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Unreal Engine Archviz 101 - Section 2 - Preparing 3ds file
Step by step tutorial on how to make your architectural visualisation interactive.
Designed specifically for interior designers who are already creating 3d designs using 3ds max and vray, this step by step tutorial series aims to teach you how to convert them to become a walkthrough and compatible with the oculus rift using the unreal engine.
Section 2 : Let's prepare our 3ds Max file.
Description: After we have set up all the essential scripts and shortcuts for our 3ds Max Application, Its time to start working on our models. For our models to work correctly in UE4, there are some pre requisites that needs to be set up.
Lecture 4: Checking our project System scale
As some 3ds Max modelling are done in the mm scale. We have to rescale our models back to centimeters
Lecture 5: Renaming meshes
In order for the our model to work well with the TS Tools, we must ensure that every mesh in the 3ds max file must have a unique name. This is to prevent any complications when we import our models over.
Lecture 6: Conversion of Vray Materials
As we cannot import Vray materials into Unreal Engine 4, we need to convert these materials to standard materals. This will allow us to import the diffuse/albedo maps into UE4. To the very least, we don't have to start from zero!!!
Lecture 7: UVW unwrap using steamroller
Before we import our models, we need to create a channel 2 UVW unwrap modifier on every mesh. 'Lightmaps' data is stored in channel 2, which UE4 uses to store lighting data.
Lecture 8: Export Our Models via FBX
After doing all the necessary prerequisites, we will export all our models via the FBX file type.
Lecture 9: Skipping TS Tools
As there are some very minor glitches in the TS Tools, I will teach another way to export the entire scene without using it.
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Unreal Engine, UE4, Unreal Archviz video tutorials, Unreal Archviz Tutorial, step by step guide, Architectural VIsualisation, interior design, interior walkthrough, 3ds max, vray.
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