UE4 Is it possible to import a model from sketchfab plugin or site directly into the scene - import

I apologize for the English, because I am writing through a translator. When importing a model using the sketchfab plugin, all content is imported as separate objects, and it will take a very long time to arrange them manually. If I import with the merge meshes checkbox, then when baking the light, I get a warning UV are overlapping by 100.0%. Please adjust content - Enable Error Coloring to visualize and the light is baked with countless artifacts. I would like to know if it is possible to import all objects at once into the scene?

Related

How to fully import an .fbx texture to Unity

I've imported my assets into the unity editor and extracted all of their textures, some of my models were imported without their full texture, specific parts were grayed out as though i didn't color them.
I would like to know how to import the full texture.
Important to mention I did not create these models, just colored them.
Here is a link to images of the model and the model itself if you want to try and solve it.
in Unity click on the model and expand it to see its contents. then select your materials and hit right click then click extract. select a folder to extract the materials to. once you have done this, you can edit the materials individually. Unity does its best to figure out the material of the import, but its not always accurate. now that you have your materials extracted you can import any textures your using and assign them them to the proper material. this should get your model properly rendered.

How to modify parts of 3D model imported in Unreal Engine?

I need to find the parts of a 3D model imported in Unreal Engine through fbx importer in order to change something (e.g. a texture, a color, etc.) using Unreal Engine and C++.
I was already able to do so with other open source libraries (e.g. OpenSceneGraph) using the Visitor design pattern to find a pointer to the part and then modifying it but I don't yet know how to do so in Unreal Engine.
Does exist a class to analyze an imported model to find parts? Or is it better to use another approach to modify textures or color of an imported 3D model (e.g. import the parts of the model in an independent manner)?
Generally people reccomended to start poking around the engines FBXImport class since you'll have to homeroll your own FBX conversion code to do anything other than say, change the material during runtime (obvsiously), assuming you mean changing the geometry or such things of an asset thats already been imported.

Photogrammetry: Software to modify/correct details in 3D objects

I started to work with 123D Catch and Blender a while ago. I made some photos and created 3D object in 123D Catch. Next step is to put it into Unity.
But before it I need to correct some details (some edges have inappropriate shape, colour is missed in some places etc).
I tried to import this 3D object into blender but I couldn't upload texture automatically (I watched some tutorials about mapping, but exaples are easy and my object has complicated construction).
Can anyone reccomend me a software where I can correct basic stuff like egdes, shape or colour easly?
Thank you a lot.
When downloading the models the textures are included as 1 or more
image files.
you can edit them in any image manipulation software (e.g. Gimp or Photoshop)
When opening the model in blender
make shure that you use file>import>obj
and turn on textured mode :
Mapping is not neccesary as the UVs are contained in the model alredy.
After editing the shape you can
export the model via file>export>obj or just drag the .blend file into your assets and let Unity convert it automtically.
Before you use your model in unity you should consider reducing its geometry/detail as the generated models can be very high poly.
For that purpose, I can recommend "Meshlab"
Further reading: http://www.shapeways.com/tutorials/polygon_reduction_with_meshlab

.fbx Model grayed out can can't be edited

I have models created with 3D Studio Max.
When I save as .FBX and import into Unity 3D they become grey. What's the reason of this and how can i solve it?
Also i have huge troubles with performance of model on mobile. What's the best approach to get app faster?
When I save as .FBX and import into Unity 3D they become grey. What's the reason of this and how can i solve it?
I've gone through the same issue when importing the following 3D Data Visualization model
The model was created using Cinema4D and exported as .fbx.
When i imported into Unity using drag and drop, I got the following result
As we can see from looking at the Inspector (image above) the material is grey and can't be edited, the textures were not imported. The materials of the default assets cannot directly be edited but there's a way to go around it.
I've created a new material (right click in assets > Create > Material)
Gave it a new name (green) and changed Albedo to green.
And dragged the material to the cube
The end result now looks like expected
Also i have huge troubles with performance of model on mobile. What's the best approach to get app faster?
It can be tricky to develop mobile VR apps but the game window has an info panel that displays useful live information (Use Stats button in the Game window to enable it)
There we can read how many SetPass calls, Batches and polygons are being drawn. Aim for 50 SetPass calls, that's a good number accordingly to Unity experts.
About optimizing performance, some very good developers already explain in detail how to optimize your scenes. I suggest the following links
Understanding VR Performance
Profiler window
1) all models gray- this means the texture was lost in the import. You can create materials and drag them onto the mesh. But Unity can import your max files directly, you dont have to export to .fbx. Maybe if you try that your textures and materials will be setup automatically.
2) performance on mobile- can be various causes. maybe too much detail in your models. Or more likely too many drawcalls, or maybe too heavy cpu upsage . hard to say. the unity docs have pointers on optimizing for mobile.

3DS Max to Unity 4 workflow with Turbosmooth and Skinmodifier

I am trying to import a fbx (2013) with bone-animations, turbosmooth and skinmodifier to Unity 4. Everything is working except the turbosmooth. In the fbx export settings the checkbox "turbosmooth" is checked. I couldn't find any settings to solve this problem. Is there any workaround?
Thanks!
I struggled with this myself. You actually want to uncheck "turbosmooth" in the FBX export dialog in 3ds max. This makes the exporter convert the turbosmooth modifier on all objects to higher-polygon count model that will work in unity. If you leave "turbosmooth" checked, it assumes the tool you want to import the FBX into supports turbosmooth, which Unity 4 does not.
Edit: Correction to my original post above.
For Skin model, if you have stack Turbosmooth->Skin->Editable Poly, the above won't work.
I had to remove turbosmooth modifier from top of stack, and add it back before the Skin modifier:
Skin->Turbosmooth->Editable poly
This didn't seem to affect my skinning as it was all enveloped based. I don't know what would happened if your skin had vertex overrides.
For Skin-wrapped model, it seems to work ok if stack is
turbosmooth->skin wrap->editable poly
But skin wrapped models show up as Mesh Renderers in unity which don't animate to bones.