Importing 3D objects from Autocad2013-3DMax 2015

Hi
I’m new here. I wanted to ask why I can not give to my 3D objects that I made in autocad in UE any kind ofmaterial
and also when I import it as FBX in unreal it is kind of permiable!!!

Hi EYEMZI,

I’m not all that familiar with AutoCad, but from what I understand there isn’t really any UV tools with this that would allow the texture to be edited properly.

Can you post a screen shot of your issue in UE4 with the mesh and the texture? Can you also post a screen shot of the UV that is used for it (Static mesh Editor > UV Button in Toolbar)?

For the meshes permeability. Can you post a screenshot of the Collision that is setup for it, if any? You can do this by opening the Static Mesh Editor > Collision Button in Toolbar. If you see a mesh appear around your mesh this is the collision. If you don’t see any mesh, then you need to create collision for it.

Let me know.

Tim

Hi Tim
if you want I can upload my 3d model here if that helps. It’s my thesis file for architecture.

I made my thesis 3D-model of my project in Autocad, but because the area is so huge to show just in 10min,I thought it is a good idea to use unreal engine to present it. Now I’m trying to import it to the engine to make therendering and a short movie. I tried to upload the file here but seems imposible. I can send youby email or on dropbox.

You can post the dropbox link here or send it to me in a private message on the forums here: https://forums.unrealengine.com/private.php?do=newpm&u=4894

Hi.did you receive my private message?

I did get the message. When I checked it this morning, I was not able to download the file. It said it didn’t exist. Anyway you can upload again, or send me another link?

Thanks!

Apologies for the delay. It’s been a busy few days with the start of the 4.8 preview releases.

Looking at the model, I’m able to import it into UE4 and have not had an issue applying a material to the mesh. There is only one material slot though so it’s just a single material that is applied for the entire mesh. (I’ll go into detail a little more below about ways to get better results and what is needed).

With regards to the meshes collision there are a couple of options. When you import the mesh the default import settings create a basic collision mesh around your object.

This will not be accurate collision for something like the mesh you’ve provided for me to test.

  • You could use custom collision (basic walk through beginning to end I made as a simple tutorial)
  • You can also use per poly collision that will use the mesh as it’s own collision. You can enable this by going to Static Mesh Editor > Details panel on the right > Collision Complexity > “Use Complex as Simple”

To revisit the mesh and materials.

The UVs for the mesh are stretched in a lot of instances. These will need to be normalized and setup with a proper UV in order for any materials applied to look correct without any stretching or artifacts.

The mesh also has ngons (more than 4 sides on a polygon) which the engine will triangulate the mesh when importing, but this can lead to issues since it’s not been previously done in the modeling application. UE4 will do its best, but this is not a guarantee that it will not cause an issue.

Lastly, If you need multiple materials you’ll need to set this up in a modeling application as well. In 3Ds Max this is using a Mutl-Sub Object material where elements and polygons can be selected and given a material ID. This will translate to the number of materials applied.

I hope this helps.