Sunday, 14 December 2014

UE4 Import

Once the models were done and UV'd, I began importing them into UE4 to layout the scene for visualisation purposes.


Above is the basic mesh setup of the scene. Next I had to check the material and lightmap settings to make sure the import for materials and the baking of lightmaps was effective on the models. To do this I opened the Static Mesh Editor.

In this window, I was able to individually check each of the static meshes to make sure the options were set correctly. A few time after baking the lighting, I was unsatisfied with the results. I then went back into this window and changed the Lightmap Resolution option giving more pixels to use for baking light.

Below we can see an example of a UE4 lightmap on the Zed building and the options panel with the Lightmap settings on.



The next step was to import the textures to place on the meshes.
By simply dragging the .tga files into the content browser, they all imported with predefined options.

Here is the textures used in the scene.To make them usable, we have to create a material. By right clicking the content browser window you can add a new material and double click it to go into Material Editor.

These are the options available on a material. In this case, it is a glowing sign of Marcus. This material had to be set to Translucent to make the sign work and Two Sided ticked to make the sign appear when looking at it from behind.
 

Lastly, here is the layout for the sign using UE4's node system. The top nodes control the emissive strength and colour, the middle node controls the opacity and the bottom creates a wind effect which in this case is used to simulate a static distortion effect.

Once saved, you can drag the material onto the static mesh and it will apply it for you. Here is the sign in engine.



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