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SketchUp to Unreal Engine - A Beginners Guide
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- Опубликовано: 18 авг 2024
- Learn how to export and import your sketchup models to unreal engine.
You'll also discover how to setup a new project file, create environment lighting, making bespoke materials, camera settings, UV mapping, fixing bugs in the model, exporting images and much more.
Enjoy!
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Timestamps
0:00 - Introduction
1:20 - Tidying up the SketchUp model
4:18 - Exporting to Datasmith & Launching UE
7:22 - Importing your model & Setting the scene
14:25 - Using Quixel Bridge & Megascans materials
16:30 - Adding a Post Process Volume
22:00 - Creating a Camera
25:04 - Replacing Materials
33:08 - Changing UVs & Bespoke Materials
39:54 - The Epic Marketplace
41:02 - Camera Settings
47:45 - Importing Marketplace Assets
51:00 - Exporting High Resolution Screenshots
#unrealengine #sketchup #archviz
Our full courses are now available directly within RUclips, including a 10-part series on Unreal Engine Interiors.
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The best tutorial I have watched so far
Thanks so much for the nice comment. Checkout our courses on UE here; archademia.com/lessons
Thank you very much for this, very few tutorials on Sketchup and UE5 workflow available online
No problem at all. If you like this video, you're going to love the one we have coming this Sunday, 12 noon, UK time! Taking it a step further with a snowy/mountainous environment, I'm really proud of the results!
Amazing work Adam, Thank you
Thanks for watching Sonda 😍
thank you!
No problem at all, if you want to master unreal engine, consider our full courses; archademia.com/lessons/unrealengine-interiors/
When invisible side look at the source of light, the lights will pass and not make shadows. Even you make two side material. They should fix the visible side bug soon.
This might be fixed within the modelling mode of UE, if all faces have normals facing the right way it should block the light correctly.
how do u change the pivot point of objects, when u import into unreal? by default it takes world center of sketch up for all the objects.
Wonderful, thank you so much
Thank you for watching & leaving a nice comment 🖤
In unreal engine 5 when I put a new item on the floor , it half goes to the floor - I may have some key or the ability to automatically put the premet on the floor?????
You need to adjust the anchor point of the object either within UE or within your 3d modelling software. Setting this to the base of the object, will then allow it to snap as it should.
I have SKETCHUP19 Datasmith doesn't work with it to UE5.2 I need to use FBX format coul'd you make a tutorialon that? PLS
It's a similar process really, but datasmith is much better, I'd recommend upgrading sketchup to access it
Hi! do you know why some of my textures look black once exported to UE5? from skp. Nice video
Thanks for watching & for taking the time to comment, plenty more to come. Can you email me some screen shots so I can provide more accurate advice? (e: adam@archademia.com) Also, to learn more about ArchAdemia please head to our website: archademia.com
Im trying to learn Lumion, do you think i should change to UR5?
I’d certainly give it a try! But if you’re trying to learn a few different softwares I’d certainly recommend you head to archademia.com - our membership gives access to over 20 courses 😍
UE5 is free. If you need lumion for paid professional work then cool learn lumion but you can’t beat UE5 at the FREE price tag and I’ve seen a lot of amazing work rendered in UE
Great comment @@dialac1 thanks for watching!
"Rescuing a dodgy model"..... LOL.... A model in which all the walls and ceiling are not in groups, everything is "exploded" already.
Who in the world, other than a beginner, would model without using groups?
Groups contain complex geometry, with multiple textures applied.
Are you recommending "exploding" everything prior to exporting to Datasmith/Unreal, just to isolate each texture?
The model wasn't great, but it actually helped prove that UE isn't as complex as some people think. Don't explode everything, no. But, work on a 'by material' basis, that's how most rendering engines work, they break it down by material, so if you group by material, you're laughing!