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  • K Offline
    kaas
    last edited by 10 Nov 2015, 11:57

    @cmeed said:

    ...I'm still trying to get a simple model to work ...

    I did several (simple) projects already with UE and SU so maybe I can help. Could you post the model?
    Also, the youtube link doesn't work for me?!

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    • C Offline
      cmeed
      last edited by 10 Nov 2015, 14:39

      Try this.
      http://youtu.be/PyYRz9h-eJU

      Kaas - i'll get back to you I need to have a bit more of a place tried a couple of times and it was sort of working last night.

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      • K Offline
        kaas
        last edited by 10 Nov 2015, 19:08

        @cmeed said:

        Try this.....

        I just had a look at the videos. Its nice he/she did take the effort to try to explain his/her 'workflow'. I would suggest though to look for another source of information to really get a really useful workflow going for more complex scenes, nice results and acceptable calculation times.

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        • P Offline
          pilou
          last edited by 10 Nov 2015, 20:49

          OK UE4 works fine! πŸ˜„After hours of loading! πŸ’š
          Does it normal it works not in "Local" so you must have start from Internet site of UE4 ?

          GIF_test.gif

          Frenchy Pilou
          Is beautiful that please without concept!
          My Little site :)

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          • P Offline
            pilou
            last edited by 10 Nov 2015, 20:59

            Curious that is not existing an SKP direct format!
            In Unity you import directly an .SKP file! πŸ€“

            Maybe there is a trick like Load the .SKP file ( Texture + material) in Unity
            Save it with a format compatible with UE4
            Relaod it inside UE4

            Frenchy Pilou
            Is beautiful that please without concept!
            My Little site :)

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            • C Offline
              cmeed
              last edited by 10 Nov 2015, 22:25

              @pilou said:

              Curious that is not existing an SKP direct format!
              In Unity you import directly an .SKP file! πŸ€“

              Maybe there is a trick like Load the .SKP file ( Texture + material) in Unity
              Save it with a format compatible with UE4
              Relaod it inside UE4

              theres a few post on the ue4 forums about supporting .skp but they don't seem to want to. what you will now ask is what format to export from SU - .obj but make sure you follow some rules regarding your textures and Mapping them correctly see previous post for youtube link. you can use .fbx i think. I've managed to get a simple model in tonight and build some lighting. Best i've done so far but still theres errors

              maybe going through Unity is a good idea, I've not heard anyone try.

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              • C Offline
                cmeed
                last edited by 10 Nov 2015, 22:43

                @kaas said:

                @cmeed said:

                Try this.....

                I just had a look at the videos. Its nice he/she did take the effort to try to explain his/her 'workflow'. I would suggest though to look for another source of information to really get a really useful workflow going for more complex scenes, nice results and acceptable calculation times.

                As I said above I managed to get a model in to UE4 tonight. lots of errors though. Although none visible as far as I could see.

                I have 2 questions you may know the answer to
                have you tried getting a textured sphere or a shere with an image on it? I tried but when UE4 compiled shaders it took ages, it took each individual face as a new texture - I've tried a few times all the same

                the other question
                I'm looking to import the whole model and not place individual items ( i do this by dragging all the meshes that have been imported onto the view port (easy)) but my scale is really off - do you know the method of setting this up on export or during import (there's an option (for .obj) to use model units or millimetres etc and a scale option in UE4)

                tonight i've only exported as an .obj, have you used .fbx?
                (that's 3 questions)

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                • K Offline
                  kaas
                  last edited by 11 Nov 2015, 07:06

                  @cmeed said:

                  I have 2 questions you may know the answer to
                  have you tried getting a textured sphere or a shere with an image on it? I tried but when UE4 compiled shaders it took ages, it took each individual face as a new texture - I've tried a few times all the same

                  I did import more blobby objects into UE but.. I needed to pass them through Blender first.
                  SketchUp does 'strange things' with mapping coordinates / textures on blobby objects - they seem to turn into small unique materials when exporting to obj (look into the export folder and you will see lots of small textures).
                  Unreal Engine needs a second uv channel for storing the lightmaps. Sketchup can't create that 2nd channel so Unreal automatically creates it during import (if you have that option checked) by copying the first channel and re-arraging it into the 0-1 UV space(no repetition).
                  Result in UE: lots of small unique materials, all with a default size lightmap which takes 'ages'.
                  In short: for blobby objects, I export to obj -> import in Blender -> create a second UV channel for the lightmap with everything layed out flat, all into the 0-1 UV space -> import into UE with the option 'generate lightmaps' NOT checked -> succes

                  @cmeed said:

                  the other question
                  I'm looking to import the whole model and not place individual items ( i do this by dragging all the meshes that have been imported onto the view port (easy)) but my scale is really off - do you know the method of setting this up on export or during import (there's an option (for .obj) to use model units or millimetres etc and a scale option in UE4)

                  Internally UE uses centimeters. I normally model in mm's myself so during fbx-export from SU, in the export options I set the units to cm's.

                  @cmeed said:

                  tonight i've only exported as an .obj, have you used .fbx?
                  (that's 3 questions)

                  In SU, I export to fbx for more simple objects like walls, floors, etc
                  I use obj for objects that are more complex or causing trouble in UE and run them through Blender first for applying an extra Lightmap UV channel. From Blender I export to fbx again.

                  It seems complicated but once you have this workflow going its easy. Maybe have another read in my quickstart that I posted a while ago in this thread? http://sketchucation.com/forums/viewtopic.php?f=80%26amp;t=57392%26amp;start=60#p576468

                  Good luck! If you have any more questions, fire away

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                  • K Offline
                    kaas
                    last edited by 11 Nov 2015, 07:11

                    @pilou said:

                    Does it normal it works not in "Local" so you must have start from Internet site of UE4 ?
                    I start UE from a normal icon on my taskbar. If you start the editor without an internet connection it throws an error but on the bottom of the screen there is an option for using it 'offline'.

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                    • soloS Offline
                      solo
                      last edited by 11 Nov 2015, 16:24

                      Unreal 4.10 released:

                      Link Preview Image

                      favicon

                      (www.unrealengine.com)

                      http://www.solos-art.com

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

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                      • jenujacobJ Offline
                        jenujacob
                        last edited by 11 Nov 2015, 18:00

                        forgive me if its a stupid question... but since UE4 is free for archViz now... why cant say someone take the source code and make a dumbed-down-architect-friendly version which would work similar to lumion/twinmotion and lumenrt?? πŸ˜„

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                        • C Offline
                          cmeed
                          last edited by 11 Nov 2015, 19:28

                          Great idea. Go on then ....
                          In the unreal marketplace there is an architect aimed bit of kit. It's called HAL. I think. Have a look. I think I mentioned it in an earlier post here. It's not twinmotion/lumion and, like your thinking, ue4 could easily be similar. Certainly cheaper. Lumion looks great now but for the price.

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                          • jenujacobJ Offline
                            jenujacob
                            last edited by 12 Nov 2015, 02:40

                            @cmeed said:

                            Great idea. Go on then ....
                            In the unreal marketplace there is an architect aimed bit of kit. It's called HAL. I think. Have a look. I think I mentioned it in an earlier post here. It's not twinmotion/lumion and, like your thinking, ue4 could easily be similar. Certainly cheaper. Lumion looks great now but for the price.

                            Well i didnt say I would be able to do it πŸ˜›
                            Just putting out some ideas for some programming geniuses out here! πŸ˜‰
                            edit: Just looked at HAL... its seems very close to what I was suggesting!! thanks Cmeed! πŸ˜„

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                            • C Offline
                              cmeed
                              last edited by 12 Nov 2015, 09:05

                              It is good isn't it? If only all those other confusing bits where hidden away and you had a lovely UI with a couple of bars at the bottom that magically altered everything just the way you liked it!....

                              (Actually this is what Lumion et al do and is maybe why the results all look similar, no dis - just saying).

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                              • P Offline
                                pilou
                                last edited by 13 Nov 2015, 00:33

                                @unknownuser said:

                                but on the bottom of the screen there is an option for using it 'offline'.

                                Yep! That the local option! THX! πŸ‘

                                Frenchy Pilou
                                Is beautiful that please without concept!
                                My Little site :)

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                                • jo-keJ Offline
                                  jo-ke
                                  last edited by 28 Nov 2015, 18:42

                                  interessting

                                  http://www.zz7.de

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