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    • AdamBA Offline
      AdamB
      last edited by

      @cadmunkey said:

      Very impressive Adam, love the materials. Is the depth of field an option in Lightup?

      Yes, during Tourtool you can adjust the Depth of Field using the DOF slider. The focus point is taken in the direction the camera is pointing and marked by a small red circle on the surface that is being focused.

      You can lock the current focus distance by clicking on the small padlock icon. You can then change your view direction but have a fixed focus distance.. So the workflow was to look at the floor tiles, lock focus distance and then look at the wall further away with the result that the floor is sharply in focus, the walls are blurred.

      SketchUpScreenSnapz014.png

      Developer of LightUp Click for website

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      • AdamBA Offline
        AdamB
        last edited by

        Here's a (realtime) video of how the model was rigged ready for exporting movies.

        Developer of LightUp Click for website

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        • KrisidiousK Offline
          Krisidious
          last edited by

          Very nice Adam... I ran both movies side by side and saw little difference that wasn't modeling.

          By: Kristoff Rand
          Home DesignerUnique House Plans

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          • cmeedC Offline
            cmeed
            last edited by

            Adam They look Great!
            Does Lightup have the ability regarding textures to ..... mmm how to explain it (they'll be a word or phase for it) so in Koolaas the textures reflect a roughness so some parts reflect smooth and some rough. the corridor for instance in the movie shows this

            heres another example of Unreal 4 - its german
            http://www.gamestar.de/videos/trailer,3/unreal-engine-4,76683.html

            c

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            • cmeedC Offline
              cmeed
              last edited by

              here it is found it on youtube

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              • cmeedC Offline
                cmeed
                last edited by

                Another Koolaa inspired by RobertPencil

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                • AdamBA Offline
                  AdamB
                  last edited by

                  @cmeed said:

                  Adam They look Great!
                  Does Lightup have the ability regarding textures to ..... mmm how to explain it (they'll be a word or phase for it) so in Koolaas the textures reflect a roughness so some parts reflect smooth and some rough. the corridor for instance in the movie shows this

                  heres another example of Unreal 4 - its german
                  http://www.gamestar.de/videos/trailer,3/unreal-engine-4,76683.html

                  c

                  Sure, its called a specular map and controls which parts of the texture reflect. LightUp creates one automatically for you from your base texture based on grayscale brightness. If you need (or have) something different, you can set a filename with an image. See this video: https://www.youtube.com/watch?v=22FSi1aT2bg (around 10m30s in).

                  Adam

                  Developer of LightUp Click for website

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                  • soloS Offline
                    solo
                    last edited by

                    Architecture Real-time - Unreal Engine 4

                    http://www.solos-art.com

                    If you see a toilet in your dreams do not use it.

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                    • FrederikF Offline
                      Frederik
                      last edited by

                      @solo said:

                      Architecture Real-time - Unreal Engine 4

                      😮 😲 👍

                      Cheers
                      Kim Frederik

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                      • M Offline
                        miikka1978
                        last edited by

                        One more Unreal Engine Architecture video.

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                        • olisheaO Offline
                          olishea
                          last edited by

                          wow

                          oli

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                          • jenujacobJ Offline
                            jenujacob
                            last edited by

                            now especially since Unreal engine is now free, we should be seeing more arch viz from this platform.

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                            • soloS Offline
                              solo
                              last edited by

                              @jenujacob said:

                              now especially since Unreal engine is now free, we should be seeing more arch viz from this platform.

                              That is just it, we are on a Sketchup forum discussing a new engine but there does not seem to be any support for skp files, so how will the workflow go?

                              I am very interested in using Unreal but I refuse to have to use a 3rd party software to bridge the two as it makes no sense to complicate my workflow.

                              So, the challenge goes out as to how SKP and Unreal can work together or if if can.

                              http://www.solos-art.com

                              If you see a toilet in your dreams do not use it.

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                              • Rich O BrienR Offline
                                Rich O Brien Moderator
                                last edited by

                                You could use the SDKs of both apps to make a direct pipeline between both.

                                There's probably one already out there.

                                I wonder how lightup fbx export would work? It is used a lot in Unity from what I understand.

                                Download the free D'oh Book for SketchUp 📖

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                                • K Offline
                                  kaas
                                  last edited by

                                  @solo said:

                                  ... so how will the workflow go?... the challenge goes out as to how SKP and Unreal can work together or if if can.

                                  I just tried Unreal using this workflow:

                                  • meters as unit in Sketchup
                                  • fbx output from Sketchup.
                                  • textures used were in size n2 (512x512 for instance)

                                  Import the fbx in Unreal:

                                  • place the mesh in the scene, rescale if needed
                                  • refine / add more objects and save selected overwrite the fbx file in Sketchup and re-import in Unreal. no need to re-scale and material settings (bump / reflection in Unreal)are preserved.

                                  Works nicely for a simple scene. What kind of problems / challenges are you expecting?


                                  test.jpg

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                                  • cmeedC Offline
                                    cmeed
                                    last edited by

                                    The latest Unreal includes better uv unwrapping. Suitable for simple geometry such as walls and floors etc. I'm not sure of the details but what was lacking before was uvs and a 2nd uv channel when the fbx exported from SU. I think this is now generated and simple unwrapping is done in unreal. I have managed to get a model in and lit. I only played for 10mins or so when I heard about the new feature.
                                    But it can't handle unwrapping anything complicated like a person.

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                                    • soloS Offline
                                      solo
                                      last edited by

                                      So from a brief dig around I see Unreal only imports fbx and obj meshes, and so far I have not been successful importing materials, some translate but most do not.

                                      What is needed is an exporter of some sort.

                                      http://www.solos-art.com

                                      If you see a toilet in your dreams do not use it.

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                                      • M Offline
                                        miikka1978
                                        last edited by

                                        I have been experimenting just a little with Game Engines. My understanding has been that Sketchup files don’t work that well with game Engines because the models need to be UV mapped properly. Therefore, I have assumed that it is always need to have tome 3rd party tool to do the UV mapping, for example Blender. Anyway, I am still novice with these so please correct if I am wrong.

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                                        • cmeedC Offline
                                          cmeed
                                          last edited by

                                          miikka1978 - previousily the workflow has needed an extra software to generate uv maps but the latest builds 4.5 (I think) onwards have had a new way of uv mapping on the import but only on simple geometry.
                                          I still don't think it's a full proof. Or do I think, we as sketchup users, are going to be blessed by the makers with an easy way in.
                                          The software ooks incredible to me. There are many arch viz people showing work on their forum and they've even opened a dedicated arch viz forum. So its encouraging

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                                          • K Offline
                                            kaas
                                            last edited by

                                            @miikka1978 said:

                                            .. My understanding has been that Sketchup files don’t work that well with game Engines because the models need to be UV mapped properly....

                                            You're right. I've been playing with the Unreal engine for a bit. It's a game engine and it expects the uvmaps to be properly and uniquely layed out (do a google search for uvmaps in google-images to get an idea).

                                            When textures are used in Sketchup they are stored and Unreal reads them as UV channel 0. Unreal can create lightmaps and stores them in UV channel 1. So when doing a lighting calculation Unreal looks for a UV channel 1. If there is no mapping info in UV channel 1 (in Sketchup you can't create it), Unreal duplicates the UV channel 0 data into channel 1 and tries to store the lightmap data in there.
                                            And that's where you also run into problems with Sketchup. The UV coords for anything that's slightly more complex than a box, a floor or some walls aren't uniquely layed out by Sketchup but overlapping (see image: uvmaps in Roadkill for stairs). So the lighting data gets stored overlapping also and it results in errors and a visual mess.

                                            If you somehow can uniquely lay out the mapping in Sketchup for objects you should be fine.

                                            Still investigating...


                                            uvmaps.jpg

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