Looks like the safest bet for the moment is to model building and structural elements in Revit for ease, then all other elements such as furniture and props in max, then export to Unreal studio via datasmith. Select the File Pulldown in 3DS Max in the upper left corner of the application. I’ve also come across this downside - a mug I modelled in Revit (yes I know not the correct programme to do so but I use Enscape plug in for Revit so I like to stay in Revit) and when exporting the model to 3ds max, the geometry became super faceted. Has anyone gone trough a good workflow on that? I’m using TS Tools, Steamroller and also testing Datasmith. I understand propper unrapping and well made lightmaps are the sollution though I haven’t found a good way around that. Revit is great and fast to model architecture and I’m really confortable with it, but when it gets to put the models into Unreal trought 3dsmax I always end up getting some kind of artifact (light bleed, contigous faces rendering up a bit different). The patch does require the user to install some updates. Setting material issues aside, my main concern is the messy geometry Revit ends up exporting, especially the curved elements. Autodesk 3ds Max 2013 released a patch to enable Revit 2013 to 3ds Max 2013 RPC Content support.
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