Hello, i had been using 3dsmax and Cinema4d. When i imported my 3d models into UE4, i found a lot of problems like ( degenerate tangents, shadows, exporting settings or import..) basically i put these images to show you a little bit. I really need that help because i can't make my own enviroments and it's really stressful. :) TY!
asked May 22 '15 at 02:02 PM in Using UE4
Did you check from which side the normals of your models are beeing rendered? If the wall is made out of only one plane of polygons then you should use a material which is rendered from both sides (there is a checkbox for that in the material editor). Also I wouldn't recommend exporting with C4D. I've been using it it the first place and it went horribly wrong so try sticking with 3ds max, maya or blender. And what are your export and import settings? Do you have a seccond UV set for the lightmaps and if not did you check the checkbox for auto generating these when importing and did you set a LOD group?
answered May 27 '15 at 02:19 PM
First of all the lightmap UV thing: https://www.youtube.com/watch?v=3eDjhOtiyuo
It's a 4 part series for UDK with maya but it's working for UE4 as well. You can also let UE4 generate the lightmap UVs:
I wouldn't/shouldn't recomend using auto generating lightmap UVs because it's not precise enough but you can try it.
Here are my export settings. I'm using maya but it shouldn't be that much of a difference:
The normals define since which angle you models edges are beeing smoothed out and from which side a polygon is beeing rendered:
You can let the engine render a polygon from both sides by making a material two-sided:
I hope I didn't forgot anything. Just watch a few tutorials and play arround with some settings on your own (that's how I did it ;) ).
answered May 27 '15 at 04:02 PM
If you want to see if all UV maps got imported just go to the content browser, double click on the model you've imported and then there should be some text saying how many UV sets the models has. Just look arround and click some buttons. I can't make any pics right now cause I'm on my laptop so sorry for that but I'm sure you'll find something useful. About the shadows: You need to increase the resolution of the lightmaps. The bigger the model the higher the resolution should be but try to keep the resolution as low as possible. You can find the setting under the Details panel either in the window you've opened before by double clicking the model in the content browser, or you can click on a model in the scene/viewport and with it selected look under the Details panel. By doing that you can change the resolutions individually for every model in the level. Also, I would create the walls of a building by using two sets of polygons (so the walls have some actual width/ are 3 dimensional) cause otherwise it just looks weird. That's of course for buildings the player can walk into. And try to keep the amount of triangles as low as possible. Oh and you can take a look at that: http://forums.autodesk.com/t5/modeling/help-with-quot-flip-normals-quot/td-p/4014357 or that: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-DB31F6ED-D543-41F5-80B5-F4FDB6E606BB.htm,topicNumber=d30e90125
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