Some lighting issues in UE4 and how to solve them

Welcome one more week to a quick tutorial on UE4!

As we said last week, we are going to try and change every now and then from 3DS Max to UE4, to mix things up a little. And right now we are going to take a look at the game engine, and more specifically to some of the problems I encountered when trying to light the scene. Ready for it? Let’s go!

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Thoughts about modelling – quads, triangles and the smooth modifier

Hello and welcome back!

Starting with this series of short posts, I’d like to talk – write? – today about some things to consider when exporting models between 3DS Max and Unreal. Even though this can be an easy process, it can also get complicated depending on the circumstances. For example, you might be used to one particular pipeline for creating and exporting your models that works when you want your creations displayed in UE4- but sometimes you might find yourself using other models that don’t work as well! Let’s take a quick look into many different settings that can solve a number of problems. Today, we’ll talk about quads, triangles and smoothing groups.

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Interactive house – the road ahead

Hello and welcome back to a new blog series!

This time, the entries will be about ‘real time interactive architectural visualization’. As the topic I’ve chosen for my final master’s degree in Computer Animation, the aim of the project I’m about to start is to create a piece of interactive architecture. In other words, I would like to generate an apartment that can be checked and visualized by any person that would like to do so, either in the shape of a video game or a virtual reality experience. Here’s how I’ll do it.

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03 -lighting and effects

Welcome back one more week, dear readers!

Today, and as a previous step before building the lighting of our scene, we are going to prepare a level for such task. To do so, we could rely on any of the default maps created with the editor’s different blueprints. Instead of that, we’ll create one from scratch so we can understand how Unreal Engine really works behind the scenes. Let’s get to it!

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02 – first steps in UE4

Welcome back one more week!

On the last tutorial, we left our scenes ready to be exported into Unreal Engine 4. This time, we can continue from that point and start playing with our models in the game engine – while we also begin to understand how said software works and what tweaks we need to apply for it to give the best results. Without further ado, let’s get to it!

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