Sketchup > UE4 > HTC Vive
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Very cool liam!
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@jql said:
Great one liam how did they receive it?
Pretty well, for most of them at least they had never used VR in any form so I think the novelty factor was enough initially. AUDI UK also have a VR experience that is live to I think lots of manufacturers are open to the idea of such things.
A few of them are aware of sketchup and were impressed that models had been ported into the VR experience. I will do something more in depth when I get back after Christmas.
One big problem is editing the static mesh once its been important into Unreal (you cant really), this isnt something unique to imports from SU but all imports, but its still a headache when you notice a mistake and have to open up SU and remodel starting the whole process again.
I may call on some advice for UV wrapping for substance painter in the NY.
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@jql said:
Great one liam how did they receive it?
Pretty well, for most of them at least they had never used VR in any form so I think the novelty factor was enough initially. AUDI UK also have a VR experience that is live to I think lots of manufacturers are open to the idea of such things.
A few of them are aware of sketchup and were impressed that models had been ported into the VR experience. I will do something more in depth when I get back after Christmas.
One big problem is editing the static mesh once its been important into Unreal (you cant really), this isnt something unique to imports from SU but all imports, but its still a headache when you notice a mistake and have to open up SU and remodel starting the whole process again.
I may call on some advice for UV wrapping for substance painter in the NY. I might ask RIch about WrapR too.
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@liam887 said:
I may call on some advice for UV wrapping for substance painter in the NY. I might ask RIch about WrapR too.
Ask away. I'm increasing the beta tester pool today so expect a PM.
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@liam887 said:
I may call on some advice for UV wrapping for substance painter in the NY. I might ask RIch about WrapR too.
My advice is think about UDIM if you have large resources to UV unwrap.
https://www.fxguide.com/featured/udim-uv-mapping/
I haven't had the time to test it but my idea is to simply have a series of textures called texture_1000
texture_1001
texture_1002
texture_1003
...
texture_1011
...Break my asset in logical parts and unwrap each part into one texture. Painter will automatically assume them to be a unique material. Or so I hope. I can't find a better solution for working with big resources.
I'm waiting for the right moment for WrapR to mature and this can be discussed for texturing components/groups with nested components and groups, or a multiple selection of groups/components at once.
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@solo said:
You live on a boat that rocks, using a VR headset which is disorientating and drinking wine, level of difficulty: Insane.
...and wearing a life jacket would be bloody uncomfortable too..!!
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Interesting things going on here.
I'm also developing my first tests with ue4 + sketchup for the Oculus and it's very promising. I did some Vr content last year for a heritage exhibition here in Spain, but at that time i used Unity and cardboard, not oculus, but i was happy with the results.
The main workflow i use is import the sketchup model into max and flat unwrap in channel 1 to get the lightmaps for the models, which is very important in order to have nice and realistic shadows once in unreal.
Other than that the process is quite fast if you have some things in mind when preparing the model.
I still have to give a try to substance painter and of course i'm eager to have wrap-r finally out there
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So after a nice long pause in Vietnam for Christmas pretending I don't have to work or learn anything I am back getting this finished ( I hope).
So I learnt a lot from the Volvo VR demo I gave...this s*** is f****** difficult. Suffice to say its only spurned me on further. In the time sine I started I have learnt enough in blender to clean up some of my SU meshes, TRIS>QUADS etc.
And yes I could learn blender but I have been using SU now for over 10 years and its integral to my workflow, I am also incredibly quick using it. It is on my list don't get me wrong to learn other systems with the same proficiency, they just cost a lot more and take longer
So this weeks (its going to take more than a week) task is to take a relatively high poly model, clean it up in SU, take the texture maps in Thea, re-apply to a low poly model. Export to blender for cleanup and export into UE4.
Happy for anybody to point out anything I am doing wrong on the way, in fact please do!
So here is the model. Its a kit bash from some things I have already done and bits and bobs from the warehouse. I am getting pretty good with poly reduction, currently working on my third real life game so used to optimising meshes by now.
EDIT: for clarity planning to do a chase camera and cockpit camera from the model.
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The middle part will emit some sort of light trail (think tron) when the spaceship is in boost mode.
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This is awesome, Liam. Congrats.
Long time no write. I am back to the forum now after a year + of silence. I see that you have been busy.
You went to Vietnam? Nice. I was born there but left in the 70's after the war, and never had the chance to come back and visit.
Have a great weekend!
_KN
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@ken28875 said:
This is awesome, Liam. Congrats.
Long time no write. I am back to the forum now after a year + of silence. I see that you have been busy.
You went to Vietnam? Nice. I was born there but left in the 70's after the war, and never had the chance to come back and visit.
Have a great weekend!
_KN
I could say the same about you! I saw you posted some updates to your game studio work. Yes I have moved to Sweden and hoping to get a job in 3D somehow...! I have applied to some game studios, product design firms etc, fingers crossed.
Vietnam was great, my brother was teaching there so we went out at Christmas to visit him, everybody was very nice but unfortunatley we got a lot of rain! However had a great time, now back in the freezing cold.
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I made some good progress today from SU>Unreal. I took a bit of a break and spent some time looking into Unity rather than UE.
Here is a scene from a game I am working on at the moment, Friend Chicken shop simulator! I will try and do some screen captures this week to show it in-engine.
Everything is made in SU, some of the props are from the 3D warehouse, once I have the mechanics working I will make a much better shop.If possible I will have a player on wither counter for multiplayer.
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I have made a build that works I am trying to export it so that anybody with (any) VR headset can move around the scene posted above. Once it's working I will also post my workflow so far. I have deleted, restarted so many times there has been no point in documentation so far (except for my failures!). Tomorrow is hopefully d-day +1
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Friend Chicken Shop Simulator or Fried Chicken Shop Simulator?
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@rich o brien said:
Friend Chicken Shop Simulator or Fried Chicken Shop Simulator?
Ha, the working title is 'Chicken Box' but I think it will only be my friends who will ever see it and tell me it's a good idea!
I am pushing out a build now and hoping to post it here tomorrow. If anybody has Google Cardboard, Gear VR or Occulus/Vive they should be able to load up the scene and navigate around. By next Monday I hope to have at least a build where you can interact with objects (Vive only I am afraid).
The SU>UE workflow has actually been ok, learning UE has been harder than I thought. I canned everything and moved to a SU>Unity workflow but have now moved back to UE as I have a better e-learning source for it.
If I can get this build right tomorrow then I will publish a PDF here than talks about general asset generation in Sketchup and exporting to the game engine. Then the steps you need to make in the game engine to get the 3D assets to function etc.
Once that has worked (or not) then I will move on to the next steps. The physics has been the hardest. Mainly I was exporting whole scenes in SU and then trying to split them up in UE, rather now I am exporting a multitude of assets from SU and compiling in Engine. It's all been much more granular than I originally thought....
Fingers crossed.
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Hey Liam, how's the process going?
Nowadays i'm trying to figure out more or less the same workflow for architectural visualizations but no luck. How do you overcome UV/Light mapping issue inside UE4? That would be great if you could share your experiences in a tutorial like content. -
@filibis said:
Hey Liam, how's the process going?
Nowadays i'm trying to figure out more or less the same workflow for architectural visualizations but no luck. How do you overcome UV/Light mapping issue inside UE4? That would be great if you could share your experiences in a tutorial like content.The sketchup export was quite easy and solved at the start, I am only making geometry in SU and was unwrapping in Blender as it was easier. Most of the time until now has been learning UE4 from scratch whenever I have time. I am hoping to post some detailed guides in May and will be sure to let you know.
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