Throughout these lessons, we will follow the entire process of exporting a small scene from 3Ds MAX to Unreal Engine. We’ll go through the process of setting up and unwrapping our model in 3Ds Max from steam roller plugin, all the way through to lighting, creating materials, and adding interactive elements using Blueprints. Check out our more video for creating an interactive walkthrough of a small apartment in Unreal Engine 4, 3Ds Max & UE plugins which used in max.  By the end of this tutorial, you should be able to take away plenty of techniques and tips to quickly and efficiently create your own architectural scenes in Unreal Engine 4. Software required: 3Ds Max 2016, Unreal Engine 4.7. I also provide more links or For more articles you can check out on my unreal engine page.

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For an example of the finished product, click the video sample below.

First i create a complete 1Bedroom apartment in 3Ds MAX, with complete texture.

For real-time models intended to be used in engines, use Standard materials only. Engines can’t see V-Ray, MentalRay, Corona, etc. The latest versions of 3ds Max and Unreal Engine have a very flexible bridge meaning 3ds Max standard materials can be read by Unreal Engine. So if material with textures is applied to the model in 3ds Max and then exported to Unreal Engine, the model will have the same ready material in Unreal Engine without any additional set up. A very Important point many artists forget about is naming. Make sure you give correct names to the mesh, to the texture maps, and to the materials. Be aware that they can’t have the same name, as this can cause errors. It’s also a good practice to avoid non-Latin symbols and spaces. The names should be formatted so that they look like either of these: “SM_CompleteWall” or “sm_complete_wall”. Texture file name should be start from “T_wood”.

When a new project is created in UE4, this window will appear:

Here is an import window:

For architecture and other static objects, I leave most of the default settings, though there are a few that I’ll adjust. For instance, the skeleton isn’t needed for the static mesh, so, Skeletal Mesh can be unchecked. And if the Collision was created manually, Auto Generate Collision needs to be unchecked. Otherwise, the engine will replace the manually created Collision with an automatic one. Also, if a second UV channel wasn’t created with non-overlapping UV islands in 3ds Max, then the following settings need to be toggled:

  • Check the Generate Lightmap UVs box
  • Toggle the Normal maps using the Normal Import Method and Normal Generation Method pull down arrows
  • If materials and textures will be imported together with mesh, check Import Materials and Import Textures
  • If the OpenGL Normal maps were created with Y+, check the Invert Normal Maps box (Unreal Engine 4 uses DirectX normal maps with Y-)

And here is an image made in Unreal Engine 4:

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