![]() Mike Jerabek, AIA, a partner at Worn Jerabek Architects (WJA), designed a four-story, 70-unit senior residence in Countryside, Illinois. Honnestly, this topic is quite huge and i cannot tell you everything in one post, so feel free to come back if there are new questions and/or issues.Architecture Proposals in 4D 21 May, 2008 By: Kenneth Wong A firm uses CINEMA 4D Architecture Edition to validate concepts. You can bake several materials with selections and different projection methods (cubic, cylindrical, etc.) to a single UV map if needed. In case of using a texturemap like your wood texture above, you surely need to have that UV map set up correctly. little scratches and finger prints on the piano black, it’ll be needed.Īlso you’ll need a UV Layout for the lightmap anyway.Īs soon as anything like a normalmap gets involved, you need to pay a lot attention to the UV layout, otherwise your normalmap will bake wrong.īut i’d say: cross that bridge when you get there. I’d still create an UV layout for these Parts because if you ever want to apply more detail e.g. ![]() In that case you’d just create material selections and use them to restrict materials to certain model parts. Simply because it’s easier and faster to work with quads and things like removing an edgeloop can only be done efficient that way.Īs for Materials, it depends on the model and the circumstances it’ll be used in.įor example if you only assign plain colors like piano black, gold for the handles and white for the keys, you might be able to get away without baking texture maps. Reducing polycount and most other things are always done before triangulating a mesh. Quite a big difference in polycount, isn’t it?Īlso stuff like the wheels, that never will have the chance to get close to the camera, could have much less polycount and detail. Visually it will never get bigger then on the render in the bottom right corner, i guess it won’t even get that close to the camera. However, my version has only 1/5 of the vertics and less then 1/6 of the polycount. (note that the polycount on your model will be 204 after triangulation, while the vertex count remains the same, while mine is allready triangulated) Your version on the left, mine on the right. Also most of the other shapes would be achiveable with much less polycount, without noticable visual difference. ![]() Things like the hinges, locks and other tiny details could be much less detailed or sometimes even just textured, others are not neccessary at all.īevels could have less subdivisions. You could considder this a highpoly version, but not a game ready lowpoly mesh.įirst of all, there are 70.145 vertex points and 63.277 polygons in the fbx, which is far to many for a model like this.Įven by just combining meshes and using the optimizing command to weld vertexes of the combined meshes together, you could possibly save 10.000 Vertics and polygons. If you don’t “define” a material externally, at the time of import the mesh, Unreal will create an its own standard material whit a “generic” name applied (that should be pretty soon be changed choerently to its function)…This means that it’s correct to set “externally” a set or sub-set of materials (I often use multi-sub-object material in 3DStudio), but they should be defined only as standard material with a simple color or texture attached only to the diffuse channel (the other channels won’t be recognized) and used only as “reference poin” just to be faster in organize and set definitively in Unreal It will just be next to your mesh in the content browser! Then you convert the texture to a material and tweak it there!ĭon’t know to which version of Unreal you are referring to, but, at least for the 4.7, you are partially right heartlessphil: UE can import materials, the trouble is that even if you create a simple diffuse material or a complex transparent one, Unreal will convert it in its own “basic material” (non extra texture or effect will be recognized except for the diffuse channel…and its texture will be automatically attaced to it…this happens to me). Ue4 cannot import materials, only the diffuse texture and it won’t be applied by default. ![]()
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