Project files and powerpoint slides can be downloaded at: https://gum.co/lTAyu
Final UE4 scene can be downloaded at $15 at our gumroad page: https://gum.co/yVtgo
00:09 - Quick introduction
We will put in the rest of the 3ds max models for the interiors. The list of URLs where you can download the models for all the interiors are in the gumroad page. https://gum.co/lTAyu
01:03 - Adding models into front doorway and pipes below the ceilings
We group all the models into logical groups.
For me i group them according to which area the models are
-Structure
-Living room
-Dining room etc.
02:21 - Adding models into the bedroom
The carpet is rotated a little on the floor to make it look a bit more organic.
The hanging lamp is also put only on one side of the side table. We don't need to be symmetrical all the time :)
Originally we also put a lot of shirts and folded shirt models into the cupboard but we removed them as they were very detailled poly with very high vertex count. It contributed greatly to the light building time of the project.
04:52 - Adding models into the study area
A lot of the models were also not right angled.
Try to make them look like someone is living in the space and there are some 'randomness' and 'mess' to it.
A lot of it is just simple attention to details.
05:49 - Adding models into the kitchen area
After adding all the shelvings and fridge into the kitchen area i realize the models are taking a little more space then i intended.
I scaled the fridge to so that it fits nicely into the space i have allocated for the kitchen.
07:24 - Adding models into the living room.
After adding all the models, we rename the meshes so they all look neat and tidy :D
Run relink bitmaps to make sure lost bitmaps can be relinked. Materials that come originally with the models can be relinked again using this tool.
Not all the bitmaps can be relinked, we will create the materials in UE4 for those models that does not have materials
08:28 Export and import the models into UE4
Unhide all the models and export into datasmith format.
Import the datasmith file.
Use 16 and 64 for the lightmap resolution. We go a bit conservative so very small objects like keys and coins or things like that will be assigned a resolution of 16.
If we use a big figure, these small items which doesnt need a big resolution will get a high resolution assigned to them and it will cause the light building time to increase dramatically.
I rather have small resolution assigned to them, and then manually assign higher resolutions for those that i need them to be high (like walls and ceilings)
12:04 - Support the channel:
Some of the project files and power point slides can be downloaded in our gumroad page.
The final UE4 project files can be purchased for $15.
Refer to youtube description for locations of where to download them.
13:22 - Contact us:
We have an online presence in youtube and facebook.
You can contact us directly if you have any questions via our email.
But the best way to get us is through our facebook page through the messenger.
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