

Some models that you find are very high poly, it’s always good to reduce the polycount without loosing the general aspect of it.

Watch out for poly count, try to optimize your mesh as much as you can. There are several tutorials out now that explain the process of building in 3DS max and then exporting in UE4. Making an archviz project can be quite tough if you don’t know where to start. Unreal Engine is a game engine, you have to bare that in mind. Workflow between 3DS max and Unreal Engine is very good, it starts to get complicated when you have to export multiple objects, with textures. I think the big advantage of 3DS Max is the Evermotion content, which is mostly in. UE4 works pretty good with 3DS Max, but any third party 3D program should to. I could instantly play through my camera shots as if I was in Premiere Pro. I had so much hype using these camera crane rigs, getting those smooth camera moves inside Unreal Engine all in real-time. On my Two Beams House project, I set up some camera rigs using Sequencer (the latest huge feature of UE4 used for cinematics). Being able to walk around, feeling immersed into your own design is simply fantastic. Your project is so much more alive when it is not static. Epic Games have made so much improvements concerning arch viz (thanks to the community) that it quickly became very famous among artists.


You can quickly visualize your product and that is very important. It’s funny, because I used to play Unreal Tournament 99 and now, I’m finding myself using the game engine which I used to play on for the professional purpose!Īnyway, the reason I chose Unreal Engine is firstly the visual aspect of it. I find that game engines have come so far in terms of rendering that we need to use these technologies for other purposes rather than just games. It exports every asset keeping the position you had in 3DS Max. Some more complex assets tend not to get good results with steamroller, so you need to do it manually.įinally, before exporting everything, a useful tool that I use is TS_Tools from Tom Shannon. Then, there is this part where you need to unwrap all of your Static Meshes, and that is probably the part where I go and take some coffee…It can be very tedious.Īll of the assets need to be flatten mapped, so that Unreal can read it to project the lightmap.įortunately there are some excellent tools that speed up the process of having to manually unwrap the models such as steamroller. I personally name my assets SM_”name of object” to keep things organized inside UE4. I learned that it is very important to be organized in these projects. I then rename every asset so that I don’t get lost when I export everything to Unreal. Like many archviz people, I have a library of archmodels. I usually build the walls with 3DS Max, import some models if needed (Plants, Chairs etc.).
