![]() So this is about architectural visualisation using UE4. Going into detail here would require to write a full scale tutorial, which i don’t wanna do right now. So you can have a Model set up with lots of different materials and bake all these to a single UV map. Luckly, if your model has a usable UV map, most of these effects can be baked to texturemaps. ![]() Rendered models do not always require to be UV mapped because you can work with hundreds of material selections, different material projections and effects like dirt applied as shader effects. The base of every good realtime model is the UV map. Long story short: in a lot of cases what works for rendering doesn’t always work for realtime graphics. I have no experience with vray, so i don’t know if it is possible at all to bake these materials into usable texturemaps.īut in know a lot about baking regular c4d shaders and effects into texturemaps. They are built for raytraced rendering with high accuracy, while most realtime solutions are just faking certain effects because computing time matters. 3dsMax Tutorials even if you use Cinema 4D.Įxample: when a Max Tutorial talks about smoothing groups, you need to know that you can achive similar results in C4D by using the Phong Tag and Phong breaks.Īs for texturing, you won’t be able to bring all these fancy vray shaders into UE4. Regardless what program you’re using for modelling, the basics of modelling for games apply to all of them.
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