material to all our mesh.
We add a lightmass importance volume to 'tell' unreal where to focus the light building on
We add a lightmass portal to 'tell' unreal these are the windows and to direct the photons from the light outside into the interior through these windows.
We add a box reflection capture
We add a static skylight, using a HDRI already in unreal
We build the light.


31:59 - Support the channel:
Some of the project files and power point slides can be downloaded in our gumroad page.
The final UE4 project files can be purchased for $15.
Refer to youtube description for locations of where to download them.

33:18 - Contact us:
We have an online presence in youtube and facebook.
You can contact us directly if you have any questions via our email.
But the best way to get us is through our facebook page through the messenger.

Project files and powerpoint slides can be downloaded at:
Final UE4 scene can be downloaded at $15 at our gumroad page: *Coming soon*


Unreal Engine 4,UE4,Unreal Archviz video tutorials,Unreal Archviz Tutorial,step by step guide,Architectural Visualisation,interior design,interior walkthrough,3ds max,vray,tutorials for UE4,interactivity,archviz interaction,turning on light,blueprints,substance designer,substance,allegorithmic,b2m,bitmap to material,crazybump,speedtree,workflow, lightmaps, unwrapping, uvw

Unreal Engine 4,UE4,Unreal Archviz video tutorials,Unreal Archviz Tutorial,step by step guide,Architectural Visualisation,interior design,interior walkthrough,3ds max,vray,tutorials for UE4,interactivity,archviz interaction,turning on light,blueprints,substance designer,substance,allegorithmic,b2m,bitmap to material,crazybump,speedtree,workflow,lightmaps,unwrapping,uvw,

Post a Comment

0 Comments