Transcripts
1. 3Dsmax To Unral Intro01: Hello, and welcome to our
comprehensive course on transitioning from three DS
Max to Unreal Engine five. I'm your instructor,
Ama Sawalha, EP games partner and unreal
engine authorized instructor. I am thrilled to
guide you through the essential steps
needed to ensure smooth and efficient work flow between three DS Max
and Unreal Engine five. We'll kick off by familiarizing ourselves with the TDS
Max user interface. Next, we'll dive into
unit setup correctly to maintain scale and accuracy between TDS Max and
Unreal Engine five. Navigating TDS Max
efficiently is a key to smooth modeling
and technical process. Layering is a powerful tool
for organizing your project. How to manage and tide our scene in TDS Max is very important. Next, will be understanding
materials and dive into exporting simple
and complex materials. Polygon mesh IDs, attaching and detaching are essential for
managing complex models. Editing normals is an
important step for achieving smooth
shading on our models. UVW mapping is critical for texturing your
models realistically. Pivots are essential for proper modeling
alignment and animation. Exporting is the final
step in three DSMC, will guide you through
the FBX export settings, Data Smith transfers from MAX, SketchUp or vet, allowing us to import models from different
software with ease. Once we've prepared
everything in three DSMC, we'll transition into real
Engine five user interface, we'll familiarize ourselves with the layout and navigation. Finally, we'll import our
models into real Engine five, we'll cover the import process, settings to watch out for, and how to integrate your models into a project seamlessly. By the end of this project, you'll have a solid
understanding of how to prepare and export our PDS Max
models on real Engine five. Thank you for joining
me on this journey. Let's dive in and
transform your TD modeling skills with PDS
MAX and real Engine five.
2. 02 Case Study ENG optimized: So before we dive deep into real engine and its
technicalities, we're going to talk
about the example file that we're
going to work on it, and I'm going to try to make the same of it in our course. So it's called Wi D
Island Farm retreat. It's in America, in
the United States. The architects have designed it. Their name is MW Works.
I love their work. I opened another
tab of their work. Project area is considered
big considerably, but we can check together
how the project is amazing, and it's immersed
within the jungle. And you can see as architects, they've had difficulties to
deliver architecture that, you know, is in harmony
with the environment. They haven't cutted any trees. They haven't sculpted
the land, you know, So you can feel that the architecture is comfortably adapting to the environment. You know, it's main materials, we focused on steel, glass. Colors are vibrant and also, you know, reflects modernity, and the style of furniture
is contemporary. So it's very, very nice project. It's one of my
favorite projects, and it as a case study, it's going to be very good for us because it's
going to challenge us to learn all the elements that we need to cover in the
architecture context. And all the concepts in
visualization excellence. So the project consists
of three buildings. One of it has the living room and the kitchen and
the dining room. Another building is
the bedrooms and the private functionality is
the toilets and all of that. And there is a third building
where it works as a garage, and there is an office and a reading area and
also a guest house. And we can see that the
material that is used as we considered modern
materials as stone, glass wood and steel, and the color palette is
in harmony with nature. So we can feel that the building is blended with material. And you can see how
much for example, the trees is close
to the structure. And this is very difficult
in architecture to consider, to be honest to build a
building that is very close to nature and not have to do
any intervention with it. It is a process.
It is a process. And this is basically
the basics of architecture is
basically to create an experience within
the environment and not change any of the nature, you know, as much as possible. As you can see, there
is a big thought in the architecture
when it comes to nature and how the building
sits on the land and how the building overlooking the view here with the
water, and the trees. It's a dream house.
So basically, only it's difficult when
it comes to logistics, but when you look at the view, you can make some exceptions
and consider living here. So as you can see, there
are multiple stories, and there's some stuff
that is under the ground, and some stuff is
above the ground, and it's open plan, it's modern design
is very elegant. It's simple in the same time. I gives us very, very nice feel of interior design and
exterior photography. We're going to talk about
how we make such pictures awesome pictures,
lighting, animations, how we're going to
do simplification of models when it
comes to proxy, and when it comes
to optimization, we're going to talk
about LODs and Nite and how to make the visualization
appealing lumen. And as we can see,
this is the plan here and all the relationships
of the masses of buildings between each other and how the areas and the
functions and the zoning, and how is the structures
helping basically in conveying the functionality
of the client and the user. So basically, for
us to cut time, we've just covered one building
with all the furniture. We've covered all
three structures. But when it comes to furniture, we covered only the
building as we see in the South because it's
all the same concept, and we're going
to learn it if we can visualize this building. So in a very decent way, then we can visualize the entire project when it
comes to interior design. And it's going to help us
to decrease the load for the people who doesn't have very good
computers, you know, So we'll try to cover like what we call a medium
to big scenes, so we can be smart
utilizing the tools in real engine and the workflow when it comes to medium
to large scale projects, you know, because
some other courses, we can do small projects, and when it comes
to big projects. I basically come across problems that I don't know
how to solve, you know. So hopefully we're
going to cover a lot of solutions and a lot of connections and
a lot of you know, excellent tools that we're
going to cover the lighting, the materials, and try to, you know, do our best to get our project very
close to nature. This is basically a ge study. If you like the architects
and their work, you can follow them
or you can check their projects and see also learn how are the pieces all put together and how is the materials
and all of that. You can check them out and check other related architects. And it's very important for me as an architect for me to always feed my eye with stars that
I like and that are trendy. So I can take those elements and help me with my
future projects. So this is basically all
about the case study, and what we're going to learn will be with you in
the next lecture, and we're going to talk
about unreal engine itself and the work flows and
all the templates inside.
3. 03 Max User Interface ENG opt: Hello, everyone.
Welcome to this class. Okay, so Amy told us how Unreal Engine is an
amazing software and has a lot of capabilities. Okay, we want to start working. So if we want to start working, we need prerequisite software
that we can work with. Unreal Engine, every update, they're adding more modeling
tools that I can use. But they are not actually very fully
developed modeling software, you know, like three
DS MAX, Blender, Maya, Archcad,
grasshopper, sketch up. All these softwares has advanced modeling
tools that I can build everything I need and all the edits
that I need to make, and also when it comes to
materials and all of the stuff. So these softwares can
give me capabilities that I cannot actually do in
unreal engine fully. It's a gaming engine, so I need a
prerequisite software. Which software are
we going to work on? It's going to be three D Max. And in this lecture, hopefully, we will explain all
the user interface of three DSMC and how is the fundamentals
and how does it work? So basically, this is three DMX, and this is the user interface, and how does it look like? So we're going to talk
about all the tools and where everything
we need is located. And like we cover all the concepts of three
D softwares, right? So, such as moving, rotation,
navigation, zooming, and also stuff like SNAP and how to make certain
modifications to the object, it's going to be an
interesting journey. All of that. By the way, Transformers movie
was made on T DSMC. Of course, with the collaboration
of other softwares, but most of the three D geometry and how the truck
transforms to a robot. All of this was done on T DSMAX, so it's an amazing software. I can learn it further more
and do a lot of things in it. All right, so let's
begin. So let's explain. T DSMAX basically is
divided to menu bar, toolbar quadrants, and
like the place I work, and I can see all the views, and whichever I build, I
can see it in all views, as you guys see all the
orthographic views. I've got the
creation panel here. Everything I need to create. All of it I can create
from this panel. I've got the modifier list. If I want to do some specific
shapes on my object, I can use the modifier list. And later on, when we use
three DS Max as architects, we're going to get to know all the modifiers
that we usually use. So as you see all the
user, we see here, we've got it in the menu bar. So if anything got hidden, I can get it from the menu bar. I've got the animation
bar under here, and I've got here the
navigation panel. So it helps me with how to navigate and rotate and do
everything with my view. So all these tool
bars is added when we download corona
render or VA render. So that's specifically
for VA and corona, and I can edit
some stuff I need. So basically, look
at the menu bar, we go to file, we see
all new reset open, save as import
export everything I need for three D software
that we all know. I edit, if I need
to edit everything. If I created an object
and I want to like undo, redo, scale, rotate, everything, I can select it from here. I've got the tool bar. I've got all the tools that I need, and also some other tools like the layer
explorers and explorer. If I want to do
snap, if I want to do alignment,
measurements, mirror. As you can see, there are useful tools that we
will use down the way when we work with
architecture and three D. It's a lot of things,
it's very beneficial. I can use it from the tool. We've got the group,
if I need the group, if I want to export them, attach them, detach
them, explode them. I can do all of that
from group tool bar. I've got the views. I can
control the views that I have. How is it wire frame clay mode, or if is it look like anything
like stylized or standard, everything I can
control from the views. If I went to see
how many polygons I've got, things like that. If I want to go into a camera, I want to create a lot of cameras and when I see
the specific camera I want. Create basically is the same create that we talked about on the right view of the software. In modifiers, basically is the modifier list
that we've got here. I've got the animation
and everything that is related to moving
the objects and the cameras and
effects and all of that is basically covered
in the animation panel. In the graph editors, if there is anything
I need to see anything in my project in a specific view and
specific order. I can see it from the view or if I want to see multiple things. I basically more
advanced tools to like, organize my project together. I've got the
rendering tool here. It has everything
that is related to rendering from the render setup, and what kind of render is it? And what is the render software? Is it VA corona? I've got the exposure control, the environment, I've got
the render frame window. I've got the gama.
Everything that is related to rendering
is in rendering. Customize, I can control the
user interface that I have. If I want to add more tools, if I want to remove tools, I can control everything,
like, literally, I can customize
everything three D MAX. I can create it all from
the customized menu bar, and how does it look like? I've got the scripting,
scripting panel, I I want to create any code, I can create it and
do a specific change that I can't do easily in
standard steps in three DSMC. So I can here create
coding and make, let's say, situation easier. I can download scripts that
is free or I can buy them, and it can save a
lot of time, guys. So this is an interesting panel for us to view and
check out later. We're not going to
work with that. It works with Max script and other coding stuff
that we as let's say, architects, we
don't come across, but I can create
anything I want, if I want to dive
deeper into it. I've got civil view
content, Arnold. Things that are downloaded to three DS MAC help If
I have any question, if I want to talk to Autodesk, I want to download tterials, or review fundamentals
of anything. I can view it all here. Also, you can find a lot of things on YouTube and
other references, but here is all the auto
desk exclusive stuff related to three DSMAX. Here I've got the tool
bar back and forth, undo and redo, selection styles. I can find it here, all
type of selections. I can select specific selection, if its lights, geometry
shapes, anything. All of that more. Let's say tools that makes my life
easier while I'm modeling. It makes it much easier. Part of the selection,
when I create inside when I select inside
or outside, I've got move. I can move on any axis
I want or two axes. I've got rotate here. Also, I've got scale. I've got a review
how the pivot is oriented to the object or to the world or local
or parent or gimbal. Very useful tools when
I'm using in modeling. Here, I've got the
Pivot centering, I've got the snap
snap for objects, and also angle for Snap. And if I do right click here, I can got more options here, more like the Autocad and I can create this specific
snap that I need. Of course, Snap who
doesn't know it is the point that I can
attach objects together. Almost get it close
together. With persistence. Here I've got options where
how much my SNAP values are, and like, how is it previewing and what's the
percentage and all of that? So I can control and calculate
precisely my design. So this is a very useful tool. I've got the home
grid here that I can fix the grid
and make it larger, smaller, based on my project. It helps me with modeling
and it helps me when I snap to grid based
on specific points, and I've got here also
more options on grid. Same thing for this angle snap, same thing for objects. I've got percentage snap and other advanced
snaps I can get into. I've got the mirroring,
I can mirror the object. I've got the line, I've got layers that I
have seen explore. I can control the render setup or I can start rendering here. So many options I can I've got the access
constraints here that I can constrain on which
direction my object is going. But we all know,
and as expected, the people that are talking So many options, I've got
the access constraints here. Helps me with moving my object
in a certain direction. But we all know as when we take the unreal engine
course that they have background in
a three D software and how does it work
and all of that. If you don't have
three D background, we've got modeling courses in three DSM that you
can ask us about, and you can learn all about
so you can start from zero and all the way to
after unreal engine. Also, if it was for
any other person, it's very important for
me to learn three DSMC. It also aspects for me to make my pipeline much faster
and efficiently. But don't worry, we're going to cover everything that we need in three DSAX to use when it
comes to Unreal engine. Even if I don't have anything
to know in T DS MAX, if I go step by step, how am I going, you're going to be able to
learn everything that you need in three DSMC before going
to Unreal Engine. Of course, as you know,
any question, guys, you can ask us and we'll answer
you in an efficient time. So that's all about the user
interface and three DSMC. Very basic, very simple. Next lecture, we're going to
talk about unit setup and how is the best way to fix the
unit setup for my project. So it's 100% compatible with unreal engine with
no problems at all. I hope you guys benefit from this lecture, see
you in the next one.
4. 04 Units Setup ENG opt: Hello, everyone. We're going
to talk about unit setup. It's the units of measurement that we measure our objects, our scale, our grid, everything that's
related to modeling. Okay. We can I locate
the unit setup? We go to customize unit setup. Then I get all the units
here, display unit scale. I got a system unit setup. I got the US standard
feet, fractions inches. I've got a custom unit, if I want to do custom units. I've got lighting units, also, if I want to do certain
units for lighting, so I'm going to click on metric. To display my units. If I want it to be displayed
next to the number of units. We'll see that later on. I'm going to try generic
and system units set up, I'm going to go to centimeter. That's the most compatible and what we need
in unreal engine. So we're going to go to Smres, make sure that we
always use centimeters, and make sure that
always when we export from our three D softwares, we export in centimeters, if I want to use three D
Max before unreal engine. So we go okay, we try a box, and then Okay. So how do I draw a box? I click left click, I drag, and then I release and
goes to the height. So this box gave me length with and height in the
details parameters, and I can change them here, either I type a
number such as this, or I can copy a number if it
was from another reference. So this way we can know that
this has become a cube, 150 by 150 by 150, all measurements are equal. So I can see the units. How can I see the units to make sure that I'm
working correctly, so I go to metric and I choose
centimeters and okay and then These units will be
displayed if I go to modify. I'll find centimeters
next to each number, which I will realize that I'm
working in a correct way. So if we put it in centimeters, we can always just double check from there
and put it as generic, so we don't have
a lot of numbers. And then I've got some
segments length with height, and these are the
edges of the object. I can increase them and decrease
them by pressing F four, I can realize and see the view where it
shows me the edges. And here I can control
how many edges. But we need to watch out. If this is going to
be shown as a cube, then no need to increase
the segments because this will increase the
load of the geometry, which we don't need because we're working
in an optimized way. So how we're going to fix the
snap with the unit setup. So we may right
click on the snap. And here in the home grid. It's telling me all about
the grid spacing and the lines in the grid and the perspective
view grid extent. So it's telling me that
it's ten by ten by seven. So these I can always change and fix them according
to the snap that I've got if I'm snapping
2 millimeters or centimeters or whatever. For example, here, I typed
500 and check how it became. If I do seven, then it's going to be only seven by seven lines. So we enlarge the grid if the project is large
and we need to be huge. So we can fix that
from the grid and snapping settings as
we can see from here. So if I want to snap the grid, I choose grid points, and then after that,
as you can see, I can snap to the grid. And this helped me, you know, to be precise in
the numbers you can see as shown in the viewpoard. So as we can see, it
gave me correct numbers, 140 by 140 by 160, and these numbers can be
fixed in the unit setup. This is everything
about unit setup. I hope you guys benefit. We'll
see you in the next video.
5. 05 Max Navigation ENG opt: Hello, everyone.
Greetings. We're going to talk in this lecture about navigation and how to get an external file and navigate through it
and move around and, you know, become fluent with Max when it comes
to moving around. So we're going to
go to File Open. We're going to go to desktop. We're going to go to the file
location. This is the file. We're going to work together
on it on the course. Everything we're going
to apply on this file, and this is the file that we're going to export to real Engine. And we're going to
have an overview on such a project
how to work on. Of course, this
project was worked with as many details
as possible. And also, as you can see, it's three buildings, and there's as many
details as possible. So it's close to the case study
and the example file that we're trying to achieve
and the result. So how do we navigate? So navigation has a
couple of points. So if I click in
the middle click of the mouse, I get panning. Scroll, I zoom in and zoom out. If I click Alt and middle click, I can orbit around
my building as you see and can move flawlessly. If I press control Alt and middle click and I drag my
mouse forward or backward, it makes a Zoom in
a different way. It helps me a lot when
there is a closed building. If I select an object and
press Z, it zooms on it. If I press on nothing and press Z extend to
the whole project. And that's basically the
hot keys of the navigation. And the places of the hot keys are in the middle
down right corner. If I click on the zoom, I can zoom in by dragging the mouse
forward and backwards. As I told you,
control and scroll, and basically middle
click and move the mouse. It moves forward. I
have the view here. I can distort my viewport, or I can make it even closer when I'm trying to get
this single angle, you know, I'm trying to
show things in my camera. This comes in handy to, you know, work with a
field of view, you know? But when you overdo
it, of course, it breaks the entire statistics
and the D and the image. So for me, not to distort
the image, you know, we've got pan here, as we all said, it's the middle click. I've got this icon here. I can orbit through it. So all the navigation
basically is here, and I can use it either from the icons or
from the hot keys. Of course, hot keys is
the most suitable way. Last point is the
four quadrants here. That's how I can view my
quadrants or close them. And if I want to use
out key for this is LW, where I can enlarge the
viewpoort that I'm working with. Another LW, I can see
the entire quadrants. And these are basically the
main tools that I use to navigate through my scene and be able to move around
easily, you know. So we explain these points to make it easier
for the student, you know, to
collaborate with Max, especially for the people
who has no idea about Max. That was it for this lecture.
See you in the next one.
6. 06 Max Layering ENG opt: Hello, everyone. Welcome
to this lecture. We're going to talk about
layering and how to make new layers and how to organize our objects in layers, so it's well optimized and organized when we export
it to Andred engine and the work flow
that we usually do between three DSMAX
and Andred engine. Either we're talking
about walls, floors, ceilings, fall ceilings,
or even furniture. Everything we will do in layers, so we are well organized. Additionally, we
will learn how to make correct naming
convention in the correct way so we can work everything
correctly and efficiently. Let's start with layers. Where do I get the
layer Explorer from? I get it from the toolbar. I can click on this icon
or I can go to tools, and I can ask for
layer Explorers, so it opens the panel. And as we see, have layers, and some stuff I've modeled and some other stuff I've
brought from other files, so it came as the layers that they
were done on that file. So we want to clean
together the files and put new layers to
organize our file. Let's open the default
and see what's in it. There's a lot of objects
inside the default. We're going to keep the default. This layer, for example, has a lot of objects. So basically, we want to remove
them from this layer and put them into the other
layer, zero layer. So we can delete the layer without deleting
the objects inside. So this layer is empty. I can right click, delete, it's deleted with
deleting no objects. And the same we do with
the rest of the layers. We try to put the objects in the zero with correct
naming convention. That's an object or a layer. How do I know if the layer
is empty or it's full? If it's got an arrow
next to the eye, so basically tells me
that there is a layer. If it was empty like this, so basically it tells me
that this layer is empty. All right. Here we have objects. Click, shift, click, and then
we take them drop to zero. We minimize, we go
to the other layer. We delete it first, and then we go we do the same
for all the layers, basically, so I can get all the layers and the
objects in one layer. So after that, I can do any
layers from layer zero, you know, because I've got all the objects there with
the groups and everything. So we need to put all the
objects inside the layers. All right, so we
delete this group, and now we've got one layer, and all the objects
are in one layer, including the groups and
all are in layer zero. Okay, actually, we've
got live fixtures. Let's remove it, put it to zero. We take it all as a layer
and try to put it outside. Good. Now we can take all the objects
and drag drop to zero. Then I can delete the layer. Right click and delete. Or what we can keep the layer because I'm going to
name lighting fixtures, or I can rename by floors. Let's start with floors,
right click and hide all, and then we're going
to go see our objects, and this plane, we're going
to hide, right click hide. And this right click. Okay, we're going to
delete this camera. So we're going to delete it. It was just to test in Max. We're not going to take
it to Unreal engine. So now we're going to start with floors or we can rename it and put it roofs,
exactly, and slabs. We take these objects, we select them, control and select, so we can take
multiple selection, and these all explain the
roofs or represent the roofs. Now I can scroll
up, scroll down. Let's see where are they? Roofs and slabs. So if I want to
find these layers here and drag drop here, you can see there's
many objects. So it's going to be difficult and it's going to
take a long time, and maybe we can't do it. What we do basically,
to make it easier. So we make this layer active, and then after that, we do add to active layer. So Took these objects and put
them into the active layer without me taking Drag drop every single object
to this layer. We want to make sure that all
the objects are geometry, editable poly, editable mesh. They're not lines
and extrusions, just in case because we don't want to go
wrong in real engine. So just in case it was a line, I right click and
convert to Typle Po, right click, convert
to the Typle Po. Now I've got all as
objects, din in max, and I'm in the safe
zone. All right. So we're going to go
to the naming now. So we can do a hybrid process like the naming
and the layering, organizing it all together. So I'm going to
press first object. Okay, so I'm going to
press shift and go to edit, and then tools. Sorry. And then we're going
to go to rename objects. So I get this panel, and there's the
base name, prefix, suffix, so I can pick
objects or selected objects. So I'm going to the
base name here. I can put the whole
name of the objects, or if I want to cut the naming, I can enter the prefix
and the suffix. But I'm just going to
make it simple and put the SM that represents
stic mesh under score, and I'm going to say roof Okay. And here, I'm going
to say number. I'm going to say
base number is 01. So that's like there and
we say rename, check. It's all renamed
at the same time without me entering
every single object and putting right click and say rename and maybe go
wrong and take long. No, we just shortcut this
by the rename object tool. Basically, the scene is
not like an entire city. It's not a huge scene. So basically, I can be clear
on which roof is what? You know? Because I've
got all five roofs. It's nothing. I can
find them easily. It's like I have to hover over 30 or 50 objects
with the same type. So now I click on the
objects and hide them, and now I'm going to
work with false ceiling. Okay, so we click the
First click. Second click. Now we can rename
and we say roofs and falls or ceilings for
roofs and ceilings. Now we can click
the ceilings also. This is not a ceiling.
This should be ceiling. So we're going to do a ceiling, and we're going to click
S from the keyboard to activate Snap
and go to vertix, and then I'm going
to go to the point. As you see, drag
drop with lt and middle click to rotate the
view and get the orbit, and then I snap it to this one. Then I can drag it up and then I can right click and go to the modifier list or
the details and give me the 2 centimeters.
Maybe this is good. Let's see. And we make the color white.
This is the color. This is not the material.
We're going to talk about the materials. So don't worry. This is the same thing.
We want to make it white, and we're going to take
all the false ceilings. The four of them, right click, convert to apply in case to make it sure that
they're all geometries, no lines there, and
then I'm going to go assigned to active layer. And then I'm going
to say ceiling. Base number one,
rename, good to go. So we named the ceilings
in a correct order. So now I know the roofs and I know which
are the ceilings. Click height. Now, we can
start with other stuff. What I like is to start with from bigger to smaller
so we can start with a new layer and do
and make sure that I created the layer that is outside the default zero layer, not within, to make sure
it's just a separated layer. And I'm going to say walls. And then I'm going
to pick the walls and hide them together. But first, I'm going to
select all of them with control and put them
within the same layer. We're going to talk about
the attach after we organize our files on how all the
faces that are next together, that we can attach
them together. It's not that we
do click by click, like a single object. We can attach objects and
make our life easier. So we select this one
also and we can say, we make sure that we
are on the layer, that is the active layer. It is the active layer and we
say assign to active layer. Then we're going to
name all of them. We're going to hide them, see just in case if
I missed anything, I'm going to take the stairs
and put them with the walls. I can hide the walls and just
say assign to active layer. But I'm going to select all the walls
and put them together. We select all of them. Then we take this with them. Right click, or before, let's assign to the layer. Together with the other
objects. Everything is hidden. That's good. Let's do the same, click here and then
assign to selected layer. Okay. So if I press on
anything by mistake, how do I select more
than one object, as you mentioned, control,
and we select the object? If I want to remove an
object from the selection, I click Alt and I remove
it from the selection. So we can select everything that is considered
for me as a w, try to make a
layers as possible. Also these, we're
going to assign selected layer. What else? We can also consider
the cabins as walls, but we want to put them in furniture to make
everything more organized. The third layer we want to
work on is windows and frames. We're going to make
it active layer, and we're going to
do the same process for the windows and the frames. You know, we're
talking about layer now and how to organize layers. We can talk about how
to attach and detach, but we're going to cover this in later video because it makes our life easier when it comes to selecting multiple things
that are near each other, and especially that I'm
not going to move them. They're going to be static all
the way in unreal engines. So therefore, I can attach multiple objects and
makes it easier for me to select multiple
things, you know? Rather than selecting
four or five objects, there could be one object. But no worries. We're just going to select
all of them now and just add them to the layer
of windows and frames. And then later on in
the attach and detach, we can talk about how we can make them easier in
terms of selection. Right now we assigned
to active layer, and we're going to hide it, see if I took everything. Still, we've got things to add them till I make sure that all the windows
and all the frames are on the layer itself, then and only then I can
move to the other layer. Stein. So we press that so we can zoom extent and then we zoom in to the next
area I want to work with. Signed selected layer. Okay, we still got a
bit more to cover, so we're going to cover it all. Make sure we're covering all the frames and
all the windows. And taking our time, guys, because, you know, when
you take your time, especially in the
beginning of the steps, then you shortcut a lot of coming back for mistakes, right? So we just take our time, we attach everything together
in the layer for now. And this way we can make and guarantee that our file
is going to be organized, and even when we want to
export for real engine, we can export layer by layer. Okay. We're going to
go back to the walls and add these walls back
to the walls layer. This and this, also these. Also these, these the other walls, we're going to consider
them landscape walls, assigned to layer, and then I can go and
name them as walls, wall rename You see? Now, all of them are
SM underscore wall. And what we mean by
SM is static mesh. So we're not going to move
this most probably, you know? So that's how we know
that it's asthetic mesh. It's not a material,
for example. It's not a texture.
It is athetic mesh. Okay, so now we're
going to pick all of them and rename them again. So I took the missing
wall with them. And now I go back
to frames and make sure that I cover what's
stressed from the frames, to put them all together
in the windows and frames, but let's check if
I put them there. Okay. All right. We're going to add these also. And the attach and detach, we're going to reconfigure
the windows and frames and after attach and detach, they're going to
be clearer for us, so we're going to try to
organize them further more. So let's put what's left. These will put in
windows and frames also because there are steel structures or should we consider them roofs
and ceilings? Let's do roofs and ceilings. Now I'm going to
select this as a roof. We'll take with these and
call them roof rename. And then we're going to take these and call them ceilings. Now we've got them
all organized. I can hide these now and
move to the next step. All right. Now we're going
to make a new layer, and we're going to
name it landscape, so let's remove
from big to small. I will select the landscape and go make it on the landscape, hide the landscape,
remove these lines. Put the walls also
within the landscape. I select everything that
has to do with landscape. So even these tiles,
also the way. These steps, also the
stone here, the gravel, k. These steps also Okay. Let's hide these. Also,
this is landscape. I can consider the stairs as landscape because
it's exterior. Okay, and I'm going to take these and consider
them as landscape. Should we put them on the floor? So we'll consider
them as floors. Let's consider them as floors. So we'll select all the rest
and put them all in floors. Just to make sure that we don't select frames from floors. Now we make a new layer,
sorry, Control Z. Now I make a new layer, and when I make a new layer while selecting other objects, the new layer will take these objects with
it as a new layer. Now we took them and hide them and we see
everything is hidden. Now we go to windows and frames, and we put the
frames to the layer. What else? This is carpet. This is floor. No, we'll
consider it within the walls. Because this entirely
was one unit, so we don't want to
differentiate a lot, so we're just going to consider
this as we'll take these, put them in windows and
frames and fold together. Windows and frames,
and then we'll take. We'll consider, I think
these walls and doors, we'll consider as
windows and frames. These also should be attached. We'll talk about these when we get to the attach and detach. It's going to be a rich lecture
and we're going to learn everything about
attachment and detachment. But we'll consider
these fundamentally from walls for now, and then after that, we're going to attach
them to the walls, so they are just all one piece. Oh, no, control Z to get
the selection again. That's one of the amazing
stuff in three D Max. You can retrieve selection, not just like other softwares. If you miss the selection, then you miss the selection. You have to select it all again. All right, so now we'll see, we want to see what's next. We just want to check that everything is put in
the windows and frames. Now we're going to talk
about the furniture, I think, and the
lighting fixtures. So let's start with
the lighting fixtures. Deselect t with select. That's how you deselect
and control with select, that's how you select and select multiple objects. Now
we've got the lights. We can take this as furniture. Is this furniture or light. We'll take it as light for now. Also so far so good. Also this one exactly. Now we go to new layer, and we call it lighting
ftures. All right. Light is hidden and all is good. We can put them with windows and frames because DSR doors. All these windows and doors, windows frames, and doors. Okay. And actually, we can put
everything left on furniture, but we want to make it
even more like organized, so we want to do
furniture and decoration. So the large pieces will
put them into furniture and even smaller detailed pieces will put them into details. We'll select all the
relatively large components. As you can see now, what are we meaning by relatively
large components. And if there was a sink and I put it all together
in this selection, that's because I want
to attach it later on, so I want it to be together. I don't want to be
looking for each one in a single layer and
a different layer. So I'm just going to
put them all together. The associated objects,
they should be all in the same layer, even though if they
were detached. So I We can select these. Also these. This one,
we consider decoration. We'll select the kitchen cabins
and the kitchen counters. And we make a new layer
called furniture, and we hide the
furniture and see what's hidden and
what's their left. Okay, now we select. As I said, the
associated objects, we put them all together
with the furniture, even though they were small, just because they will
be attached later on. We've got also. What else We're going to select these
also, and also these. Put them with furniture. Now the rest could
be on decoration. We'll make new layer and
we'll call it decoration. I hide the decoration. I do Z just in
case to make sure, I've got this, we'll put them into windows frames, and doors. What is this? This is object. This is an empty group. We can close it.
That's an empty group. These together. We put them with windows, frames, and doors. Now we can drag drop
because everything is much clearer and
easier than before. As you see now, we
can hide and unhide. Some things we've hidden
by the objects themselves. What we need to do is just to make sure to unhide everything. We do right click hide all. Yes. Now we've got
everything unhidden. And this way, we've
organized the project in a very optimized way and when we want to
export real engine, we can export in a
very efficient way and we can export layer by
7. 07 Mesh Optimization ENG opt: Hello, everyone. Greetings.
Welcome to this lecture. We're going to talk
about mesh optimization and all the things that
we need to know in Max. We're going to try to simplify the process as much
as possible and try to make simplified
models for unreal engine. As we know, there is two
usage for unreal engine. One usage is the gaming, one when everything needs to be optimized and very
efficiently modeled. And the other one is RCVS, and RCVS, and product design, we do very high detailed model, and every one of them needs to be considered in a certain way. So we will talk about old optimization
procedures that we need from three D
MAX to real engine, so we can further
it even more there. So How do I know what is the polygon count in my scene or what is
the load of my scene? So we go to the plus sign in the top corner on the
left in the viewport. We say configure viewports
and total plus selection. Show statistics in active
viewport apply and okay. Then we've got statistics here. We've got 4,080,015 polygons. And this number for
architecture visualization is considered a. For a game, and
maybe this is a lot. It depends on it depends on the scale of the game and the hardware that will
support the game. So let's select these and hide them and see
the scene inside. So guys, there's a lot of the time where we model
our stuff and there's a lot of the time where we get ready models from the Internet, so When I get models
from an external source, they definitely are nice
and they save time. But here's the thing.
In three D modeling, there is a difference
between when we get a model that is
optimized in three D, or when we get a model that has extra polygons where the
creators didn't really care because they knew that the end result of this
was just to take an image. It was not to move around the object or for other
computers to play it. So that's the difference
that we have. So we're not obligating on the things that
has high details, and they are in high polygon. We're obligating on things
that has less details, and we're just giving them
extra polygons for no reason. So we need to know which is important versus the
performance and the quality. Always, we need to put
this under consideration. So if we get other
models from outside, the Internet or other
references, and they were good, but they had a very
high poly account, I might need to
remodel these stuff. So if I have an RTX
2070 plus and above, I can work flawlessly
in this course. If I got less, I could
be working very well, but maybe I'm going
to need to work with Nanite and LOD to be able to, you know, work around smoothly. But the thing is that
we don't always have the luxury of having very
good hardware computers. So we will learn all
the techniques that we need to be able to optimize our work and try to
make it work for whichever minimal
hardware performance. Also, even if we have high
performance computers, we need to take under
consideration that sometimes we do send to
clients and these clients, they're not always companies. They might be individuals
that have very, you know, basic computers, so we need to optimize everything to be able to
send it to almost anyone. Again, guys, we're not
talking about animation here, that we're going to
put it as a video, that we can post it on YouTube? People can watch it
from any device. We're talking about real time. So we need to optimize
as much as possible. So let's take an example and zoom in and
see these objects, and try to differentiate and be fair that
does these objects need all these lines and edges
for it to look like this, or can we remove some edges from it or polygons and
simplify it even further. Let's move this
here, make it right. All right. So let's
take another model. For example, let's
take this chair. This chair has a lot of edges, but I see it as they
make sense because this chair has bends and has some distortion
and also curvatures. On the other hand, this
chair is considered a good model chair because
it has very low polygons. This, for example, chair
has very high polygons. This could be more
optimized than that. So this chair we had to bring from a reference
from the Internet. But like if we model
this chair ourselves, we could achieve
50,000 polygons, not 263 polygons as it's shown, 263,000 polygons as it's
shown in the object. So other objects could be
way more a simplified. But as we said, we are dealing with
good graphic cards, and we're dealing with
high tech technology from unreal engine when it
comes to ninit and LOD, so we'll be able to control our scene with the
minimum specs possible. So my eye needs to
be the filter guys, we always filter models, see if they have a lot of polygons compared to the
quality they're giving us. So guys, we always advise
you to model your models. Why? Because you get full
control. Look at this model. It has a lot of details, but at the same time, in the edges, they are very low edges, so you can control
the model a lot. If you're going to get
this from outside, it could be easily 50,000
edges for nothing. Literally like after a
certain amount of edges, we get nothing but
just edges, you know, nothing to show details
and so on and so forth. But when we do model our models, then we've got full control
on how the model looks like, and in the same time, it's very optimized and very minimal. It's not taking a lot
from the performance. So when we learn these
fundamentals in three D MAX, we get to have control
on what we can do here versus what real
engine gives us as tools to optimize our tools. So it's very powerful to know, like this gives us a head start in MAC where we can control our models very well before exporting them
to unreal engine and, you know, have to do
some procedures there. So we always need to
put it as a scale, performance versus
optimization and level of details that
is into every object. So these points are
very important. This was all about the
optimization video. I hope you benefit from it.
See you in the next one.
8. 08 Materials ENG opt: All right. Hello, everyone. Welcome to a new class. We're going to talk
about the materials. So I decided I want to make the materials before I want
to do that touch and detach. And this has an explanation. Because there are
some objects that has multiple of objects inside the same object like a
door and a handle, right? For example, I want to make the door that is a wood
door with a steel handle. So if I attached all the objects and start assigning materials, it's going to take
all wood material. Of course, I can
change it later, but it's going to be
a long time because I'm going to have to
select the faces and all. So we'll do the materials first. So let's start explaining
now and talk about the workflow of the materials
and how does it work. So here we have the Max file. After I finish modeling
and everything is okay. I go to where I want to
get external models from outside because simply they have the style that I want and the amount of
polygons and everything, but like they have this
small thing that is missing. So I can bring them in and you start modifying them and making them the way I
want them customized. So these models,
when they come in, they come in with
different materials. F thing, they come
with a standard, possibility they could come
with a standard with Vira, or they could come with corona. So all of these three, they have something in common, which is the texture. Texture is the picture of
the material I want to use. It's called the albedo.
It's not the material. It's the image of the material that I add some filters to it. It becomes a material
then after that. Filter such as normal
and, you know, and other things.
Reflection refraction. Each of them needs
to be done correctly so I can view them as realistic
materials in my scene. So it could be three
types of materials. So the V and the
corona has a way of export and the standard
has a way of export. So if both of them work, what would we choose? The standard, for
example, Here are others. V A F storm, coroner
and whatever. The standard is basic. And what do I mean
by basic is very light and very simple. It only got the texture on all what is there inside the material
dialogue is the texture. There are no details,
nothing more. This I can modify
in real engine. The other one on other materials
is going to be complex. Why is it going to be complex? Because first thing, there
is between VA and Max, there is a way of
import and export, and between Max
and unreal engine, there is an import and export. There are some data
here and there. All these data, Unreal
engine reads all of them. When unreal engine reads them, We get a lot of nodes
inside the material editor, which will be annoying, and it won't give us
something additional than the material that is simple
and only has a few nodes. So if you want to
talk about this one, how unreal reads it, it's going to be very heavy. And the other material, it will be very light, and thank you very much for
just doing it correctly. So it's very important
for me to know all of these before we start
working with the materials. So we will learn how to change everything we have from
other materials to basic. So since we're going
to work in material, It's also nice for us to know the other ways also
and the differences. Basic and standard we
get it through FBX, we export it through FBX, and the other one we
exported through Data Smith. That Smith reads extra things
other than materials and objects because there are some other things
called light maps. Also that Smith reads them. And the Light maps is
one of the way that is related to building light and real engine four that
we covered before. It's different than
in Unreal Engine five when we work in Lumen
and ray tracing. Data Smith reads material
or light channels that are extra just the basic. On the basic and the standard, we just get two light maps
that they are the UVW maps, and nra UVW maps, which are channel two
that are the light maps. And how do I open the object and make sure that
all the light is coming. So basically, if my
object is a cube, the rap The procedure happens
to be this way, like I open the cube
in all the polygons. So I turn all of
these, I get a cube. So the same rap for all
the objects that I've got. So I get the detail of the material correct and
the lighting is correct. So Data Smith adds extra
loads to the file. But for sure, it
could be beneficial because it can cover more data and cover other stuff, you know, that are not there in standard, but the correct way and the
lightest way is standard. But actually, we
can use either or any of them has its
benefits or drawbacks. So let's come and
start with materials. Let's hide this object
and hide also this one. Let's start from here.
Okay. Let's have a look. So what's important
for me, guys, more than it is a material
that is 100% correct, that the file All of
the file has material, and all the file has textures. Why? Because you can fix
everything on unreal engine. Okay? Why should we
have material here on Max and do it also
on unreal engine? Some other people, they can just put materials
on three D Max, and when I want to render, I render an amazing one. Why should I do it on unreal
engine again if everything is good on Max and do them
again on unreal engine? So this is a very
valid question. But after some time with work, I'm going to have some
experience in this file. From the beginning,
why am I doing it? Am I doing it for Max or am
I doing this for unreal? I'm going to build my own
library on on Real engine also. So we can import and export and migrate our
library easily and just use the materials
we have that is 100% correct and very
nice to any file I want? So after some time, I could be opening the library
that I have in an real engine file that has
100 or 200 400 materials, and I open the new project
through this file, and I can just drag drop and have an amazing material
library to choose from. And it comes through
experience because I've been modifying through this material
list through a long time. So I got an amazing
material library to use. All right, so let's start and check where we're
going to start from. The most important part
for me is to arrange all my textures in the scene and also in a folder like this. Each file I have from
three D Max file, either it was a model
or it was a scene. All the models or the
scenes, they come with maps. Even if I don't use them, I copy them and I put them in a common folder that
is called material. And I paste everything inside. So I've got all the
texture inside my folder, and I can use them
through my scene. So I go to file to
get the textures and let my file read the
textures that I have. So I go to file reference,
acid tracking toggle. Then I can see that everything is missing
when it comes to textures, so I need to load the textures. Why is that because I changed
the name of the file, and I put it somewhere else. So the link is cut between the textures
and the materials. So I click on the first
one and I click on the last one and then
right click Set path. And then as you see, mainly, I get the path of the file that you got it from was the
downloads from the Internet. So it's basically
the same file that the previous user
used on their PC. You want to relocate them where the actual common
materials folder you've created is and
tell them to use bath. Then just wait for a
couple of seconds. And it should work. Usually, if I've did the project correctly and I put all
the textures correctly, then I'm going to get
most of the textures. But if I missed some files, then I'm going to find
a lot of missing files. So what I mean by, if
I missed some files is if I missed some
textures from other files, then we're going to have
such as missing files, because as simple as that file didn't come
with material or textures or as simple as I forgot to bring all the
textures of that file. Well, as you see, it's
a very good percentage that we got the textures from, so the others is that
we can do manually. So basically, the main
goal from putting materials on three D
Max is just having textures for every
single object and just for us to see an unreal and be able to see
which material goes where. The workflow becomes
smarter and faster. We realized that some of
the things took textures, and these models came with the files that already
had textures on, and some did not take
textures as you see here. L et's check the file together. What didn't take texture, we need to give a
texture in the form of a standard material on Max. Now we're going to do M on the keyboard and all where I'm
get is the material slots. Basically, it's the
same in the toolbar. Basically, the basic
that I have here is V. I want to convert
the basic to standard. I'm going to go to
render set up from here, go from render and choose
scan line renderer. That's the standard
of three D S max. And that should be it for
me on in their settings because I'm not going to
render on three DMAx. Then I press M on
the keyboard to get the material editor and start converting my project into standard
materials. Let's start. Let's start with the rules. Let's take a new material slot, VA material, click on
Vira and then go to general scan line
standard legacy. That's it. That's the standard
material slot on Max. Then I'm going to
go to diffuse and just increase the
color to the black. Drag drop, we're going to rename this material,
for example, because of its material, I'm going to say M underscore roofs. Concrete, for example. Even if I don't have
the concrete texture, it's okay, I can get
it on real engine. It could be a little bit dark. Let's make it more lighter. I think this looks okay. Maybe I can make it brighter. I started to edit spontaneously because I already assigned the
material to the selection. Now right click Hight selection, and I'm going to start working as I was working in
layers step by step. Now I'm going to select here another texture and put another color and
move it to standard. Then I'm going to
change it to white. That's the false ceilings, and then I'm going to
name the materials M underscore wall, for example. Rag drop assigned
selections height. Now on the windows, I can
select all the windows. Select similar. Let's see
if I get all similar. I got even the frame, so now, let's just select
manually and select just the glass and give
it all one material. This material should be the
blue material because we're going to create the glass
material on real engine. In this model, it
took also the frame. So we need to make
sure that it's only glass without the frame. But it's grouped. It's fine. We can take it later on. Now I'm going to select
also what is not grouped. This is also a grouped or
attached model. All right. Let's make a new
material slot and select standard and
select blue material. Just for me to
guess that is blue. That is a window,
that is translucent. Change the blue to make a more higher
contrast blue maybe. Right click, hide selection. Let's select the group starf. Let's right click a group open, drag drop, all right. Drag drop, right
click, hide selection. Then here also, drag
drop is Hide selection. Here, it's not grouped. Let's drag drop and hide it. Okay? What about here? Drag drop. Same goes here. Select, right click,
Hide selection. Pen, select. Drag drop, group, open, Drag drop. Click Hide selection, select, group, open, select
these planes, Drag drop, assigned selection, Assigned selection, Hide
selection, group, open, select. Let's click Hight selection. We make the video
go faster, guys. Repeating basically
all the steps that has shown, some
of them is group, some of them is selection, and some of them may be
attached, we'll check. Okay, here we have
mistake in modeling. This should be a window. Basically, we're going
to open a window. What we will do now
is we're going to go to polygon mode element
mode and press F four and just delete the logs here and check if the
edges are aligning. We need to fix it. We just can take polygon mode
from the detail panel and just activate snap
and move the logs, and just make sure
into vertex mode, or remove the grid mode and do vertex and then just make
sure it goes to the edge. Same thing here. Now drag drop the material of the glass
hide and same goes here. Either I assign from here or I drag and drop the material. It's the same. This way, I think all the glass
material is done. This is a good part
that is the glass. I think this was hidden before. Let's check. Election. Check the model. Just the advice, guys, always remember to do save
because it saves you. It saves you from moments
where you've worked for four and five and 8 hours and all your work is
gone. All right. Let's go to the frames material. Let's change it to
standard legacy. And then after
that, from the dis, go somewhere to Charcoal gray
and assign the material. That select similar. We got similar. Now we control and select additional objects manually so we can try to get
all the frames. Even those interior ones, and also the frames
of the window. Also the columns and also and
also the separating frames. Guys we're going to
make the video go faster, selecting the frames. Okay. Let's try to assign
and hide selection. See how much did we progress. Sign hide selection. I'm selecting from the viewport. You are free to select
from anywhere else. If you want to select
from quadrants, for example, you can do that. If you LW, you open
four quadrants, you can select from
here or there or there. It's all okay. You select whichever you feel
comfortable selecting from. For me, I like to
do selecting from the perspective because
there's some details, you know, so I like to make sure I'm selecting everything, and I don't like
to select things that are behind
things, you know. So this is the way
I like doing it. A. H. This way we finished the frames, now we're going to
get to the subframes. Those, we can give a
different material. Any other materials. Now we're going to select
similar and see if I can get many selections, and then we're going to go to this material and
give it to those. Hide, repeat the process again. Same thing, took even a
bigger amount this time. But we just want to make sure that is taking the
correct thing. F three to take it in
wireframe mode and to deselect the things by Alt and
deselecting them. This way. Also, what else? We get out. The selectos, also because this has the
same material as the frame. This window, we forgot
to put with the frames. Also same thing goes here, S for the frame. Same for those. Also these Also the swarm. Okay. So now we gave the
material and we hide them. Now these should take the
materials of the wall. Also the ide selection. Let's see what else
also this one. We give this even
the same material for the wall and we give the same material of the
frame. Also this one. Okay. This way, I believe we
finished all the frames. Now let's work with
the wood material. Let's see what variation of wood materials wood textures and materials we
have in our scene. So let's take the
pick and choose a, an empty slot and pick and see
the material of the chair. Okay. So that's an ra texture. Basically, this is a physical
material or corona or V. What we do is copy
the texture from the base color and
change this to standard, and then write the click where
the diffuse is and paste. Now this is a standard texture. With standard material goes to unreal engine, fully correct. Let's take this one, pick, S. This has two materials, multi sub object material. Basically it has two textures. With two materials. The first texture is one on top, the second one is
one on the side. Now we're going to
copy the one from the diffuse and go
to go to parent, copy from the diffuse, then change it to standard
and then paste into diffuse. Then this is standard texture
with standard material. Same here, right click copy from the di standard
right click paste. This object is good. Let's see other, other
Woods, other wood things. We'll pick this material C copy standard right click paste. This way, scripting
can help us a lot, because if we have a
script that can change all the VR ray materials and the corona materials and other rendering
engine materials into standard textures and materials, this is going to be amazing. This way, scripting can help us. I'm pretty sure there is
this script somewhere, somehow, either people have done it for their own selves
or they're selling it. Scripting comes in handy. Again change this
to standard also. That's a group, so we're going to take one of
these, pick the other one, and take the texture, move this to V ra paste. This I think has
three materials. Let's pick the third one. Let's see this one. That's
a V so copy, paste. Of course, if we attach our model then
basically we're good. But we're doing
it now because we want to do the textures first and then the attach procedure. Same for here, copy, paste. This is not the group, this, we need to attach. This could be okay. Let's pick Let's look for the map because
this one does not show the map along the
way, like the others. Let's pick the wood.
Now we've got it. It's a sub object material, so we'll go to the fabric, take the diffuse
standard material, past the fabric now standard. Same thing goes to the wood, right click copy,
standard and paste. In the diffuse. Now we've got the wood and it
is standard material. Now I can take this
wood and give it just for the models that
they are in the exterior. We'll change it
later. Don't worry. We did not hide the
chair, it's fine. Let's do the wood panels, and then after that,
we can hide it. Is sect similar?
Perfect. Now we're going to give this
material to the wood. But this wood is different
than the wood of the exterior. We're not going to give
it the same material. I think it's all
okay. Let's see. Now, we've got some more here and here. Okay. Now it's all only external. M from the keyboard. Where is the material editor? Okay. It's on the other
screen. Sorry, guys. So now we assign
material selection, and we see the mess. We select this one
and we assign. Okay. I think there is some sort of a
problem, no problem. We will solve everything. This is the white control
d. Let's remove this wood. Basically, what I'm
going to do is take this color and try to give it a wood that has the same color. Give me this material standard, and we'll take the
color of the wood. Try to get it as
close as possible. Let's say and now we want to assign it. Okay. So now we've got a
specific slot for the wood. For the external wood. This, we can get grass
or any other material. Let's see, this is the
foundation of the building. Let's take this wood also and give it the
same color as the wood. So it all takes time, guys, even if it was on corona and Ve or any other render engine. Basically, I'm
going to need to do the process and to do
a trial and error. And for me to know that this material
is okay and perfect, I need to make
multiple of renders, which each render could take me at if it was on high definition
like half an hour or so. So this is why guys, at least on real engine, we get to view it in real time, so we can change it directly on the other softwares for us
to make a material perfect takes much longer time
because usually we don't always get the privilege of having a good computer
to render on. So yeah. So now we continue with
the other objects. We give it this material. We take this table and
give it this wood. No. What about this?
This is possible. So guys, basically,
what I'm trying to do here is to give every model possible a texture on max or a color or an
identity of material. So when I export
them to real engine, I've got something
associated to it, and I can control
it further more. Select all of these and see if all of these has
the same material and see if I have changed this to standard or
not. Yes, we did. We can give it a gray material. Also, all of these, we can
give gray material that we've done on max and just assign
it to them and hide them. We're going to have to select all the components. Also here. Also here and here. This is gray, this is
gray, this is gray. Also, this table could be gray, the lamp. Sorry, gray. Right click Hide selection. Also this and this and that. Sie hide selection. T also the handles so take
charcoal gray. Select similar. Also, all of these elements
take gray, so this is good. Also, this we've done. This is gray. These books
should be considered done. But open, let's check. It's a VA material. So we change this to standards. So here we don't
have a diffused map, so we can take the
reflection map. A map. So the priority is
for the diffuse. If we don't get
any diffused map, we take any map that
is available there. Same thing goes here,
right click copy. Sorry. We make it
standard paste. There the verse, but it's okay. As long as they
took both textures, it's fine and also the
books, then it's okay. Let's see this one here, also. Let's see more books. So when I select
all the books, A. And hide them because all
of them are standard. We take this multis
of object material. These books did not
take any materials, so we can change them with other books or look for
textures and assign them to these books this chair group open, select. Let's do So sometimes guys, this case is valid that
it has a material, but it's not shown
in the viewport, so I just go and see
any maps if there's any maps in the material slot. So if there's no
map that is valid, so I just can create a
slot that is from scratch or just give it any other
material that I find suitable. So I believe I'm
going to give it the same material as the chair. This one, not this
one. This one. This one had the fabric, so we'll just give it
the same fabric as the other chair and
we'll change it later. But the most important part
is that every object takes. This is all we at, but we don't want it to its ID. Okay. Okay. So basically, in this case, we have a problem
with the IDs, guys, of the object itself, of the polygons, not 100% fix. Okay. So only for this chair, we're going to jump
to the ID parts, so we're going to take element
mode from the editable. And I want to make
sure that that I am on the edit p and I want
to attach the pieces. It's the same process, but we're just going to
make it for this one, for us to make it clear, what's the problem
for this chair? I want to make sure that I'm
attaching the correct parts. And where else? I took
the structure all of it. Nothing missed. All right. Now what we want to do is select the element mode of this
object or the polygon mode. Control all with a polygon mode, then we're going to go
to set ID and do two, type two and press enter, then it's all with
the wood that I want, regardless of how
the map looks like, it all has took the same
ID with the same wood. You can see we can
fix things here. We can edit things, so you can see the
wood becomes more realistic and looks better. This way we finished this chair, and it's more organized now and even more efficient because
now it's all attached. This one hide also
still this is a group, so we open and we make sure
everything has a texture. Let's see which texture
does this material has. Okay. Wait. We We We hide the carpets, but we did not make
them standard yet. So this is one of the things that cause
problems later on. So let's just pick, go back and change this VA
material into standard. So we'll just click
on the button here and we're
going to go to map, see if we've got any maps. This is the glass material. We're trying to find the
texture of the carpet. So select. Here is it. Map, copy, hear a standard, then we go to the diffuse
baste we've got it here. Same for this carpet. I think it's the same as this one because we
change the core material. Hide, now we take this. Sofa group open, and we pick standard and paste. Guys, just in case
for the people who doesn't know control
Z is how we undo Max. So now we're going
to do a fast forward and do the same materials
of the furniture. The textures will take textures and the colors
will take colors. Okay, guys, here
we're going to do a multi subobject material for the model because this has
no material from scratch. We we've done the
modeling for this one. When I clear the slots here, so we go to utilities and we do reset material editor slots. But I don't want to reset
because I don't want to lose the materials
that I have here. So basically, I'm just going
to give some colors to this model generally just for us to have a
material assigned to it. Now we're going to take a new we're going to take a new
slot that has a color and now we go from general and go to multi Sub
object. Now we got it. The first color is material 17, and then we go to the second one and we choose a
standard material. I want the color to be like a little bit
brownish for the ground. And the street will take gray. Now we've got two
materials, drag drop, rename, S. Now we got this one. We just want to swap it now. Now it's all good. Also, we can make
it brighter a bit. Okay, maybe just a
minute for it to be clear and this will take the same material of the
ground Hight selection. Close this and go
to the details. Click Z. This is how I zoom in. And now I want to continue
and finish all of these. This we're going to delete because this is not
a very good model. We're going to replace
it with another one. I think this one, we're
going to delete as well. We've got other models. We're going to talk
about how to import that they look much better. What is this? Something. Group That's a group. This group, we're going
to hide selection. My selection, Now
everything is hidden. Now all my materials are good, and we've done the
materials for everything. As we said, the concept
is that we're trying to give every model a
standard material slot. Everything else we're going to fix on the real engine part. Of course, some of
the things we left, there's going to be a lure that we're going
to fix everything. But don't worry about it.
Everything is going to be okay before we export
it to real engine. That was it, guys see
you in the next class.
9. 09 Material Pt: Hello, everyone.
Welcome to a new class. Before we talk about
attach and detach, we're going to copy and
paste some models that I have that I fixed
in the main file. This is a ready file. I've got two files,
one for you guys, and one for me to test and
trial before I explain them. Okay, so we've got more than one model
that we want to fix. We want to copy them to the
file that we're working together from them
are those two vases. Even this one I deleted it, but I want to take it again. We could delete it
later on. We'll check. I want to take these
objects, and usually, guys, I'm going to do an ult Q to isolate and then
I'm going to go to file Save as
or save selected. And then after I I
do save selected, I'm going to name
the file in and take the same file and drag drop to my main file and merge it there and move the objects
where they should be. On the other hand,
I have a script. This script makes my life much easier in
copying and pasting, other than saving as the
file and merging it to the other project folder. I've got a script that
does copy and paste. This script is fully explained
in my YouTube channel. You can go check it out and see how to download the script. I've attached the
script to it also, so you can download it, install it on your
Max and start going, and believe me, guys, this will save a lot of time. All right. So basically, what we want to do now
is copy these objects, other than save selected
and merge and naming it and move it there and try to put it in the same
place and the right place. So now I just copy, and I go to the other
file and just paste my objects. Check
this out, guys. What's nice that the objects has been copied in the right place, exactly in the right place, other than me moving them
and merging the file, and so even the materials, I don't have to fix
them because I've already copied the textures. So before we finish
this lecture, we've got a couple
of books here that we did not convert to
standard material. So let's just check together. So we're going to
pick And as we said, it's still a V ray material. What I'm going to do now is copy the albedo and go
to scan general, sorry, scanline standard, and then right click paste in the diffuse, and
I've got the book. Same thing goes and applies
to the rest of the books. Pick the material of the
book on an empty slot, then change it to standard, paste, good to go. Same applies to the other ones. All right. This one already as material is the same
as the previous one. Oh. Yeah. These I guess they are
standard materials already, so just let's make sure. This is VA, the other
one is standard, so we changed this to standard, as we know, selection, go to empty slot,
pick scandar paste. Those are attached. There are multiple objects. This will give me supposedly
a multi object material. But for some reason, I can't see the multis
object material. So let's make it standard and see if all of them,
they will take. Then they all have one texture. All right baste. So why do I guys do this? Because simply if we leave the materials to Vira
and we export them, we will export through FBX. So if we export FPX, FX does not read the
materials of Vira or corona. So basically, we're going
to have a problem that the models won't
have any materials on them or any textures. So that's why I do standard
because it's sad by the FPX, and it's read by Vira and corona when I export
through Data Smith. So we do with the Safeway. And also the standard,
as we mentioned before, it's much lighter
than a VA material. Okay. So some books already has some materials that we
already did in standards. So now, we just pick and see which material
is assigned to it. How do I know that this material is assigned into the
viewport or not? So I've got slots and I've got like a frame
around the slots. And it's like a white frame. And inside these slots, it's an empty wire frame. So this is an indicator that this material is
used in the scene. When it's completely empty, no framed, then, the
material is not used. And when the material, the frame has white border, like this four quadrants, has like white borders,
like filled white. Then this tells us that
this material as shown is the material that we are
currently using on this object. So as you see, it's,
the one just above it is empty from the inside
as the frame that I mean. So if I press on it,
it becomes white. If I hide it, it's no
longer like filled white, that means that I'm no
longer on this material. Same goes to this material. So this is an indicator
for us to know that where are we in the scene and where
are our materials. Okay. Right click,
convert to b Poly. Let's see if I've got any
problem with the normals. So from the modifier list, I press edit normals, then I do control all and after hovering on the Gizmo
and I do break normals. But we'll cover this
in different lecture. Okay. Now we're going to
make sure that this has standard material and that the model itself
has no problems. Okay. Let's make sure and make a reference and
do acid tracking just to make sure things
that we took materials, but they're not taking
materials, so material. Okay. Okay, so, you guys, I found
out that the materials not saved on the file that
we were working on. So I looked for the file that we were working on
the materials together. That was the last
saved version from it. So how did I find this version? I went to file open. In the Max. Whenever I do file and open, there is something
called project folder. This is the basic file that has saved all
the materials and the textures and
the autobCs that I worked on for my project. So how do I get this file? I basically go to file open, and then when I open, I go to the root folder, and basically my scene
usually is in the scenes. But I'm going to
go to AutobaC and pick this is the third
one, Autoba three, and this is the most
recent date that's yesterday at 5:25 28. So that's the file
we're working on. So there are some missing stuff. Not everything we've
done had materials. So now we're going to give
materials to everything, same steps as the video we did and go back and
do the books again, unfortunately, and
then we're going to be all ready for
the next lecture. This way, we finish
the materials and go to the attach and detach.
10. 10 ID's Attach and Detatch ENG opt: Okay, guys, hello. Welcome to a new class. So I fixed a couple
of things in my file, and I took the objects
that I needed and other things I had
with other materials. I took it, and I did the same thing with the workflow
that we learned earlier. So I took the object
and I gave a material, and just in case it
was a VA material, I converted to a standard
material and it was okay. But yeah, everything is separated and well organized
and already has a texture. In this lecture, we're
going to talk about attach and detach very well. Let's take this
chair as an example. It Q to isolate. We'll go to group and open. This chair is a group and
it's a three pieces chair. How do I attach this object? Let's understand the logic
of the attach and detach. I have an object, for example. So this object is
consists of two pieces. So this is piece number one, and this is piece number two. Usually, what I can do
is attach both of these. After I attach them, if they didn't take materials, both of them will become
the same material. And this is wrong. But there is ways around it. After they took
the same material, so now I need to
detach this object and this object as ma
as in geometry. Let's say this is
the other object. So it's two objects. So the most important part for me is the material
to be separated, not the object itself. So as long as I'm going to
move the object together, there's no need for
it to be detached, and so many objects in one
object and it's group. So it's very simple object, so we just can attach
them together. They're not just further
away from each other. They're very close and
very consistent in size. So if it's a small object, then makes sense for
me to attach it and just change the material
to separated materials. So for me to be able to
change the materials, I need to enter
the polygon mode, and we'll see what does
that mean in a bit? From the polygon mood, I need to pick the IDs
that the faces has. And these faces will be separated depending on the objects and the
materials of it. In the material editor, what I will do is to do a
multi subobject material. And pick one to be the fabric, and two is the steel. Multi seve object materials
gives us a lot of slots, maybe up to ten slots, slot number one is fabric, and slot number two is steel. Either it was a color or a texture of steel
or anything else. Basically, what I did is, I did the inverse, also works. Before I attached, I fix the
materials of the objects. Although there was a lot of
objects, but in this case, no need for me to
enter the polygon and edit the ID and give a multisubobject
material for this, multi sub object
material for that. If I gave material for the first object
and the second object, then I can attach
directly both objects, and Max will understand that
this is number one as an ID, and this is number two as an ID. No need for me to
identify the IDs because they are already identified with the material
of the surfaces. This way works and this
way works, no problem. Let's work with this object. This object already took material and editable poly
and same for the other one. Now I no longer need the group, so I need to close
and then ungroup, and then I need to attach match material
IDs to a material, and attach this one also
and click Ok. Now I've got one object with two materials, two
separate materials. When I choose M from
the keyboard to open the material editor
and do reset, and now I'm going to
pick. Check guys. We've got three materials in one multi sub object
material other than giving me three
different slots of standard materials and
picking a standard material, then Multi subobject
material and go through the manual process. Now we can do it in
automated process. So no need for all of this
work to prolong the work. We just can pick
and give materials, and after that, just attach and everything
will be controlled. So see if we hover over the IDs, we can see that they are with different IDs, one,
two, and three. Other than doing this manually, I can just give material to everything and
then just attach it. Then it becomes an
automated procedure and the material slot gives me tib object
materials that ready. This is the strategy I followed. For everything
else in the scene, we need to do the same concept. Let's take this kitchen
island and attach attach. Same thing follows till we
complete the entire object. Basically, what
I'm doing is just attaching relative or related
objects to each other. It is basically much easier for me because I gave
material to everything, so there is no problem at all. All right. Same thing. We do. So we finished
the object, we hide it. Next object, convert to diti P, because I need to attach it and attach all the components
associated to it. Now we move it to make
sure that is one object, and it's all the same material. Same thing applies
here. We ungroup and attach everything together. But we need to convert
it to editi poly to be able to edit it. S So now it's one
object I can hide. All right. So this
is one object, and these are two objects. So basically, what
I'm going to do now is ungroup or delete and just copy instance by
clicking ult and dragging, and now I get an instance
and they're ready. Same thing goes here. We need
to attach everything that is related to each other
to become one object, and it's easy for us to change the materials of, to
change the model. And it's going to
remain a static, so it doesn't make sense
that it's multiply groups. It makes sense to become groups if we're going to do a
certain interactivity on it. But if we don't have
an interactivity, then we can attach
the entire object. And we need to focus
because we don't want to be attaching stuff that is irrelevant to us
to the kitchen island. So this is what we need to do. Just go over the objects and
attach all of them together, and pay attention to a irrelevant objects
or other details. So basically an
indicator for me to know that this specific piece
did not take material, so is that while I'm attaching, I see that the object that
doesn't have material, when I'm attaching it, it's taking another material. It's changing the color. So this way, I know
that this object has no material, for example, okay? We're going to touch
this object also. I think this way we finished the kitchen island. Yes, we did. We're not going to
touch the oven. This is going to be a
separate object to work with. Basically, what we're
going to do is fix the buttons of the
oven because they got lost while we were
copying and pasting. We're going to copy them from
the main file that is done. The file opened, and
I'm going to copy the buttons to the other file. And the buttons already are attached on the other
file, so basically, we're just going to delete this counter and just copy the other one
because it's ready. So copy objects and paste it. There we go in the same place, with the same material,
with the same everything. So that's the advantage
of scripting guides. Make sure you go back to
YouTube and learn how to install it and use it
because it saves a lot of time. Does not just move objects, I also organize them
in the same place. Let's check the
chair and the frame. So as we said, we want to take
each of them as material, and then we attach
them together, then they become a multi
sub object material. These chairs are pre
donone so we can hide all of them. Hide selection. The table, for example, the legs of the
table is a material and the top is a different one. Sorry. So basically, what I
did is I gave material to the top and material to the leg and just
attached everything. So the table must be
attached if I want to change the model in
unreal, for example. Otherwise, it can be separated, but we highly advise that we attach everything that has
to do with each other, and that does not have
to move, you know. Moving to this model, so basically this model
is a copy instance. So how do I take an
instance is ult drag, and then I pick as an instance. What does instance mean
is that when I copy, anything that I edit
on this object will be fixed altogether
on the other objects. It's not a normal copy.
It's an instance. So basically, if I know for sure that all these pendants
will be the same, so no need for me to give
like every single model, materials on its own and
attach everything on its own. So basically, no, I
can just do one model, and So basically what I'm
going to do is unique. I just clicked on the
button to make it unique, and then I'm going to attach. Both of them has materials,
group and group. And what I want to do now is make sure that
everything is attached. Attach. So now the attach is done. What I need to do now is make
sure I'm out of the group. Those two are done. I can do this, or I can do just one of them and
just copy all of them. H I clicked on the group directly and
deleted it without going to group panel in the toolbars
and changing it there. I just moved the desk
to show the light, and now I want to attach
the two objects together. For us to be focused, let's hide those and do
the same for this object. First click, then same
click at the same place, I can click the object
behind or below, and then I touch
both of them and. Moving to this object, convert to the poly, to remove any modifier
that has on top of it. So now I attach
everything together. Now I've got like an
entire piece together. I've gave it material,
I give material once, I give you V, I give you V once. Everything I do once
once they're attached. And I know for sure that
this will be stationary. This we're not going to move, so I will attach it as well. Also these handles,
and I didn't take the materials of
the wood because I gave unique material
to this object. So now I hide, all
the shell is gone. It's acting as one object. Now here, what do I have? So if I delete this box, this box is higher
than the wall itself. Saving. What I need to do
is to edit the box itself, convert to editable poly, I'll take the vertex
and just enable snap by S and make sure that
I controls on vertex snap, and then I move it down and
attach it to the top here. And everything is great. This one, I want it to be white. Now I attach the
wall and I attach the handle Just in case I want to open
the door or close it, I can open it or close it. Why did it open like
this? We'll talk about it in the pivots. Same thing goes for this object. This FFD modifier helps me to move the object
and stretch it. Convert to the b poly
and attach everything. These cabins also I want open, so it's okay for me to
attach them together. This all I consider
one entire piece, and same thing goes
here, attach, attach. We're good. Ide. Okay. Same for the cabins. I'm going to consider the
entire cabins like one piece. Because these won't move, and these won't move as well, so I just can attach everything
together that won't move. But of course,
this is the cabin. So we will attach
only the cabin. We won't attach other stuff that has nothing to do with
the cabin, such as details. You know, details are
placed in the cabin, but has nothing to
do with the cabin. So now I can attach
the back as well. Okay. So it attached
the wrong object, so we want this
object to attach, not the wall behind. So right the click
for me to leave any command in Max
and hide selection. This is one object or sorry. Let's attach the handle.
Same thing here. Attach hide. Okay. Same for this couch. If we hide, and these
pillows are separated. So only in this case, it makes sense for me to group the pillows and
the L shaped sofa. Why? Because I want to give every single pillow a
different texture, right? So I can either do
what I did before is basically place a material
and then attach them, or I can just group
them and send them to Unreal and give separately
materials there. What I can do now is
control with selection, select all the
pieces of the couch, and group also maybe the
book and close group group, and then group group again. And what do we call the
group is GP underscore couch and to make it more
specific long couch. If you want to specify
it even longer, a long living groom couch. But I don't want to make
the name very long. We'll just stick to this. So
we delete those control Z, I think there's a duplication
of objects as I expected. So now hide and just delete
the rest. We're good. So just to make sure if we unhide But they're.
They're good. All our pillows are
there and it's grouped, it's not attached,
so as we wanted, close control Z,
control Z, control Z. Now we're here and
we get deletes and continue in the last
point where we continued. This book is a duplicate
as well and hide all, exactly, so it has
two books the same. Now I can delete this book. This is one piece, we
can hide directly. So guys, if it's a
editable mesh or editable poly doesn't
make a difference. These all we want
them as groups. Make sure this one
has a material. After some time, all
the procedure is much easier and only minimal
things need to be done. Underscore table accessories. Hide selection. All right. Now, this is one full
object. Hide selection. We're not going to
attach, neither group hide same for here. We check if it's a group, we ungroup it just in case. Let's move it, make sure. Okay. Basically, what we're going to do now is just
hide it because all good. These all we can group together. Group group group. One group as well, because I want to empty all the groups, GP underscore coffee table. So I can read them
easily on real engine. Same for this lamp. But open, this is grouped. What's grouped is the bulb, the grouped with the
side lamp itself. Basically what we
need to do is give a random color for the light or take an existing
material for this one. Pick from this
spotlight material and I know it's a color, but we'll differentiate
it non real. Z to make zoom on it, control scroll shift
with the mouse, so we can zoom in, drug
drop this material, and we can give this
material any other material. Now we can attach
them together because then we have three
different materials for every single element. Now we close the
group and ungroup, or we can delete the group, as I showed you earlier, just delete the boundary. And same for all the
other pieces, guys. These, for example, are a lot. What we need to do is
to attach all of these. Basically, what we do is select everything that has
to do with the objects, lt and deselect the edge of
the house, and then lt Q, and then I can attach right
click Converter b ply, and then I can do attach. There is next to it, something
called attached list, and I just attach
all the spheres, attach, and then I've
got it all attached. At the same time, I I didn't
do this attached list, so look, what I need to do. I need to keep on pressing till tomorrow till I
finish everything. I need to go to the
sides and I need to go to the other
viewports and try to, you know, make it correct, and maybe while I'm
attaching a moving object. So after some time, I
need to be smart in Max. If there's the tool for
me to attach everything, then why should I do this? So basically, when I
attach them as a list, so I select one, convert the poly and attach
list, and attach all of them. Of course, guys, it's
necessary for us to have it all
isolated in a view. So I don't get thousands of options when I
want to attach list, right? Because if it's
all in one scene, and I want to attach
everything together, then I can attach
the entire scene. So now this entire
object is attached, and everything is good. If I want to do it piece by
piece, sick longer time. So I did unhide for everything. Now I need to quickly and hide. I deleted the kitchen
counter by mistake. So basically, I need
to reimport it again. You see, it's good that
I have another model. Otherwise, I need to
go back to the auto back and see if I'm lucky
enough to have it there. Otherwise, it's
permanently gone. But in my case, I'm good. I just copied and paste. Basically, we want to
save this file and show you how can I retrieve
the auto back files. Basically it needs to be
in the root folder of Max, not the folder of
the project itself. So basically, as you guys see, if we try to open it
from the scene itself, then it's not going to open it. What we need to do to
come back to that file is basically an empty Max UI, and then after that, try
to open it from there, you know, by doing
file and open. Let's say, don't save because I don't want to
change anything else. So this is the root folder. So now I go to auto Ba and here, I've got a chance to retrieve the file that I
deleted anything. So if I deleted the thing and came back to it after 1 hour, 2 hours, then I've
got it lost for good. So that's why I
need to always have copies and always
save, you know? I've got three
copies of the file. Always guys keep copies
because you can always come back to them just in case you've deleted anything by
mistake here or there. So in this way, I've got
everything under control, and I've got nothing
to worry about. Okay? So I think we're good now and everything
is attached. We were able to
retrieve the model. So all of these, even the
dining table and the chairs, we can group them together to help me with the hiding
and hiding objects. So basically, we want to focus
on is the windows, guys. Right click converted DP. You see, we have space here. So basically what we want
to do is converted DP. By the way, these mistakes
in Unreal are very problematic because
if I have gaps in my model and lights enters, then it can break the entire
build of the light or how the light is
reading my scene. So we need to make sure that our model is completely sealed. An unreal engine, it's
very important for me to know that all
my models are sealed. Now, basically, I need
to go over the process and make sure that all
my model is sealed. Snap can help me a lot, guys in making sure that my model is sealed.
Same thing goes here. So I can basically use the access constraint
just to move it to the ZD. And to zoom in and
out just to make sure that it is 100% sealed, converted the poly attach, and then we can attach
the frame and the window. And guys, we're going to
come back to this point. Remember, we're just
going to continue now, but we're going to come
back to this point where we will talk about this
specifically the windows. So now I want to make sure that everything
else is sealed, but the rest is okay. Sounds like they are okay
because there's no seal. There's no gap, sorry,
right click hide. Now all is good when it comes to the glass. These
three pieces. Now, these metal doors that
are within the window frames. So now, since this will open, what I need to do is, I need to attach
all of it together. I don't attach the bigger frame. I attach the smaller frame, and since I have the
vertical elements and the top frame and
the bottom frame, then it's kind of I've got a
frame for the entire door, so I'm going to
attach the handle, attach the small frame
and the glass itself. So this is attached now. Ideally, we're going
to talk in pivots, but ideally is basically we bring the pivot
to the corner. And this way, I've
got a door that opens 90 degrees like
I have a hinge door. So it's going to open
to the outside only. All the things that
needs to move together, we attach them together. Things that doesn't
need to move, then I can attach
bigger groups together. Most important part before I do attach is that everything
already took material. Or I attach and go to the IDs as we explained and
change the IDs to one, two, three, four, to ten, if we have ten materials. And then after that, give it
material and make sure that each ID took the material
that is associated to it. So this way we
attach the windows, the way we attach the furniture. Also, such models,
how do we attach. Such models already
took materials, so what we can do is we
can attach them with the phase. All right. So since the vase
has no material, then when I attached it, it changed the material of it. Drag drop. It's not
changing the material. Here, let's check the faces and see if the
normals are flipped. We'll go to normal,
control, then break. No problem with
the edit normals, then maybe we can go to the element mode and try
it from the editable poly. Basically, this model does
not need edit normal. Basically, let's talk
about the normals quickly. Normal guys is basically
when I have such an object, and the color of it from
the outside is glass. For example, When the
normal is flipped, What does that mean? That means that the glass
that I'm supposed to see from the outside is inverted
to the inside, and what I should be seeing from the inside is inverted
to the outside. So how do I fix this? Is the first way
is I edit normals, and not all the ways
edit normals could work. So I press on the row and press
on normal and then break. So it breaks all the normals, right click converted
the polyit works, or I go to the polygons. Maybe select element, and I have an option
down called flip. Let's look for it.
Maybe from dit. Let's press control
with the polygon mode, so it covers from element to polygon with selecting all the
faces that I need to have. Control and click on polygon. If I want to select
all the vertices, I press control and select the
vertices or all the edges. But if I'm in an
element mode and I go to polygon or edge or vertex, If I'm on element F
four, if I select, for example, this polygon, and I told it control
and click on vertices. It only selected the
vertices only around it. I selected all the object
as an element mode and I said Control
and polygon mode, then I go down to the
options and look for flip. Here is flip. W red this way, the model is flipped and wrong. When I flip it and it's
red that is bright red, then the model is correct, regardless of how
is it looking now. I think there is a mistake with this object from the model
that we brought it from. That's I think as I said, we have a problem
with this model, so now I can easily just draw a cylinder
and delete this object. Almost from the center point, I drag it up, it
created it down, so I put it up this w and I in the height it get it here to see how many sides
I have for it to be smooth, I need six sides, not more. Then I can delete this object. But here, I need to
fix the cylinder. So it looks like a vase,
so I need to click, converted the bell poly
and take the polygon. There is on top deleted. Then from the modifier list, I can enter shell. Now I've got 100% these. I can put it up a little bit and try to center
it to the plant. And this, I can give any
material and it's 100% correct. Here is the power, guys when we have modeling tools
and modeling skills. I can fix anything I want
anytime I've got a problem, but if I have no
modeling skills, then I'm only constrained by the models that
I get from outside. So if all the leaves
are separated, we take and do the same thing that we've
done for the walnuts is basically take it and
isolate it and just, you know, attach all
the leaves together. So guys, the things
that will move, I attach them together. The things that
are, for example, such as like a group of a
coffee table and the plants, I can group them all together. So when I move them together, they are much easier to move. It wouldn't make sense
for me to attach them because they're not
the same object literally, but they are together,
so I can group them. Same thing applies to
the cabin and everything that has multiple objects
on top of each other. So the last thing we want
to talk about in detach, if this object did
not take material, and I attached both objects. So suddenly this plate is
wood material as the board. So what we do is we
convert to the tiple poly, then we go, for example, if we attach But just in case that the plate
did not have materials. So what I do is basically
select through element. Why do we select through polygon intellect
through element? There's a lot of tools to
make a quicker selection, but if there's an element mode, so we can just
select element mode. So select element
and say detach, and then we change the name, and we say, Okay, and
this way, we're good. So that's why I left the naming of the frames
and the glass and the windows for later
because I wanted to attach and fix all the
frames in the glass, and then after that attach and then after that name
everything together. So for example, this
frame is box convertible poly, attach, attach, attach. So now it's easier
for me to name four objects as one object other than naming four
different objects. It's even easier
to give material and just identify
anything related to it. Same thing goes
here. Right click, convert to the Bel Poli, then we attach the entire frame. Of course, it's going
to take a bit of time, but we make our lives easier. Selection. You see, attach, control Z. I've got only one object much
easier for me to name. So here now we select
attach, attach. This window, it's up to me. Am I going to open it or not, but I think I'm not
going to open it, so I just going to attach
the window with the glass. Same for the glass panels. Same for the handle. Same for this object. We just want to attach
the handle with the door. So just in case I
want to open it, it can open sliding with the handle because it's realistically going
to open this way. Even the toilet, I attach
the handles with the door. And in this case, I'm going to fix the pivot
of it in the pivot lecture. So this is the logic of the attach and detach.
This is a group. We're going to group and attach all the elements together
with the handle, because the handle is going
to open with the door and the frame without
the exterior frame. So if I take the entire frame, attach the frame,
look what happens. Now if we rotate, it's wrong. We just attach the frame
and the handle together. Then I attach the glass with the frames because this glass
is going to be stationary. It's going to be fixed. So I can attach it
with the glass. And the same way for
the entire scene. So I can attach and detach the entire scene and the
objects that are related, of course, under a
certain hierarchy. But the things that I want to have interactivity
in the most, I need to focus on the most. So this we have to put
under consideration. So for example, I'm
going to look at this environment
from the exterior, so I'm going to give material to this building material
to that building. So I need to attach
everything together. So when I look at it from
the unreal viewport, I can just drag and drop
and all the surroundings of the building already
took the same material. I don't give the same material
for multiple of objects. Of course, in a certain logic. So I attach things that
are in the same place. I don't attach wood with different
buildings, for example. I just attach wood with
the same building. So for example, let's
explain through Epic pen. So before this, let's zoom in. So this is the screen of Unreal, and this is the viewport
of the unreal engine. So Unreal engine reads everything that is
inside the frame. So it makes sense that
all of this piece is attached together and
this together, and so on. So I I attached like
all the wood together, like this building
and this building, and also the building,
on the other hand, What will happen is basically, even if I'm looking
at this view, it will calculate one, two, and three, because
they're all attached. Even if they're not in the
view, it will still read it, so this is even more
load on the file, because it's reading
everything together, even though it's hidden. So that's why I need to attach things that are close
to each other only. So when I'm here, it doesn't read the
entire project, right? It reads just the area
I'm working with. This way, I'm not optimizing my project and my work is wrong. What I want to Later on, if I want to do collisions, then this is even
a bigger headache. That's why I only
attach things that are next to each other and
related to each other. Things that will be fixed,
I attach and stay there. The things that will
move. I attach the things that will move with it
only, such this door. I just attach the
components of the door. I don't attach the main frame. So this is the main concept of the attach and
detach and the IDs. We're going to talk in the next video in a
very short video about the edit normals and
try to fix it and show you guys how to edit
normals correctly. Just in case we didn't
do edit normals on Max, we can do it on real engine. I hope you benefit from this
lecture, see you later.
11. 11 Edit Normals ENG opt: Hello, everyone. Welcome.
We're going to talk about flipping the normals
in the editable poly. So now we're going to hide
the roofs and go zoom in to these glasses and take them as Q to isolate
them in the scene. And as you see, they are black. They don't read neither
light nor texture. Now we're going to
select element mode and go to edit elements and try to flip
the faces from the So the main indicator
that I have a problem is that
we have a dark red, and now we have a bright red. So when it's bright red, then it's correct 100%. When it's dark red,
then it doesn't read neither light nor
texture or material. So this could be the
case in multiple of objects in our scene and when I copy them from other
scenes. So it's okay. That's how I can fix them. I can convert them to editable
poly and flip the faces. Of course, there is the
modifier that is edit normals, but now we're going to
cover this for this sake. And as you see, we can now see all the materials
with no flip faces, and it's all 100% correct. So basically, just in case I forgot to do this step in Max, and I moved forward
to unreal engine. Don't worry. We can
fix this as well. There's no problem.
In Unreal engine, there's a tool to
edit the normals.
12. 12 UVW Map ENG opt: Hello, everyone. Welcome
to a new lecture. In this lecture,
we're going to talk about UVW mapping and it's one of the most important
topics in unreal engine. As we know, we fix the materials of the objects that we have. So now we need to make
sure that the mapping of our object is 100% correct. So we're going to
give you a couple of tips how to do that. So let's take an example. I have this table, for example. The scale of the table, guys, is different than the
scale of the chair than this object and this
L shaped couch, everything that has
a certain scale. So for us to be able
to fix the UVs here, We need to take a couple of
things under consideration. I have a way based
on experience, guys, is that when we give
a text to an object, we can unify the maps
and the UV coordinates. Then after that, we can
work on the work flow that we are doing the
rest of the objects on. Let's delete this
and make an example. Let's take this
object for instance. This object when
it goes to unreal, unreal engine reads it as a three D model that has a
texture that has a material. And also has a
light map channel. And this slight map
channel is one and two. One is for the UVW map is to make sure how the texture
look like on the object. And two is the Andra UVW is that when light is exerted on the object and how
the object is open, as we explained in
Andre engine four. So In nal engine five, we're going to need Light
Map one only Channel one. We're going to work
in Lumen technology. We're not going
to work in build. So then, we need to focus on one and make sure
all of it is correct. What is the UV that we need to do for our work to be correct? We need to do object by object, go to UVW Map, pick the closest
shape to the shape, and we picked box because
it's the closest. So we'll give this a texture just an example to
see how it looks. Okay. So, let's do an
actual wood, actually. Something that is very close to. And we'll change it liter. We'll jug drop and now
we've got the wood. But this is attached, so we need a multi sub
object material. Basically, if we gave the material of the
wood to the wood and the of the handles like the charcoal and
then we attach them, then we're not going
to have this problem. But the thing is that we want
to explain here is the UV. When we do UVW map
and do box look, how the texture looks
more realistic. Of course, we can calculate the distance on all of that
according to real life, but This looks much better than the repetitive pattern
that was on it before. Be the texture is
looking good here, we can leave it as it is. But this in unreal engine, other than we're
going to learn how to do materials and
also scale the UVs, and also we're going
to rotate the UVs, and we will learn
like a couple of modification on the UVs, inside real engine
for us to be able to fix anything that was not
working correctly on Max. This is basically the
length and the width and the height of the
object on three D max. If I want to edit these
in unreal engine, this is also could be done, and it will be
fixed on all axes. So what we need to do in
unreal engine or in Max, so unreal engine is 100% compatible is that we unify the length of width
and the height. So this way, we make sure that all is to
real world scale. Even if it looked better before, we make sure just to make
it 100 by 100 by 100, representing 1 meter
by 1 meter by 1 meter. Later, when we give
it any material, for example, if we want to
change it in unreal engine, then I have no problem because the UV of the object
is 100% correct. So I can give it
any material and it will read with the actual size, with the size of
the texture because some of the textures
are not unified as two by two or 64 by 64 or two k by two K. Some of them are
like two k by four k, so I need to make sure that
I'm doing it correctly, at least a unified one, so everything else
can work on it. So just in case there's
anything I missed in Max. We have all the tools, same tools in unreal engine
that we can fix everything. But in the basics, we need to do everything in Max, so we need to learn
everything on Max and make sure to
cover everything on Max. So it's very good for
me to know how to do this on Max and
on unreal engine. We need to make
sure that most of the objects or if not
all the objects in our scene has a UVW map and is like 1 meter by
1 meter by 1 meter. We want to convert this
to edible ply just to fix the texture of the handle, and I no longer need
to give it any UV because it's collapsed now
within the editable poly. I'm going to pick
the elements here. I have two ways, either. I pick the element and I
detach and I give a material or I drag drop the material
directly from the editable p, and then I've got it
and it's correct. L et's try this here also. Drag drop, try another way. And I can later fix
everything, no worries. If I drag drop here, it's going to take the entire object. I need to fix it and I need to be inside the editible poly to select one of the selection
modes and try to fix it here. The second way is to
detach those objects. After I detach, the name
is going to get corrupted, so I need to fix
the name as well. After I detach, I can
select and just drag drop, and then I've got this material, and then after that,
I can reattach it. And it's fixed. So
I can do either or in different ways.
This is how I do it. What I would prefer is
to do option number one is basically just to collapse, take element mode
and just drag drop. Just in case I forgot. Ideally, I should
do them as IDs. But just in case I forgot, I can do it this
way. Yeah, exactly. This is how we should do it. Set ID number one
and number two. But just in case I
forgot I just can take element mood and just drag
drop the material onto it. And finally, I can give this object the UVW
map and choose box, and do 100 by 100 by 100. Except the objects guys
that all the material is very correct and
unwrapped on it, and if I give it any
UV, it will be broken. So as you see, this is
an unwrapped material. So what I need to do in this case is just
leave the object as is. This object already raped. So that's why we see
the channel here. We see all the components
of it in one map. So what do we mean by
that? This is an object. When it detach it
in the rap process, We've got a border
in the rap and when it separated it as a
cross, for example, map. What it did is other
than giving it a UVW map for the entire
object as we've done in this, he took face by face and gave it the material of it and what's going to be
visible and whatnot. So that's why it looks different
than the normal texture. This is the entire
object is one texture. It's not like what we did previously with the UVs
and the cupboard handles. So basically, as we
mentioned, such objects, we just leave it as is and
it's already unwrapped, and the UV looks okay
already, so we can leave it. Just make sure that it has a UV, and everything is going good. Complex objects guys. Usually, we leave them as is
because they are unwrapped. In unreal engine four, we had to basically
fix the channel two. Look here, for
example, this book, if we try to fix it by UVW
Map and give it 1 meter by 1 meter by 1 meter,
then it's broken. I want to edit in real engine. So I just leave it as is. And basically when it's working, I know that this object UV is correct and the material is correct and everything
is correct. Visually looks okay and
fine, so I can leave it. So I can pick the material and always make sure that all the slots that I
have here are standard. So Vira here because the
material itself is named VA. But basically what
I need to know is its standard legacy to make sure that
everything is correct. Same thing goes here. This is unwrapped because
this is how it looks. So this is unwrapped. So if I leave it as
is looks fine to me, but if I do UVW map, for example, and I do box, look at the sides, for example. And I do 100 by 100 by
100, look what happened. So it became broken. So why do I make it broken?
So just leave it as is. By the way, guys,
if it looks okay, then it already took V in the base file that
it was created in. I hide it and continue
to the next one. What we need to make
sure is that this object is receiving texture and it's looking okay
to the real world. We have two types of objects. Basically simple
objects, is window, wall, cupboard,
cylinder, anything. These objects I can
give you V map. And it needs to be 1 meter
by 1 meter by 1 meter. Some things are complex objects. We don't always need
to give it UVW map, and I don't always need
to give it 1 meter by 1 meter by 1 meter because it's already correct
and usually, complex objects are static. We don't do anything
in in unreal engine. All what I do is the material of it and fix it and just to make sure that the
reflections and the bumps and the other
channels are well, and the rest is okay. We don't need to edit or
modify anything else. Even I don't need to give it light Map channel two because we're not
doing built procedure. We're doing lumen
simple objects, floors, tables, Complex
objects, for example, such as this, material is working well on
it, I just leave it as it is. Just to make sure that
the material on it is standard that I have the
channel of it. Also here. Heck if I do UV map
here, for example, look, one by one by one, look. It got completely broken, so I deleted and it's okay. Since we're talking
photo realistic, so maybe we even change
this model unreal. Just in case I needed to edit
any Vs in unreal engine, they're not going to be
any problem because we're going to have all the
parameters that we need to fix, and we'll be able to fix
everything that we want. So here I didn't attach
everything because I already have a file that
everything is attached to it. But for you, it's very important to do all the steps to make sure that we are capable of understanding the content and
also producing it later on. This is what I expect from
you guys that I show you something and I
expect for you to apply it on the entire file
for your hand to take on the software and
become experienced and problems occur then and we can go back and forth and learn. For example, this object, we can attach all the components
together just to make sure that every single object within the object is attached. Now if I do UVW map, it looks good to me already. If I do UVW map, I try to do box and
100 by 100 by 100, look it got corrupted, no, no need, just delete it. And make it this way. I can fix it and wrap UVW map, but no need for it. It's already fixed for now. This is the main concept
in the UVW map, guys. Again, every object
needs to go through the UVW map procedure and make sure that it's a box
and 100 by 100 by 100. Either an object that has
a texture or even a color. So this object, I'm
going to give a UVW map. Even if it doesn't
have a texture, I give it a UVW map. And if I want to take the
initiative and do a texture for it and just to make sure look how it looks
like, I can do that. So sorry, we're just
going to undo this. We're going to give 100 by 100 by 100 in the length
width and height. So we see this
like we have seams and the seams are
looking like a cube. Same goes to everything. But what I need to
do for this object, I give it like an attach. I attach this to the rest. Attach, attach, attach, attach, attach, and then we
give it UVW map once. No need to attach
these components. I attach them together. Now I do UVW map, box and 100 by 100 by 100. So this UV for the
entire object other than giving every log
a UV on its own, which will take longer steps. The boundary of the UV is the same as when I give
each log a UV. It's okay, so don't
worry about it. As long as it's 1 meter
by 1 meter by 1 meter. Same thing goes here,
I attach all the faces and do UVW map. And do a box and give
it 100 by 100 by 100. So guys, at least I need
to do this step for all these steps for
one entire project, so I can call myself that I am an unreal engine user
and a three D Max user. Even the glass needs a UVW map because it's
going to have a reflection, I needs to reflect the
real world correctly. For example, this spotlight has an already unwrapped
face because look how it looks fine
and looks realistic, so no need for us
to give it a UV. And also, guys, we need to understand the concept that
this is a very small object, so it's not going
to show very much, but also it looks okay, right? We're not going to leave it
when it doesn't look okay. And we're not going
to look at it much. It's going to be in the ceiling, but just in case we look
at it, we need to fix it. So we need to understand
the concept of a block versus small blocks, and what's going to be shown and what's not
going to be shown. I can fix all the materials of everything, and it's important. But Things are more
important than other things. What's visible to me the
most is more important, what's going to be, for example, visible every three,
four, 5 minutes. All the objects needs UVW map. We need to apply
this for everything. Just in case, if we
have an object that has all the UV map correctly
working on it, and I tried doing UVW
map and I did the box, and the object has
got corrupted. What I need to do is just delete the UV that I introduced and
just leave it as is, and just continue to the
rest and continue forward. And I hide the objects that I'm done and continue with
the rest of them. H ide all the objects that I think the UV is correct on them. This is all what you need
to know about UVW Map. We try always to anticipate any problems that we
get in the workflow, see you in the next class.
13. 13 Pivots ENG opt: Hello, everyone. Welcome
to a new lecture. We're going to talk today
about the pivots. All right. Pivots are the center point
that the object moves around. For example, this object, we've seen the Z Y X this
exactly called the Gizmo. Every object we press
on we get the gizmop. I don't really care
if it's in the center or in the corner because
it's not going to move, nothing will happen to it. Pivots are key on the
objects that they will move. Also, the key is for me to have the pivot in the center of the object not so
far from the object, so I don't have any
problems moving the objects and looking for the object and where
it is and all of that. By the way, guys, all
of this before in Unreal Engine four was
not available to fix. If any mistake we've done on
Max and export to unreal, we're going to need to re
import to unreal to fix this. We've got two exportation means. The first one is Data Smith, and the second one
is FBX. All right. FBX when I export the
file, can you see this? Basically, this is the
000 point f three dS max. Originally, all
the objects should be all gathered
around the zero, 00. Object by object, I go to the movement and
type in zero, 00. So when all the objects
goes to unreal engine, we're going to see
that all the pivots and the axes will find them into the middle of the object when only
it's in the middle. But if I export this object
with the place of it, I'm going to realize
an unreal engine that The pivot will be
these three axes, we call them pivot
will be in the center. Basically every time I
want to move the object, I'm going to need to
move it from the center, not from the center
of the object, the center of the filed
center of the world. It's going to be problematic and very difficult to deal with. Of course, I can fix this in real engine and make it work. Noworries. But we explain a concept that we need to know before exporting to Unreal. So Otherwise, I'm going to need to move
this objects to the middle, and all our file, we're going to find
in the middle here, so we find the pivots
in the middle. This is in the FBX form. Otherwise, we're going to have a mistake and it's
going to be unpleasant. In Data Smith, when I export, as long as the pivot is in
the middle of the object, it will be exported in the middle of the object
in unreal engine. This is one of the
Data Smith advantages. But as we said, Data Smith is more heavy on the file than FBX. FVX is much lighter to export to unreal engine
than Data Smith. So I want to do an open world
game, my choice is FVX. Data Smith will be too heavy. And my computer will
more often crash. Even if I managed to
optimize the game, it's not going to
be like, you know, launch on all the different
hardware respects. Other things in pivots,
we need to know, for example, such as the window. Let's hide all of this. For example, this window. This is going to be
a window slash door, let's delete all of this
and start explaining now. This door or this window. We explained before that
it's going to rotate. It's going to be a pivot door. The pivot will be in the corner. For the door to open outside and if I want it to
close to the inside. This is important for us
to know the theory of. This it's going to happen
on a multiple of objects, and it's very important for me to take this
under consideration. For example, this object, when I went to fix
the pivot of it, I go to utilities hierarchy, and then I tell them
affect pivot only, and I move the pivot manually to this area
where it's the corner. I can use this snap, but no need for this snap, and then I'm going to press
affect Pivot only again. Now, sorry, I can
rotate the door like a hinged door with no problems at all and looks realistic. When I was in the middle, it started rotating
like the mall door, which doesn't make sense. Unless I want to do it customly in the design, then
that's different. Of course, we've
got the mistake in this door that the edge
of it is under the floor, so we need to take the
vertices and pull them up with a snap till it
snaps with the wall. I'm sorry again.
I need to fix it further. We're fixing this door. Basically, when we rotate it, it doesn't show that it is overlapping with the
floor of our building. Now we need to stretch
it to the top. Simply we will attach it up. How do I fix the door? I go to affect pivot only. Center to object then, I can move the pivot down
and move it to the corner. Then I can enable
this snap or disable the snap and remove the effect pivot and
the door works well. Same concept I can
do in unreal engine. We just explain generally. In this, we can do control
all and effect pivot only, so all the pivots will
be in the center. Since we're going
to export an FPX, so all the pivots will be dislocated if I keep the
project in this way. How can I fix this? I
need to take this window and put it in the
zero, zero, zero. That's how I guarantee that the pivot will be in
zero when it comes to FPx, and this way, I
need to apply for all the objects for me to be able to have
them all centered. And when I have it
in real engine, I need to still put all the objects back
again to their shape. So not really practical. Otherwise, I need to center
the pivot to all the objects, and then after that, I can export them and
fix the things that I want to move in real engine. So basically, we're going to give you the file that will be ready and we'll give you
the file that is basic, nothing is ready in it and see you guys can apply on
whichever one you want to. So the pivots, this is what we need to know about the pivot that needs to be in the middle, and when it comes to a moving
object needs to be logical. So for example, if I
have the pivot here, look how the object rotated,
it doesn't make sense. That's why in Max, I always like to center the pivot
into my object, so I don't like to have these
problems in unreal engine. Same in unreal engine. I can take multiple
objects and effect pivot only when it's going to move
only and move the object. Then after I can fix everything later
manually if I want it to move or rotate.
So on so forth. So as you see, for example, if I want to rotate it, I
need to do it manually. So that's mainly the major part that you need to know
about the pivot. Everything that needs to rotate. Pivot is broken down to
two categories, static. Even static, I need to maybe
rotate, move or scale, even though it's going to
be rare to scale objects, it could break proportion. So I I might need
to move over it. So it's only fair for
it to be in the center. And this I can do in Max, and I showed you how and
also I can do in Unreal, which ultimately the
project will be in unreal. So it's prayer for
us to do in unreal. So it's very important for
me to know how to use it. So the second option is
for it to be movable, and movable should be like the window door So the
window could be sliding. So if it was sliding, the pivot could be in the
corner or in the middle. So it could be, for example, going to the right 1
meter or back 1 meter. The door we have hinges and
will rotate from hinges. I need the pivot to be
centered with the hinges, so I can be able to rotate it 90 degrees and bring
it back 90 degrees. Basically, this is all I need
to know about the pivots. Where do I fix the pivots from from hierarchy
effect pivot only, and then I move the pivot
through the move tool. Then after that, I
can effect pivot only and all is done
and I'm done this way.
14. 14 FBX Export ENG opt: Hello, everyone. Welcome
to a new lecture. We're going to talk
in this lecture about exporting real engine, and we're going to
summarize everything we learned in three DS MAC so far. And we're going to know
the best way to export the Unreal engine and how
to export to Unreal engine. Now, guys, let's
reset and explain. So we want to do a checklist. This checklist we must do before we export
to Unreal engine. First thing, first. We want to make sure
that the poly count of the models are optimized 0-1 million per model. Not more than 1
million per model. We want to make sure that the material is
standard material, so we have to convert all
materials to standard. Third thing, we should
make sure that all objects related are attached
and what is detached. The groups also classified
and separated and organized. Number four is the pivot, Pivot must be center of object, and for movable object, they have to be
where the hinge is. Normals must be all correct, also are not flipped. Also, all the textures
must be present. So when I export, I get
it and I don't miss them. Materials must be all present, and I believe this way, our work should be okay. Considering all the
aspects in three DS Map. If I want to add one more
thing to real engine four, it's going to be light
maps and rap UVW map. All of these should be okay before I export
to Unreal engine. One more thing, I should make sure that the
objects that I have, all of them has polygons
specifications, not lines, I need to convert all my objects
to D poly or D mesh. It can be a box or cylinder. It's okay, but it
is preferred to be polygon mode or mesh mode. Because I get a lot
of parameters to edit in the polygon mode
or in the mesh mode. One more thing, I need
to make sure that all the naming
convention is correct, and naming has a certain way to name with is mainly static mesh. We've got materials,
we've got T for textures, and I would do GP for groups. If it's a, I will call
it L underscore, et c. So everything is organized. We should layer as
well and organize our layers to make my
exportation procedure easy. Finally, I want to export
FBX. Click and hide all. This is the ready
file to export. Let's make a quick
check and see if everything is in
order and in layers, and that is correct, groups
that are named with GP. Here. We've got two objects. These are the plant. These we put in the accessories or decoration.
Click convert two. Convert to Dil poly and
group open or ungroup, we want to put this first thing, we want to name it S
underscore vase plant. After that, I'm going to
drag and drop to decoration. Right click, delete. This way everything is okay. Let's take a random example and check if everything
is well done. I believe there's
something wrong here. Let's do another UV. Interesting. Alt Q.
It hasn't worked. Y. Let's check the polygon. Let's leave the polygon
mode and put UVW map, and then it should work. On, b one, b one. All right. Same for the rest. I gave the wood texture. Most probably most of this will be changed
in real engine, so don't worry about it. But just in case for
us to make sure that the UV is well projected. Let's take random samples,
also let's check. Pick standard. This one, for example, standard standard. Okay. Let's see this
one, for example. Standard. I've got a
corona material here. C standard from Scan line. And paste. Now it's standard. Let's see other objects. They're all standards.
Also all standard. Let's come here,
check standard. Good. Everything we've done based on the parameters and the
checklist that we talked about. Now we want to start exporting
and take a layer by layer. I want to hide
first comes first. I'll start with the ceilings, make it the active
layer and select all file export export selected and then I go
to the file location. Make a new folder, call it F Vx, and we can type ceiling here. Save. We've got some
parameters to consider. So not much to do here, just to make sure that
there is no animations or cameras or lights are imported. We need to make sure that
the media is embedded. Also from here, we're not
going to change anything, turbo smooth and preserve edge. We're going to keep
all and now okay, and now it's all exported. So I hide the ceiling and do
the same for the decoration. One by one. So just in case I'm going
to press control all and export selected. Decoration. Save.
Everything is okay. Let's do okay now. Let's do the floors
now, control all, file, export, selected, and
we'll type floors. Save. Advanced option just in case there's anything
I want to change. Here we can change it just
in case that the object is rotated in terms of gizmo, but this is mainly used
when I'm doing rigging. I'm not doing any rigging, so let's do okay now. Now all the floors are exported, next furniture, control oil, file, export,
selected, furniture. Let's type furniture, save. Okay. All right. Landscape control
all file export, selected and landscape save. Now we do the lights
file s lights. Walls, File export selected. Sorry, File export, selected. We'll type in walls, save. Finally, windows
frames and doors. Even, we should move
to the kitchen floor. This should be with floors. So now I need to re
export the floors again. So basically, what I want to do is export windows frames and
doors, and then after that, we're going to re export floors
windows doors and frames. Okay. All right. Now we go to floors,
control file, export, selected, and we export
on top of floors, the one that we
exported earlier. Okay. Okay. This way, guys, we exported all our scene in a
very organized way. What's next is for us to pick the correct template to begin with in the
unreal engine and to download the software and move on with
unreal engine itself.
15. 15 File Update ENG opt: A and Anki and updated ena Asia behead Mara. Type Sura Mesa, Ben Woodlock
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frame, decoration, B, delete ello,
right click delete. Chata Gorman at Colmar Bori, a layer small books, Banana, Adole Dragon decoration,
Bani and Rhal edit, tools he can't naming. Rename objects. S M underscore book. Number base number, 01, rename. Rename D one. Okay. Fc export. Do export Man re
Dom export floors, De main layer, the
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with the FBX FBX export. The floors. Save A
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layer, Oil ceilings. Shaaer ma Export,
select on a decoration. File decoration.
Decoration, furniture, file export, selected furniture. Ndscape, control oil filed export selected Landscape lights was windows with the frames. T. A export the latest update, L F Tabana, Liao A. Ahi layer zero, Aero. Am I in the step shot Mana der decoration,
wool furniture. Fat mean fee actor
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decoration file export, selected, override the
decorations. Okay. Tekashi up to date to Mahina a file Max C S Tema Amax files, bag FBX export Herbert.
16. 16 Downloading Unreal Engine 5 ENG opt: Hello everyone. Welcome
to a new lecture. We're going to talk
in this lecture about the first chapter that is directly related to
Unreal Engine five. Guys, I'm very excited for this. We all are learning
Unreal Engine that in a very early stage, that's a blessing. So buckle up. Let's jump to unreal engine. Let's open a new
Google Chrome tab and I'm going to
say Unreal Engine. I'll go to the main website. As we talked about it
in the first lecture, and we covered what is the capabilities of
unreal engine and what is the possibilities
that can open for us. Now I'm going to do download. Here it's going to tell us more about the minimum requirements and what's the cost of the
software, which is free. It says real Engine is
free to use to create linear content like films and for customs and
internal project. It's also free in many cases for game development
and 5% trail, the only kicks in if and when your title
earns over $1 million. If we make more than $1 million, then Unreal Engine will
be partnered with 5% on the game that was
created on the engine. We've got a Marketplace and
EPI games development com. All of these, we highly recommend for you
to check so you can always have other resources of checking and
solving our problems. Before downloading
AndreL Engine, we need to download
DEP games launcher. We'll download
launcher from here. The installer will install. I already have the launcher, so I'm going to just
open the launcher now. Now the EP Games
launcher will open. Just in case when I download
the EP Games launcher, it's going to ask me to make
an account and sign up. We need to sign up and we can sign up with many
accounts as possible. I want to make a sign
up with new account, so I can be able to
download Andre engine. How to do it, I'll go to sign in and then I'm going
to do sign up from here and sign up with e mail and just type all
my information. What's my first name, last name, display name, e mail
address, and password? Of course, accept the
regulations and just continue, and then they're
going to send me a factor authentication
or e mail verification. Then when I download
the launcher, it's going to open in this way. So we talked about the
launcher before and what every entity does and
what is the games and what is the
library and where is the unreal engine tab and
related to real engine and the samples and there's a course I'm taking and
in Unreal Engine Academy, and I can download
the sample from here or follow along from here, or I can just download
samples and just open and discover
the file, you know. Beneficial things
that can help me expand my knowledge in real engine and in
multi discipline. It's very important for me to know as much as possible in real engine
because it's going to help us, cooperate and collaborate
with other majors. So it's not very
important for me to dive deep into other majors, but it's very important for me to educate
myself about it. So I know at least who to call if I needed somebody or
some company or you know, what's happening in the world. So in the marketplace,
everything that I've got to download
from the library, So here is the library of the plugins and assets
and real engine versions. And the last tab is
about twin motion, and it's completely free. I can download and
discover it there. So how do I download
unreal engines? So usually, what I'm
going to do is here, I'm not going to find any
copy of unreal engine. I have three copies here. So I'm going to add from the
Con next to engine versions. So I already downloaded 5.0 0.3, so now it's going to give me anything else than
the versions I have. So the suggest is 426
because I already have five. If I don't have five, the
suggested will be five. So what we'll be
working on five and 5.1 will be downloaded very
soon and updated from EPI. So there's a high chance that we're going to
continue the course on 5.1. But for now, we're going
to download 50.0 0.3. So I just install
whenever I pick it, and then it's going to ask me where you want to
download the software. So as we said before,
we're going to repeat again, EPIC pen. Our friend in explaining. Basically, I will hover
over this folder and also focus on the C. Why do I download any
software on the C drive? Most of the C drives that
are on laptops or PCs, these days are SSDs, solid state drives, faster
than hard disk drive. It's very important for me to
on the SSD because it opens faster saving my data is faster, and the load is faster. Also, everything is
faster because this is faster than this with
ten x times at least. So that's why I
download on the C. If there is a copy that
I don't usually use, and I get it like once a year, open it once a year, so I can
download it on the D. But the basic unreal engine
copy that one that I always use is highly recommended to be downloaded on
the C. Of course, the C that's considering
that I have SSD, if I have HDD on the C, so just downloaded whatever. And if you guys have HDD, please just go and buy
SSD because I mean, there is versions of SSD now
and NVM two and all of that. So HDD is good for data, not good for opening
or loading files. So usually the storage of HDD is much bigger
than the SSD storage. But this is going to
be more expensive in price if I want to
get the storage of HDD on the SSD performance. To one terra byte. Of course, I can increase it to how much I want, you know? But 1 terabyte is pretty decent, so it's enough for us to download all the
softwares that we need. No need to buy 1
terabyte of SSD. If I've got 512 or 256 because all I need is
just to download softwares. Of course, depends
on the softwares and the amount of
softwares I work on. After I download and wait
for it a little bit, then I'm going to realize that real engines already downloaded. It's going to take some time,
and I can launch it from the EPI games launcher or from the desktop as you can see it. This is the way we can launch, and this is how I
download real engine, see you guys in
the next lecture.
17. 17 Unreal UI and Navigation ENG opt: Hello, everyone.
Welcome to a new class. I'm very excited to jump
into Unreal Engine, and I really hope
that you guys are excited as well. Let's start. Okay, guys, we talked about three D Max and everything
we need in three D Max, and we talked about Epic Games launcher and how
to download real engine. We want to start Unreal Engine. As we said real engine, we can open it from
Epic Games L launcher or from the software
icon that I have. Anything works. It's okay. When it opens like this, this interface is basically showing me from recent projects, projects I worked on before. No worries. I will do a
lot of projects in Cha, and Games also is
another category. Games guys has another language of architecture visualization. Basically in games, Unreal
Engine gave us a couple of templates to make our initiation of our project much easier. So for example, we've got
a blank that is empty, completely empty,
doesn't have anything. I can configure
everything from zero. We've got the first
person shooter. And in the games language, first person shooter
is very famous. So if you want to
describe a game, you tell them, so, guys, it's a first person or a
third person shooter game that is in D or A or
whatever, you know. So it shows only the
hand of the character. For example, counter strike
CSG is first person. Third person shooter,
for example, I see the character of mine. For example, Pub
G and Fortnight, these are third person shooters. Of course, they've
got other modes, but the main mode is a
third person shooter. When they started configuring the game and building the game, pretty sure maybe they started
to do the third person, you know, so it makes
the job much easier. We've got top down. It's like viewing
the player from top, and it's basically very close to GTA one, if
you guys remember it. Vehicle is basically for cars, and I can start any
automotive game, I can start with vehicle, Handheld AR is for augmented
reality, virtual reality, I've got any VR experience that I want to
build from scratch. This template has a
lot of solutions. Then after that, I've got the film and video
on live events. Basically, virtual production,
movies, and display. Everything that is related to virtual production is
through this category, art is our category. Many things to talk about to be honest would be covering a lot from the CVs and how to
work with everything there. Also, the automotive is
basically when I want to describe a manufacturing part or I want to showcase a car. Here, anything that I have to do with automotive is
basically from here, and as you guys can see,
there's a variation. So we go to project location. Where do you want to save
your project from games? We can start and see
from architecture. So it doesn't really matter. I can save my project
and the location, and there's the project name
that I want to start with. So we can start with black, and understand
what is the blank, and maybe later we
can migrate to RC VIS or we can start another
time with RC VS. But blank is basically for us to understand
the basic unreal. And they're all the same guys. I can take anything from any category and put
it into my black. No worries. Don't
worry about it. Not just to depend on
only one category. If I can work on blank, I can work on anything else. From the blank descriptions, I've got project defaults. It's asked me, do you want it
as a blueprint, Blueprint, basically user friendly coding, more welcoming, inviting and
easy to deal with coding. I can understand it as an rviz
more than the C plus plus, and basically it's not based that I can connect
to each other. C plus plus is basically if I'm a developer that I
want to type a code, it's different than
the blueprint. We're going to work
with blueprint. But if I'm a developer,
then of course, C plus plus is my platform. Target platform, it's
desktop or mobile, I will do desktop. Quality or pre separate
it's going to be maximum. Start your content is basically a library of materials, effects, many things that I can
add to my project and I can take things from,
makes it easier. But it's heavy. I don't
want to start with it. Take start the content
takes 1.5 gigabytes, somewhat from 1.5 to 3
gigabytes of storage. I've got the project just
empty takes one giga two gigs. No need to add more
and we're going to learn everything from scratch. R tracing, I'm not
going to enable it now. We're going to enable it later
through down the course. I'm going to pick
the location of the file and I'm going
to do a new folder here. And this folder I
want to name unreal File, and I'll do a double
click here, select folder. And here I want to type modern, we can use space guys, by the way, when
we're naming here. So if we want to have a space, we've got to do an underscore. Or I can attach words together. For example, I think it's long, so maybe we say
modern house retreat, MHR, and that's it. Create. So guys, since we are
opening a blank document, of course, not going
to take time to load. Of course, it depends
on our hardware specs. The better specs we have, the faster it will open. But bear in mind that when we open projects
for the first time, they will take a
long time to load. Why? Because of
course it depends on the geometry and how
big the project is. But because unreal is processing the project with
maps, shaders, textures, light maps, models,
everything that is in the project visual effect,
post processing cinematics. So it will take time to
load all these shaders. But the good part is
that it loads it only once and it loads it
in the cache folder. And whenever I'm done, I close the project,
I open it again. It will open with no problem. Of course, again, depends
on our hardware spec, but in the end of the day, it loads only once. Unless I delete the cache
data from the root folder, otherwise, I don't have to worry about opening
the project again. Unreal opened and this is
how the software looks like. Fresh, elegant. We
haven't done anything. This is template from Unreal. Let's start explaining the UI. Basically, this is the
window of the viewport. This is where I see all my work. We see everything is there. This is a template
from unreal engine. We'll see to the navigation
and see how we're rotating. Basically, this is a menu bar, file levels and assets, and there's a difference
between them. We'll cover all of that
in the coming lessons. Save current level,
save as import, export, new project,
Zip project, and exit. Everything we basically need
to navigate the software. Edit, I can do and
redo copy based, delete, duplicate, some
plug ins, project settings. We're going to talk
about these everything that I need as extra
and as settings, window, cinematics,
content browser, basically, this
is the one below. Details is basically
on the right. Veport is basically viewport
one, the one in the middle. World partition data layering
outline and world outliner, this is the world outliner. Layer levels outliner. Place actor world settings. We're going to cover
many of these. Basically, many options. I've got the message
log output log. Those we're going to be coming
across open marketplace, if I want to open the
make marketplace. Quicksiil Bridge is
basically a huge topic. You guys will love
it. Load layout, save layout, remove layout
if I have a certain layout. Enable full screen, of course, F 11, like to see it
with a full screen. Tools, I've got a
lot of tools here, and everything that
is in the menu bar is there in the pipeline
and in the UI. But just in case
I lost anything, I can get everything from here. No worries. Build is basically when I build light
and build environment, and all of that is an
unreal engine four. This is another way of viewing
the rendering that I have. Select is basically when I
select different selections. Actors, different
types of actors, we can bring to the
scene and some of them are options that are
available in the viewpard. Visibility also can hide
and unhide many things. And to help, if I want to ask any questions to
the community here, I can save here, I can have
different modes of creation. It's basically very close to the categories of things I
can create an unreal engine. Such as landscape
foliage and mesh paint. I've got some modeling, also tools that are very handy, especially in real engine five, fracture, if I want to do fracturing or any
related effects, brush editing and animation. Many modes. Here, I can also add things
that are there pre done for me from Unreal
engine and place them in my viewport and start
editing further with them. Here if I want to
edit on blueprint, we're going to talk
about this later. Here, if I want to add
a certain sequencer or master cinematics. If I want to play my level, It plays basically
when I simulate everything that I have
there in my level, I want to see it altogether
working platform, if I want to export a
certain supported platform. Here, basically
the world outliner for everything that
I have in the scene. So basically that's like
the scene explorer in Max, everything that is here and I can check and
navigate to it, and there are some
basic elements for lighting we're
going to talk about. There's basically the
landscape that we can see in the viewpoard,
and its elements. So we said that everything in my project is here
in the outliner. If I want to manage this, I can manage it and do folders from here and
organize my work. If I want to look
anything in my viewpoart, I can look from the outliner, because sometimes I can
upload an entire project and all the project elements
are in the content browser. But nothing in the
world outliner, but what I drag and drop in the content browser and put
it in the viewport here, then I get it in
the world outliner. Here basically the details
of any object I press on, I get the details of it. If I go, for example, to any of the standard
elements like the sun, I've got different options here. I can view and edit from. Again, I'm trying to make
things as basic as possible, guys, all of these will make sense when we start
practicing with our hands. So we will be coming across the things and we'll understand
everything at the time. Here is the content
browser that we have here. Anything I add here and I imported the files that
I finished from Max. I'm going to find
the content browser, and I can navigate
from them and see which ones I want to
add to my viewports, and also organize
everything here. I can add things here
like blueprints, levels, materials,
Nagra systems. Levels is basically
is the same as when we're playing a
game and there are some different checkpoints
and different levels. We're going to talk about
it in details. Don't worry. Basically, the concept,
the building that we have, we can consider the
interior is a level. The landscape is level, the architecture is 11. The grass is level. If I want to go details, I can go even further. Materials here, we're
going to talk about them. Niagara system is
responsible for fluids, motion graphics that
are in unreal engine, and there are a lot. Basically, there's a
lot of options, guys. Many disciplines work here. So if we want to
import from game add Quicker content.
Many things. If I want to import
from the FPX files, we're going to talk
about just now. Save all is if I want to save all the assets that I
imported into my projects. Save saving the current level and the current
situation of the scene. So I need to save all
and save every time I want to quit the unreal
engine software. Here, basically, the
project hierarchy is the same as the windows. Settings here some extra things and some things I
can show and hide. Things that are
hidden in unreal. Engine content has
a lot of stuff. I can hide or show. Don't worry, we'll
cover all the things that we need as rtvis. We've got another settings
on the top right here. Basically, just for me to
know where is everything, and what I'm going to use and
what I'm not going to use. Here basically is the
viewport options. So I can make cameras from here, I can increase the resolution
of the screen from here, I can control the field
of view from here, show FPS, how many frames
do I have per second. All of these things I can see
from the viewport options. L et's bring them back together. If I want to make bookmarks, certain layouts, all of these
I can access from here. With our workflow, we're going to need
what we need from here. Perspective is basically
the top view left view, bottom view front basically the same as any
three D software. Difficult viewport,
cinematic viewport, lit, unlit, and how I'm
viewing my viewport, certainly bias to
a certain option, Lum overview, anything
that I can visualize, basically, I can
see it from here. This, for example, has
the same concept as the clay and the wire frame and the things that
we have in MAX. Ways to view my project. And every single one of
them has its own usage, LOD, lumen, anit. A
we'll talk about. Show here, if I want to show certain things
that are in my project, anti aliasing, if I
want to change volumes, post processing, navigations,
skeletal meshes. Here basically is the same as I am filtering selection
by what in Max, but it's not a selection. It's just showing me elements that are in the
project that I can further visualize and I
can control view and hide. Scalability here,
basically it's telling me what is the quality of the
project that we have here? Is it in the lowest or
in the highest possible? Am I still working in the
workflow or am I done here? And I just want to visualize it and showing us what you did So cinematic is basically
the highest epic is medium or above medium. So if I would do
show of PS here. I've got 60 on epic. But if I go to settings
and basically, I do engine
scalability settings, I if I do cinematic, look at the frame rate that
I've got a drop to half. So I should be
careful navigating. If I do low, look, it's
like 60 and above. So basically, this is the
highest we get on laptops. And also, we can control these settings from unreal
engine to axis 12240. But 60 is not going up or down, so basically it's the
same as efficient as 120. So scalability is very important
and when am I using it and how I want to
visualize things. A big difference between
cinematic and low. We're going to talk
when to use everyone. We're going to talk
about the tool bar here is basically selection, movement, rotation, and scale. Let's basically add an object
to visualize things on, shapes, Q, drag draw. If I want to put the cube up, I pick move and access the Z gizmo and put
it up, rotation. I can rotate very intuitive. Also, there is a snap for
movement and rotation. It's moving every ten here, for example, like Max. So after some time, guys, we're going to be very
fluent with these things. Just tell me where
is everything and I can fix everything I want. I've got scale, and I can
scale in any axis I want. I've got here
transformations for Gizmo. I can view the gizmo in different layout and
the transformation. Basically, further
tools for me to be able to control the Gizmo. Is it world? Is it local? Is it viewport? What's
the difference? Is the Gizmo layout
to the world, or is it layout to the object
itself or to the viewport? So let's explain
further on EPI pen. Basically, this is the
world that we have, and we have upscale
for the world. It's the Z, and we've got
the y, and we've got the X. So when it's local,
the difference is, I took this object and I want
to rotate, and by the way, move is W, rotate is E, and r is for scale, same as max. If I rotated it this way, for example, here, If
I want to do world, and local world is basically to the correct
world and our world, and local is basically axis, depends on the
object that I have. Control Z to go back
to the original form. Here, control how
object snap to surface. So this is basically how I want to align my objects
to the surfaces. Of course, it's going
to have its own usage. Here I have the migrate, five, ten, and
here, for example, if I want to move my object, it's going to move
every 1 meter, different than one
almost smooth. You see how smooth it is. Here, also I can do every 1,000. Also, we're going
to see it sticking, not easily to move. I want to remove
it, for example, I can move as much as I want. If I want to do one, if I want
to enable grid snapped in, it's snapping to grid. If I'm going to do ten now, I have a bit of
resistance, still smooth. If it's 500, you see it's
basically every 500 units. Basically 500 sims.
Here angle snap, as we said, we have snap
for angle, every ten. If I do every five, it's more smooth, as
we see count of five. If I want to turn it off, I can snap in fractions, I can scale every 0.25
from the original size. I can do it more, I can do it smaller. Scales, either I
scale in uniform or in a certain constrain two axes, for example, or on
three axes or one axis. I can choose depending
on what I need. Here, if I put ten, S, it's going to
scale only ten units, so it's like 10 centimeters. It will stick to ten units. If I want to scale
very small scale, I can go down here and it's
going to scale almost smooth. Almost like I have the
scale snap turned off. Here the camera is
the speed of camera. How fast am I navigating
in the viewport. If I do one, it's slow, eight is very fast. Basically, we
navigate if we were doing interior or exterior. If it's outside,
we can do eight. If it's a small project
product visualization, I can do one or two depending
on what's suitable for me. Camera speed scaler
is basically it increases things that is related
to camera speed as well. Is like expanding the
maximum of the range of four or higher values
of the camera. Here is basically maximize
the viewport that I have, so basically same as other three D software's
perspective back from top. If I want to select,
it's much efficient to select from the
different viewports, because I can also
select in groups here. And each viewport has its
own options, of course, the same as the
perspective that we have, and we can maximize it
from the top corner. I can maximize any viewport
I want and scroll out. I can Zoom out and scroll N Zooms N. If I take
the four viewports, I can take the main viewport. This is basically for
the main user interface in unreal and what each
one of them is doing, how to scale how to rotate, how to move, how to navigate. We're going to talk about
navigation just now. So Unreal engine is one
of the nicest navigations of three D softwares ever because it's just like
I'm playing in a game. We've got mouse navigation, and we've got WASD
navigation keyboard. So if I want to do scroll in, I can zoom in, scroll
out, I can zoom out. So for example, I'm on floor, if I do left click and I drag
my mouse forward, I walk. The benefit of this tool, basically I move in the
same level that I'm in the view that my
character is this way. Left click, scroll drag the
mouse forward and backward, and I can view right or left. This is basically the
movement of the mouse. If I press right click
on the mouse and I can see how I can orbit
if I move the mouse. So I can look right,
left, top, bottom. As I'm in like real life, W is basically I
can walk forward. For the W to be accessible, I have to click and
hold on my right click and press W. Right
click does not walk, W does not walk, but
right click only orbits, W with right click walks
or flies, let's say, S is basically goes
back forward W D, right, and A is left. I can control the four
of them together. E is up, Q is down, and all of this with the right
click hold in right click. As we see, we can navigate
freely in the viewboard. And it's very nice and
very accessible, guys. One of the best softwares I've ever used among 14 softwares, I use the softwares of. This is the one of
the best few Is. For example, I'm very far. If I press on my object, if I press F, I can focus on it. The same as Max when I
press Z, it os extent. Same, if I'm far, F on anything I need, will zoom on it and help
me navigate next to it. While I'm doing W
and right click, flying in the project, if I scroll forward,
I've got it faster. Right click, W, and
scroll the mouse. If the same and scrolling
the mouse back, it becomes very slow
as putting it one. Scroll back is slow, scroll forward makes my camera faster within the four range, but it's not faster than four. If I want it much faster, I can do eight and you
see how fast it is. Also for eight, to become
slow, I can scroll back. To make it slower. So I can
have it eight and control, right click front, or
right, left with scroll. It's going to make me control the camera how fast
it is or slow, and even it can go faster than
eight if I scroll forward. This is also a very important
tip for me to know. We've got see components
here that are important. I can control them. We're going to talk about every one of them when we
come across them. But for example,
let's come across the directional light and see
what we are talking about. I want to do the camera three. I want to get closer. So I want to put the camera. Also I want to put
the sun up forward. I've got details for the sun. I've got source angle, source soft angle,
related stuff to shadow. I've got the temperature of
the view that I can control. Is it cold? Is it
hot? Is it neutral? I can control the
direct intensity or lower the intensity. I can control the
volumetric scattering. Many options, intensity, basic forward things in the sun and details that
we usually control. If I do E from the keyboard
and rotate the sun, you can see how I'm
getting the effect with the shadows and the
time of the day. And I can rotate the sun on three different axes
here, for example, if I want to rotate
from noon to afternoon, here, if I want to rotate, see if I want to do
it night or day, and I've got other like
the Y axis to see if it's like winter or summer or if it's the sun
going up or down. So I can control the
sun on any axis I want. Of course, there has a
lot of templates that has significant
properties of the sun. Art rviz template
has extra options in the sun that I can
control seasons and the time of the day and
the time of the month. I've got the normal directional
light that I've got in the normal template that I can control specific
things in it. Many things So these mainly
are just for our hands to get grasp on the project
and how we can navigate in the different panels
of the project and the properties in real engine. So basically, we're
moving right and left by clicking left
click and moving. We can also change from here, this basically location, and here is the
rotation of the sun. I can control the
rotation of the sun on different axes from the
details panel as well. If I want to get it to a certain
number that is accurate. All right, guys, this is it. I hope you benefit
from this lecture and see you guys in
the coming lectures.
18. 18 Importing to Max Fbx ENG opt: Hello, everyone. Welcome
to a new lecture. We're going to talk
about importing our models from three DS MAX. Last lecture, we started from blank that is in games,
and this lecture, we're going to start from
blank that is in architecture, and we're going to continue the course working
with architecture. We're just going to change
the name of the project, FHR. I've deleted that file,
the one we did before, underscore RC Vz, for
example, and create. Let's make sure on the desktop, y on the desktop because we agreed together
that the desktop, the C drive contains the
SSD and the NVM two, which is a solid state
drive faster to read and to download softwares
on and to launch software from faster
than the other HDDs. HDD is just another drive that I have other than the
C. In this case, I've got my external one, and this is the C, and this is external
hard drive, as you see, that's the D. So HDD
is lower than SSD. If I want to launch projects, I need to do them
on the C drive. That's much preferable and
we create the project. And as we said the first
time we open a template. It's going to compile
shaders and load for its new shaders and maps
only for the first time. All right, so unreal
engine opened now, and this template opened, a little bit minimal
difference between the first one and this one. The only changes
the components in the viewport and the
measures in the viewport. So for example, let's see the
archvi is what comes with. The only thing that
is different is this component is
sun sky component, and this component is if I go to edit and then plug ins and I do sun Sun position calculator, I can enable it and add it to any template I
want. So it's okay. Okay. So now it's activated. What I want to do
is I want to delete all the components that I'm not going to use,
and I'll keep some. So exponential height fog, I'll keep it. The players start. Also it's where
the player starts. And this is the component,
is the pometric cloud. We will also responsible
for the clouds. And this is the post
poss volume is the one that is like a photoshop
for real engine. I can correct all the colors and the brightness and the exposure from and with very
nice parameters. Okay, so, guys, what
we want to do now is to import our meshes
into the project. I'm just going to keep
all the elements here and just import my component. So we'll see what we have in the project hierarchy and see
what we need and we don't. So start to content I don't need, so I'm
just going to delete. So this will decrease the
load in my project because starter content usually
takes a couple of gigabytes from the storage
and from the load. And also, it would
be saved in cash. This is like a warning just to make sure that you
are deleting your assets, so I was just assuring them
that everything is okay. And then I'm going to
go to starter content, select all the folders, and shift, delete, delete
all the folders, delete. Then I'm going to go to content and then delete
starter content. Let's see what we have in Let's see what we have
in rC Vs defaults. We've got things I don't want. Also CVs empty. That's level inside. We're probably not going to use, so we can delete it. It's completely okay. So rviz adds levels for us just in case we want
to do different levels. So we're just going to
delete the thumbnails now and we'll go to content. And you see we've let's delete the Arcs default because
we've got a main level here, the one that we're
working on right here. So now we can continue. So what I did now is just I cleaned the file
and I want to save all and then save
Everything is okay now. So I've got cinematic
scalability. I want to remove it because I
don't want to forget myself working while it's cinematic
and have very low frames. So I'm just going
to choose epic for now and continue
working with EPEC. I'm just going to
use cinematic when I'm only rendering
the final result. So no need to use cinematic while I'm working.
So I want to import. Where do I import
from, either from file and import into level, or I can import from the
content browser right here. Before I import, I want
to organize my files, so I want to add a couple of
folders so I import into. So right click from here
and make a new folder, or I can add from the ad button here
and add a new folder. I'm going to name this new
folder FHR Farmhouse retreat, and that's going
to be it, I think. Exactly. Then I'm
going to go into this folder and create
some other subfolders, so I can put my content into, so I will do new folder, and what I'm going to
say now is geometry. So geometry, exactly. Then click, new folder. We'll name it textures. A third folder, we'll
call it materials. And then we're
going to go inside geometry and do a
couple of folders here. So we'll see which files do I have and what's
the names of it? So I can do folders with them. So that's what we got,
and we've got to name the folders as the same
as these FPX files. So when we import them, we import them to the
associated folder together, so we don't have
any mistakes there. If you just want to report, we reimport only the category, for example, the ceiling,
now everything together. I'll go to real engine. I'll do a couple
of folders here, right click, new folder. I'm going to name
this folder ceilings, and then right click New folder. I'm going to name it floors,
third folder, furniture. Then we're going to
make a fourth folder, we're going name this
folder landscape. Right click, new
folder decoration. Walls. Let's see
what we've got left, new folder, windows and frames, underscore and frames or. What else we've got? Let's go to the folder. Everything is here, except for lights. We need
to add lights. New folder, and we'll
name it lights. O light. I can't do space, I
can do light fixers, or I'm just going to keep it
lighting as is. All right. This way we dump
folders for everything. We want to do now next is import all the FX files into
the associated folders. We'll start let's start with
floors. We'll do import. Let's go to the folder
that's on this folder and then FX export and we'll
choose the floors and do open. I've got a dialogue here that I need to take some
under consideration. So we've got a lot of options. Some of the things that we're
going to talk about is, for example, we're going to use later on
the build Nanite. The build anite is a
very important tool to optimize our
geometry and make it much lighter and reduce
the load in our models. But now everything we're
going to choose nanite for. So that's why we're
going to leave most of the objects now or all the
objects now without nanite. We'll go to advance from here and if I want to combine misses, for example, if for example, I'm importing like one
piece of furniture, so I can combine all
the meshes within. I would then combine
all the meshes when I'm importing like an
entire category. So just in case, I want to merge actors before
I put them inside unreal. Generate light UVs, Light Map U Vs. I'm
not going to use this. This mostly, we're
going to use when we are importing data smith, and we are dealing
with building light. Now we're dealing with building
the light through Lumen, so UVs and Light Map UVs are not going to
be used for now. All right. Distance field resolution is a very nice tool we're
going to talk about. There are many tools
we're going to talk about later
on down the way. Import MODs. This one I have LODs on Max,
and I want to import them. Miscellaneous convert
sen materials, convert units, just in case I messed up the units, I
want to correct them. But we already covered
this chapter on Max. We need the units
and ctime here if I've got any specifications
for the materials here, FPX file information tells
me the information one file. And that's it in general. These are all the
options that I have before I import to real engine, and that's all good for now. Generate MH collisions. I don't want to generate
any collisions for now. We're going to cover this
later on in the chapter. So we're going to import
all now and all is good. All right, so it's
all imported now. So what we need
to do is organize everything where it
needs to be there. So I take the first object and shift and take
the last object. And before I drag
it drop them to their associated folders,
I need to know something. Something very important
we need to point out is the colors under the
images we have here. So Blue is geometry, green is material,
and red is textures. It's like CM blue. So what I want to do is just drag the components
to the scene now, and we guys, what we did is, we imported as
FBX, and this way, it reads an unreal
engine where everything is located according to
the zero to the origin. So I've got the location here is basically the coordinates
while I drag and dropped. So if I want it the same as Mx, so I want to zero out
all the values here, so I get it in the zero exactly the same as what I've
done in three DS Mx. This way, I've got it all to the zero and the same
in the coordinate. Basically, I want to
organize my files now. I want to take the
materials now. Click, shift to the
last one and drag and drop them to the
materials folder. Move here. This way, I've got one material folder for all the materials I need. The texture I've got
here, I'm just going to drag it and drop it
to the textures. Preferably, I name my textures, but sometimes I
don't have the time for this and I import
a lot of textures, so I'm just going to keep it as is and make sure I don't have duplicates and just
drag to textures now. And this way I've got all the geometries
only in the floor that is under the
geom main folder. All I've got all the floors
now and all is good, so I'm going to save all now, so it all saves something
we need to know. We've got star next
to every asset here. That means that it's not saved. So if I want to save this, I need to save all to my cash and what I want to
do if I want to check here and uncheck some
objects and save selected. So they're all saved now, and the star is gone away. Why? Because all is saved to
my cash and into my project. Every time I open my project, I'm going to find these
components inside well saved. So now I'm going to do
import and go to walls. And what's nice is this remains the same as
the last thing I've done. So no need to go over the FBX import options over and over again,
every time I import. So I just import all and it's the same
as the previous import. So import all for now. I've got the walls and all the materials and the textures. I need to wait for a
couple of seconds. So now it's all red. So basically, I'm click the
first one and click Shift, click the last one. I'm going to drag and
drop them into my scene. And I need now from the details, from the transformation to
zero out all my coordinates. So I get them the same
as they are in mass. So this is the same as their
location in three D SMAC. So, I'm orbiting around. Everything looks fine for now. Mm hmm. Great. So what I do next now is
organize the walls folder. So I've got the geometry. I'm going to take
the materials and drag and drop them to my
materials, move here. All right. All is gone except
for these two, so let's make sure
did I forget them, or are they duplicate? So we've got one duplicate. So in this case, guys, I can delete this
material or and replace it with
another material or I can name it another
name, and we're good. So If we double click
on this material, or we're going to
get the options. If I do F two, I can rename it. I'm going to do 01,
and it's all good. Drag drop to the
materials, and it's good. What I'm going to do
say for textures, I've got this texture already, so I can rename it or
delete it and replace it. So let's try to delete.
Here's what I get. And Unreal Engine asks me, what do you want to
replace it with? And I've got not a lot of
options or any similar options, so I'm not going to
replace it in this case. I'm just going to rename it and put it into my textures folder. Drag drop to the textures. It's okay if we have duplicate textures in the
end of the project file, we're going to have only
the materials that we use. Save all and save, then we go next to Let's start with Let's
do the landscape. It's import landscape, open, import all, importing
meses. All right. Good. We've got it all inside. So we need to do
now is basically wait for it a couple of seconds
to read all the meshes, and then after that, I'm
just going to do the same, take all the blues, the science, the meshes, and drag and drop them into my scene and zero out
their coordinates, so I get them the
same as in Max. Okay. All set to position, 100%. Everything's
good. Excellent. What's next now,
guys is furniture. But let's do import. Let's do furniture and do open. Import all. It's all done. That's the furniture needs a couple of seconds to
compile all the shaders, so I can see them and
put them into my scene. Preparing shaders. Excellent. These
are all the meshes, so I'll click
scroll shift click. Click them all, drag
them to my scene, and then I'm going to
zero out the coordinates, and there you go, we got all
the furniture components. Let's check them
out. Great, great. Everything is in its position. Mm hmm. Okay. Mm. Mm hm. So here, guys, we've got
some components that were imported by mistake with the furniture. They're
supposed to be. Actually, they're supposed
to be with the furniture, but it's imported
as a decoration. But it's fine. As
long as they're all imported, it's all okay. We can fix them in
Max and put what's in furniture on furniture and what's on decoration
and decoration. But we already done this
step a couple of times, and we're going to
end up organizing our file. So it's okay. Now we move all the textures
to the textures and we organize the subfolders that
we have into the geometry. So see what else do we have
textures, even more textures. We'll take the materials,
shift materials, move here, and no worries, all the materials will be fixed. So then later, we're going to check if we've got
even more materials down to drag and drop them
to my materials folder. Okay, so we've got even more
materials as I expected. So we'll take the first one
and the last one with shift, and then make sure there are no textures
in between, move here. And now it's moving. Greater move, then we've got a couple of duplicates that we
need to rename. So we're going to do
now is check these, these are duplicates or
these are extra materials. So why do we guys do this? Why do we do subfolders? Because if we do all the folders if we do all the
objects in one folder, that's going to be problematic. And I'm not going to know which object going
to go to which one, and would I fix anything? If I reimport, I'm not going to know which is gone and
which is the left. So it's much easier and more organized in
this way to do it. And also, I can't import
all my objects together. Maybe if I have high
specs, I can do that, but I can't import all my
objects for a simple fact, because unreal might crash. So we do it in a very safe way, and we just, you know, import everything on its own. So I just rename all
the materials now. We do F two, and we
just add a number, any random number for us
to keep the material, and then after that, make the decision
if we want to keep it or delete it or replace it. All right. We're good. So we'll
take them all now and drag and drop to materials. All good, all is there. We're going save
all now. Excellent. Now all is saved and
everything is in order. Next, let's go to
windows and frames, import windows and frames. Import all. Good.
They're imported now. I'll take the meshes. Shift, drag drop to the scene, zero out our cordans in the
details when they load, 000. Excellent. We're just checking if everything is fine. All the joints. All is good. Let's organize our folder. Materials to the
materials. Move here. We've got a couple
of duplicates, we're going to F
two and rename them with a random number. F two. F two. Same F two. Take the materials, drag
drop to the materials. Take the texture,
rename this texture. We can move this textures. It's a duplicate as I expected, so we'll rename it. Should have renamed it
before moving it. Move here. And all is good. Let's go to decoration
now and decoration open. The more the objects I've got, the more time it will take. So bear in mind, it's okay. It can take more time. This way import is all finished, and what I'm going to do now
is organize the materials. I can do either or either
drop the objects into the scene or organize the
materials and the textures, and then after that drag
and drop everything. Move the textures to
the textures. Mm hm. I think we've got one duplicate. We're just going to try
again. It's a duplicate. Okay. So now we're going
to do is rename it. Drag drop textures,
again, Okay, move here. And now we take
all the materials. Try not to get any
textures involved in between and drag and drop to
the materials. It's okay. If you get it wrong, we
can take the textures from the materials folder and put them into the textures folder. All right, all the materials
is moved, 57 items. Now we're going to take the objects and put
them into the scene. Let's see if there are
more objects down. Okay, good. So they're
all next to each other, so we're going to
take the objects and drag and drop it into our scene. Imagine if you guys put all the import into one
folder and all together, it would have been messed
up, like, really messed up. So now we zero out
our coordinates. All right. I've got
all the details. Now we're seeing, let's
double check see if all the geometry matches
our expectations. Excellent. Okay, good, good. Awesome. Okay. What's left. What's left now is for us
to organize our textures. So we'll take these. Also pressing control to take
separate ones, move here. Textures gone, and now
materials Also moving. Nice. We've got more materials. Let's take the textures first
and move them to textures, then we can take the materials and move them to materials. Dg drop, move there. More textures. Let's
see if we've got more. Drag, move here. More textures. We'll select all of
these then, click shift, select these as well and
move them to textures. I think these are the latest. What's left now is materials and we can click the first one, click Shift, move here. Mm. We've got a
couple of duplicates. So what we do now
is rename them. Same F to F to rename. Drug drop to the
materials, move here. They will all be moved. Now all the decoration is there. Now we've got the ceilings, so let's import the
ceilings open. Import all. Great. Now we've got it. Why is it so many objects and so many materials?
There's something wrong. Definitely. Imported
the ceilings. So decorations are imported with the ceilings. The max layer. The ceiling layer in
Max has a mistake. I'm going to open the Max file now and refix it and
import it again. Close, continue. Okay? Great.
Now I've got the scene, I'll go to the layer explorer. Hide everything and keep the ceilings. That's
the ceilings. Good, select, file
export selected, and we'll go to the
location of the folder. TPC. We'll go from here. I remember it was in one drive. Arabic cos, FBX, and export. I I overrided c the
safe ceiling FVx. Now we import the same
one into unreal engine. Now it's exported. What I
want to do is to re import. I will delete these
because these are wrong. And then import again
ceilings, import all. Still there's a
mistake, 123 objects. So I think, no, there's something wrong.
There's something wrong. I'm just going to
cancel the process and see what's wrong
into the MAX file. Sorry. In this case, what you guys, what do we do? We go to MAX and we do
file export selected, and we put it with
a different name. Sorry. Ceiling. Okay,
Oh, my God, again. Okay, so ceilings. All right. Or we'll put it ceiling. So it's different than the
ceilings, and we'll do okay. Sounds good. Let's go
to our real engine. We'll delete these
because I cancel them. Okay, then I'll delete,
b click. Delete. They're deleted. So
we'll do import now, ceiling, open, import all. Man, what's wrong? Okay. Same mistake 136 objects,
that's unrealistic. So, I'll leave it to import, and I'll go to three DMX and try to figure out
what's the problem here, because definitely from here. Let's see. So decorations are selected when I select the
geometries of the ceilings. Maybe some groups are
associated to the layer. So let's open the layer itself and see what
does it contain? It's all geometry that is
related to the ceiling, we'll remove the
decoration groups and try to export these
and see what I get. Let's delete them
from here first. Do the same with
the English file, FPx, delete the ceilings. Go here and FPx export all good. I'll go to exporting
now from Max select and we'll put it
we'll name it ceilings. Capital ceilings save. Now, we're going to delete these Apparently, I was adding
decoration objects that I didn't want to import
with the ceilings, delete import ceilings
open, import all. All is good. Nice. So now we've got just
the ceilings, guys. Finally. And now what
we do is drag drop, zero out our coordinates
from the location. And now all is sealed
and all is looking good. Mm hmm. L et's hide the roof,
click press edge from the keyboard to
control Z Control Z. All good. What's left now is
for us to import the lights. This way, we've imported all the models that
we modeled in Max. Duplicates, same procedure. Then we take them all
materials, move here. Same for the texture. We're just going to rename it and put it into the
textures, move here. And now we can add the
geometry of the lighting. Lights open it all. All good. A is important, Excellent. We'll take all the geometry, drag drop to the scene, zero out our location. All the lights now are in place. A quick look if
everything is okay. And double check that
everything is closed loops, and I don't have any
leakage because this can really corrupt and damage how the light is looking
into our scene. This way, we're working
correctly 100%, and we've imported
everything that is related to three D Max as geometry
materials and textures, and now we can launch from
real engine moving forward. Last thing, I want to
do guys save all that I imported into my project. So it's embedded into the cache, and every time I
open my project, it's right there inside. All right. So this way, guys, we've finished the
Import lecture together. See you guys in
the next lecture.
19. 19 Pivot, UV and Normal Adjustments Into UE5 ENG opt: Hello, everyone. Welcome
to a new lecture. In this lecture, guys, we will talk about
three main things that are in three DSMC we
previously covered, and we will learn how to
cover them in Unreal engine. Flip normals, pivots, and
UVW maps for objects. How to fix all of these in unreal engine without
needing to go back to three DSMC and fixing all of the things that we will cover and talk about in this lecture. Okay, so let's start to talk
about this in three DS Mx. We will hide the ceiling. We'll take this model. We will take a copy, we'll
press W shift and drag, and I'll do a copy. Then I will put in
the coordinate 00. Then I got it in my
zero in three DS Max. First thing we want to
cover guys is the pivots. So for the pivots
in unreal engine, we want to check
the same chair and see how the pivot
is acting there. So we will press on the ceiling edge to
hide both components, and then we will press on this
chair and try to move it. I can't see the pivot
here for some reason. The pivot is, what we call it the Gizmo is in
the zero, zero, zero. So let's try to test on this and export this chair to unreal engine and see
after we move the chair, how is everything is going
to act in unreal engine. So file export selected,
choose for me. Right click, Let's
make a new folder, right here, and
we'll call it tests. Go back test. This folder, we can delete
any time and we'll put all our tests so we don't combine anything
with our project. We'll do chair here and
do save and then okay. It's exported, all right. Now I need to go to
O real engine and import in the geometry, or let's do a folder
here as well and call it tests and put
everything here. We'll import now
and do tests open. Import all as the previous one. All right. So if I drag
and drop the chair now, I get coordinates and I
zero out my coordinates, zero, x, zero, y and zero z. This is what I get guys. The chair is right exactly in the middle of the world,
zero, zero, zero. And it's above the ground a bit because we've
got topography guys. There are some buildings that are higher than other buildings. So as you see, there are different
levels in the side, so that's why it's a
little bit elevated, but we can see for sure that
is in zero, zero, zero. That's zero, unreal. If I
press on anything else, guys, it's going to
be in the 00, zero, y because it's all exported in relation to the zero, right? So anything we click on the
pivot will be in the middle. We did not separate the
models in the origin for us to have the pivot in
the center of the model. We've got it in the
center of the world. But, guys, we took the strategy of whatever we need to fix, we'll fix the pivot of it. We don't need to fix, then we'll just leave it as is. So let's delete this chair, and we've already knew what's the difference
between if we import this chair or if we import a separate
chair with a 000. So if we want to fix the
pivot of this chair, we go to the selection
mode and do modeling. It'll open two panels for us, one for the main things and one for the details of
the main thing, and then we'll go to
transform pivot and from Pivot It's showing me that it's in the origin
zero, zero, zero. I can pick the
position of center, bottom, top, left, right. So I'll do bottom now because I want the chair to
be moving from the bottom, I don't want any parts of the chair going
under the ground, and then we'll do accept. Okay. Great. So now the
chair has the pivot in the center of it before it was in the center
of the world. So it was convenient
and unpleasant. So if I want to control Z
the process and show you guys what's the difference
in moving both of them. So if I want to move look, how do I move it,
it's so unpleasant. Also, if I want to rotate it, it's going to round
about certain angle, and it's accurate and
not really desired. So basically what I will do
again from modeling mode, I'll go to the pivots
and do bottom. I can do center,
but I'll do bottom, and then I'll do accept. Great. It's excellent now. Now I can rotate see the big
difference between rotating before and
rotating now. All right. So this is all about the pivots. Anything I want to make, I can make it in this way. Anything I want to move, I can fix the pivots off. So it's so simple,
so straightforward. So if I want to copy guys, I do from the keyboard
and I just copy, and real engine, we'll read the same data over every
chair like it's one chair. That's like the copy
instantiations mode. We'll cover the copies when
we come to the copies. I'll prefer to give the
chair the material, and then after that copy it, so we don't have to work
on it further more, we just apply materials once. So this way, we start to know what's the logic
of unreal engine. Okay, Am we want to
ask you a question. Why don't I just pick a couple of things together and just
fix the pivot of them? Is it valid or not? It is valid. But the problem,
guys, is that when we take these four
shelves, for example, all the components within
these four shelves, let's fix the camera and
select all of these. For example. All
right. Also with this. And we want to fix the pivot
of all of these objects. So I'll click on Pivot,
and then after that, I can do center, so I center the pivot into in
between the objects. It's much closer than before. We 100% agree, but
the problem is that all of these has the
pivot in the center, not the center of the object, the center of the group, the
center of the selection. So that's why I need to bear in mind that if I want
to move something, I need to fix the
pivot of it itself, not to do a group. Because if I do a group, then it won't be as accurate as what we've done with the chair. It's
like in the bottom. So what we can do, for example, is click on any of the objects
here and go to the pivot, and then after that apply
bottom positioning, and then look, how did the pivot moved from
top to the bottom. So this is correct, and also the previous
one is correct, depending on what I want
to do with my procedure. So otherwise, I can just leave the pivots to the origin
in the way they are. It's completely okay. It doesn't affect anything because I'm not
going to move it. So in this way, I take
these things under consideration so I can
work flawless in real. So for UVW Map subject. So I want to go From here
from the create panel, I'll do box, I'll do cube, and I'm just going
to draw the cube in the center zero, zero, zero. And I'll do 100 by
100 by 100 cube, and that's like 1 meter
by 1 meter by 1 meter. Now what I want to do is delete the chair and move the
cube to zero, zero, zero. This way, the cube
is in the zero, and all its dimensions
is one by one by one. Now I'll click M from
the keyboard to get the material editor I
have, and what I will do, I'll upload the material into the base color and
reflections in the diffuse. So I'll go to general
and go to Bitmap. And then I will import
the checker bitmap, so I can see how it
looks on the cube. Drag drop on the cube. I get the checker
map and all is good. For example, I needed
down the way to scale my cube and do it this
way and y for example, I want to turn the
cube into a metric. I want to do next
is basically export this object and see how we
can fix this in unreal. So I'll do here, for example, checker box. Save. I'll do okay, and all media is embedded
and everything is okay, we'll go to an import and import to checker
import all great. Now we can drag, drop the
checker box into the 000. You see, basically
we can see the UV, but it's not 100% correct. I'll position it in the middle and see what we will do next. If we see guys. The scale that
we've done in Max, it has damaged the texter. It has made it incorrect. So before what we
used to do, guys, if I messed up the UVs in three DS MAX and
imported to unreal, I needed to go back to
Max and fix this in Max. Do UVW map from the modifier
list and then do box. And then from the box, fix the dimensions, make sure
they're one by one by one. And then after that, see if I need to scale this further more and
fix the gizmo of it. So basically, we do this
from UV map, gizmo, and then after that,
we can fix the gizmo manually to get the
result that we want. So we can get the
checker in cubes. So, for example,
we do it this way. So we do cubes this way. And then we stretch from here
a little bit from there. So now we get like, Yeah, this way we have fixed it. So before we used
to fix this here, and then export it
again and replace it there for it to be fixed. This time, guys, we've got
tools in unreal Engine five that we can fix
everything in our scene, almost everything in our scene. So basically, I can go to
UVW Map, from UVs here. We do project. And
then after that, we go do box, and from
box in the dimensions, we make sure we're doing
one by one by one. Se guys. Now it's
relatively smaller. So what we will do is
try to make it bigger, so let's do 505050.
That's even smaller. Let's do 500 by 500 by 500. This way, we've we've
got a 100% correct. Of course, guys, we did escape, so the edit we've
done, it's not saved, so we need to make sure that after editing
my edit, let's, for example, assume 350, we need to accept for
the edit to take place. Otherwise, it won't
take any place, and I will just preview
what I've done. Without any edits. So this is also a
very nice tools, guys that saved us a lot of time hovering over the UVs
from MAX real engine. And there are also
many ways to fix the Unwrap UV and the
UVs and X four UV. These are advanced tools that
can save us a lot of time. Especially in the softwares that are not Max or
blender like Or Maya, software such as
SketchUp and Revit. There are some constraints
in the project itself, you know, in the tools
itself, you know, we can't achieve the same result 100% like when you compare
Max to Revett, for example. So these tools comes in very handy when we import
from Revett or sketch up because we can
fix anything that is basically damaged or corrupted or it's not working very well. So I can fix these in Max, but now everyone can work
in Max and do correct working in Max and do all
the tools in Max correctly. So that's why we teach these tools for all
the disciplines, all the students from all different backgrounds
of softwares. We can work on it
all together and fix it in the tools
of Unreal engine. All right, great. Let's go
and jump to the third idea. So this object, I want to
right click Converter D Poly, and then I'll take
face the upper face, for example, I'll do flip Also, let's take this face and do. All right. So let's
assume that this is a model for a drawer or anything I brought it
from any other software, and we've got this in real engine or in Max
that is flipped faces. Let's assume that we exported
it directly to real engine, and let's do flip normals. All right. Now,
what we need to do is bring it here and
we'll do import, and then we'll do flip
normals open, import all. Mm hm. And it's imported. Now I'll bring it
to my viewport, and you can see guys how flip normals are
previewed in unreal. The object is 100% correct, but the faces does not show. So how do I fix this? I go to a command
called tri model. And then from tri model,
we choose T cell, and then we then pick the
face through the brush. For the phases I want to fix. All right. And then after that, we go down and we
do flip normals. You see, guys, how it's
flipped and it's 100% correct. Now I do accept, and I've got my normals fixed and object
is looking 100% correct. Of course, guys, there's a lot of tools in the
edit normals that we can use depending on the
complexity of the model. So if I go to try cell
and I click the faces, I can choose the size of the brush and selection
mode that I want to select that will give me more options to select
more complicated objects. So I can control
everything from here that is related to
edit normals that is more accurate and is
better to work with. So because this is a
simple object, it's a box. There are some
other objects that are more complicated
and more complex. For example, this object
is more complicated, and maybe we need other types of selection within the flip
normals and the brush. So I hope you guys benefit
from this lecture, and you've learned
the main things that we need to fix
in Andel g in case, we couldn't fix in Max. I hope you benefit
from this lecture and see you guys
in the next ones.
20. 106 Importing to Unreal from Max using DataSmith: Hello, everyone. Welcome
to a new lecture. In this lecture, guys, we will talk about how to import DataSmith from three DS
Max to Unreal engine. Okay. Excellent.
First thing first, we need to download DataSmith. We'll go to Google from here, and I would say Unreal
Engine, Data Smith. Data Smith, real engine. Then here it's
telling me what is the different
international export work flows that I can work
with real engine. And here I've got
different softwares guys like we've got 12
softwares for now or 15, maybe. So we've got MAC
Sketch, ve, Navisworks, rhino, graphy Soft, chica,
Solidworks, Form Z. We've got CDB, open flight
in real engine, I twin, CET. There's a lot of data
exporting systems beyond what we need in in architecture, you know, and beyond what
we need as visualizers. But it is a software that is well supported from
any software that is exporting FPX and
international exporting system. So for now, we're
talking Data Smith only. We're still not talking about
any other exporting mean. So we've got unreal
5.1 download 5.1. If I've got any other version, I put it and I download
it and I add it to Max. So I enter the installer. I get from here installation, computing space requirements. So it's just generating the space requirements
and making sure that I've got space for unreal to
download Data Smith. So in this course, we
will be in this lecture, we will be talking about
how to export from three D MAX to unreal
through Data Smith. MAX 2023 install. And in the coming lectures, we'll be talking about
the other softwares on how to export from
SketchUp and vet. Okay, great, it's
downloaded now, so we will go to Max now. I'll go from here and I'll go to three DS MAX
Island Farm retreat. I'll open Max, and then
I'll drag drop inside it. Max has opened. And all is good, and now we want to
open our project. Now we opened our project. After we opened our project, and we want to export from it. We'll do control all,
file, export, selected. As we knew before in
Unreal Engine four, it was saved from here. If Data Smith is not here, guys, I Max 2023, Data Smith, they change it to the ribbon. So we find Data
Smith in the ribbon. We can't find Data Smith
in the export like before in Unreal Engine four. So here I've got Data Smith, and here I've got Export
and Export selected, so I'll do Export selected, and here you Data Smith, will go to the desktop, save it there, and
we will do save. Or let's be organized. So we'll go to the drive and
from the export FPX export. I'll do a new folder here, and I will call it
DataSmith Export. Good. Now we enter it
and we save it here. Now it's going to
export as Data Smith. What I will do is I'm going to open a new unreal engine file, so we can import
data Smith inside it and see what's the differences
between Data Smith and FV. I'll do architecture or
game or anything I want, and I'll do on desktop. Okay. Perfect. Now I want
to import from here. Before I import, I want to make sure that the unreal engine Data Smith plug in is opened
from here is activated. Data Smith FBX exporter, just in case, I'm
going to export FPX, because the file is already FPX. So we want to do this, and we want to have Data Smith importer
as well checked in. So Data Smith importer guys works at best with
VR and Corona. So when I've got materials in
most of the MAC let's say, scenes are already ready
in Vira or corona. So everything is organized
when it comes to materials. But we did in FX, so
we want to see how to import as FX
DataSmith, as well. So we will do import,
and from here, I'll go here and I'll
go to DataSmith Export, and from here, I'll do
open, and I'll do okay. And from here Data Smith, I need to import
only the geometry and the materials in Texas only. I don't need
animations, cameras, or lights because all of these
we do inside real engine. Why? Be lights and the units
between Max and unreal. There's a huge difference, so that's why we
always tend to have a huge bright scene or a
completely dark scene. So that's why we will leave
the lights for unreal. We're not going to do anything
with the lights in Max. So no need to put lights in Max. It advance the
static mesh options, the resolution 64-512. It's fair generate light MV. I, we can keep it port. So we'll hide the advance
and we'll do import. The scene has imported
and everything is okay. And I come around
the scene and take like scroll around it. Here's the floor of the
archivist template. And here's the file. Of course, guys, the materials, they won't be as in
unreal because we did them from scratch. Here are the materials as FBX. Be in Max, we did not
focus on materials, we focused on
materials in unreal. If I focus on materials on max, I'll be able to get
much better results than these already. So always if I have materials, it's okay if I don't
have the materials, then it's also okay
because now we know how to do the
materials in both ways. So the geometries here are exported all at
once in one folder. It's not like it's separated
like the ones we did before. If I want them to be separated, I export the same in
DataSmith as FBX, we export layer by layer. Then this way we guarantee
that everything will be organized in n. Second thing
in materials in Data Smith, all the materials together,
textures together, it's well organized
to be honest. So it organizes the file
structure in a way. So if I go to any object and see the material
of it and look for it, If I enter this material, let's enter a more
complex material. You see that in Data Smith guys, it tends to export many
nodes that we don't need than we usually do in
the normal case scenario. Of course, this
is nothing, guys. Usually, if we have
an advanced material, then it will be a lot of
nodes way more than that. And of course, Data Smith does not read complex
materials such as blend materials and further
advanced materials in MC. So we need to kind of make
basic materials in MC. And bring them to unreal and be able to do the mix and
matches in unreal. So why don't we prefer
the heavy materials? Be heavy materials
causes with many nodes, causes heavy let's say, materials on unreal, heavy packaging and heavy workflow,
everything will be heavy. So that's why when
we did FBX export, it was everything
organized and simple, only the texture and a
couple of nodes we added. So it was just simple. So we can add anything to it. So let's assume that we
did any modification here? We did control and
we dragged it. And here, for example, I hide it this one. And we brought, for
example, this table, and we put it in the porche, and we did the dining area. Of course, the pivots are
fixed completely okay, guys in unreal when it
comes to DataSmith. So we'll do now control
all file export selected. Remember, guys, we don't
do export from here. We do export from the
ribbon from DataSmith. So we want to locate the folder. We export from here, not
from the export dialogue. We'll go to this folder and
we'll save on top of it. We'll do it. And there we go. It did export again. And now, what I do is I go to the content here. From here. I'll do right click from
here and I'll do re import. You see here, it gave
me additional options, Save current level actors, Data Smith, scene and
respawn deleted actors. If I deleted anything already, it can be respawned again. Import now, reimporting. Now it will update
the scene for us. So what do I guys advise is that we reimport
in the beginnings. We don't edit the
materials a lot and do reimport a
lot in the end. Why? Because I believe that it will re edit all
the meshes again. It's like it's formatting
everything that I did. So you guys have to try an error and make sure that everything
is working correctly. But what's nice is Data Smith saves us a lot of time, guys, is that when I want
to work in a company, for example, most of them they work in three D Max
Vire or corona. So they fix the materials, and everything is
crystal clear in Max. All what they need
is an interactive tour or a walk through. So I don't need to repeat all of this from
the beginning in unreal. I can just import it as data smith and do
it all in unreal. But I gain a lot of data
like the materials, like the meshes, like the
pivots, everything is fixed. And it's smart, and
everything is organized. So It saves me a lot of time. Why? Because the materials when we fix the
materials in Max? When they come to unreal, 90% of the materials are okay and
they don't need any edits. So that's how I
save a lot of time in doing materials from scratch. So it's just a couple of
small edits and materials, not like major differences
in the material. Like for example, if I import
glass material from Max, I need to fix their fraction
and certain things. So that Smith has
its own workflow and FBX has own workflow. You ask me what
do you recommend? Speed is Data Smith. Quality does not matter, because in the
end, I can produce the quality from unreal, from talking about simplifying
the scene, then of course, I go with FVX, because FPX, the materials is simple and raw, and it's like one texture, one color, and I
edit everything. Of course, if we edit FVX like before we got the models and
we put them in the middle, and then in unreal,
we distribute them, then everything becomes okay
for the pivots as well, but it takes us time to distribute But there's
other ways in real, of course, and in Max to
fix things and the pivots. It's all there. So it's
just a comparison. If I'm working for
games and big scenes, I do FPX, if I'm
doing small scene, and there's a team before me that is already
working on it, I can do Data Smith to export results as
quick as possible. I hope you guys benefit
from this lecture, see you guys in the next one.
21. 107 Importing to Unreal from SketchUp using DataSmith: Hello, everyone. Welcome
to a new lecture. In this lecture, we
will talk about how to export Data Smith from
Sketch up to Unreal. So first thing I want to do
is I want to go to Google, and from Google, I want
to say Data Smith. Unreal engine Data
Smith Exporter plug in. I'll go to Geta Plug ins
and from the Ga plug in, Sketch a Pro 5.1,
Export do load. Now computing space
requirements, same as for three D S Max
and same as for Revett. Next, I accept next
install Sketch a P 22, the one that we've got. Finish. Now I'm going
to open Sketch. We'll do architectural meters. You see, guys, now we've got Data Smith exporter
plug in here. We can dock in the
toolbar that we've got. Here we've got a sketch up. Just an introduction for sketch. It's an easy software, and it's very well known, and it's usually used for architecture visualization Architecture three
D and engineering. Now we're just going
to draw a rectangle. We're going to increase the height like this,
for example, 0.13. Now I'm going to I'm going to consider that
this is the land, and there's a house from here, for example, I'm going to make
this a little bit bigger. And from the house, I can do some trees like
next to the house. So I'll identify
them by circles. So different circles,
and we'll bring them up from the push pole tool. Double click to make
them same height. And then I want to make this a little bit higher
than the rest. Now we've got
trees, for example. And I'm going to come from here and try to do like a fence, with a simple rectangle. And let's make it as a fence. For example, So I want to export this to unreal engine before
I export this. I want to apply any
materials, even colors. I can do this green, I can do the house. Let's see. Like orange,
beige for bricks. Perfect. And the trees I
can give these like brown. For example, and now
we'll do before this, I'm going to refresh. I want to open a
new file for real. I'm going to pick
anything, as we said. Now we know most of the templates that
they're all the same, and we know how to get any
template into the other one. Now we've got the template, and now I'm going to
delete this from here, and I'll do export Data Smith. What I will do, guys is I'll do Toggle auto
sync from here. After I do Togle autosyc, I'll go from plugins and I want to make sure that
DataSmith is enabled. DataSmith import is enabled. We're not FVx here,
so all is good. Now from here, I'll do
direct link and it's read that ready sketch up is there and I can
direct link to it. Geometry and materials
import There we go, guys. That's what we did
in sketch up is there in directly imported. Every 30 seconds makes a
direct syn for sketch up. I can, for example, take more things, circles
or polygons. Then I do sync. There you go. Everything
I've done is there in real. So I can get models from
three D warehouse and I can import them as in, and they will be
there in sketch, so I can control whatever in sketch up and make
a direct link with Unreal. How's the models are
available in unreal guys? We realize that this
is entirely one model, and all these materials are
in one detailed parameter. So how can we separate
the models in sketch up for us to have a
better experience in unreal? So I go and sketch up
and I take the model. For example, I'll do right
click and I'll do M group, M group, double click, M group. And then I can take
all of these and make right click M group. So these all are
groups, same for here. Double click on the
building or take the faces. If I do double click,
it's going to take the entire thing because
we built it on it. So we will do just
click for faces, and we group the faces. So that's how I make sure that I am getting separate
things on unreal. Now, I did different
make groups. When I do sync, now
you see they're all separated into different models. If I want the
bottom of the cube, I can draw the cube and then move it and snap
it with the surface. These faces are
grouped together. I need to do this face is
grouped with that one. So I need to organize my work in terms of
what is with that. So it's better if we make
everything in groups and organize everything in sketch up before we import to unreal. So now you see we've got
many components here. Why? Because there are
groups inside groups. So I choose if I want to merge stuff and which
stuff I want to merge. So let's, for example, I want to take all of
these and merge them. I'll go tools, merge actors, and then it asks me, where do you want to
merge the content? I'm going to pick this
place, merge actors. Okay, it's already
merged, merge together, and Now I can fix
any actors together. Here, I can take them together. These are all the things
that from sketch up. I go from tools, I'll go merge actors, and from here, I'll do
merge on top of that one. Yes, and then drag drop,
that's another one, exactly the same one.
They are not merging. Why? Because I'm merging
groups with models? I need to merge
models with models. I want to make sure that I merging models
altogether, not groups. F here, tools, merge actors, and I'll do merge actors, and from here, I'll do save. It should be now all merged. Exactly. So that's
what we can do. We can get models
from sketch up, get them together and
unreal, merge them, and then we've got it
all fixed and all there. So this is how we import
sketch up files to Unreal through Data Smith and change everything
inside sketch up. And of course, anything
I fix in sketch up, it will do direct link with real engine and
everything is okay. I hope you guys benefit
from this lecture, see you guys in the next one.
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