SketchUp to Unreal Engine 5 Tutorial for beginners 😌| Datasmith Lumen and Quixel Megascans

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after you download the engine and data smith click on launch and this will open the new unreal project browser for you as you can see this is much more simplified than before and it also look neat there are four main categories you can choose from games film aec and automotive for the sake of this tutorial i'm going to select games blank template set a location give my project a name and keep these settings on the default here when you click create the engine might take few minutes so get your coffee be patient i already have the engine open for me because i'm not that patient in the middle here it's our 3d viewport if you hold your right mouse button you can look around asdw q and e to move around on the right here we have our word outliner and it contains everything here in our 3d viewport and the details panel here is context sensitive and from here we can access the transform properties and some other details that are related to any actor we have selected in our 3d viewport now if you press ctrl space it will open the content browser and what i love about the content browser it just goes away again one of my favorite things about android engine 5 is that we have bigger space to work with by default it's time to start from scratch so i'm going to press ctrl space and i'm going to select my content folder then right click and make a new folder and call it sketchup here i'm going to make another new folder and i'm going to call this maps then i'm going to make another new folder and call it dt stands for datasmith inside maps folder i'm going to right click and create a level then call it map and let's double click this level it's completely direct we come to the dark side they have cookies it's time to export our project from sketchup so i found this on 3d warehouse a very nice cafe i thought it would make a nice example we can view together today assuming you already downloaded uninstalled datasmith to export this to unreal engine we need to go to file export 3d model in my working drive i usually have a folder called dt underscore temp data method temp files and i'm going to set a location for my export and save as type we need to set this to unreal datasmith once you do that click export i already exported this let's go back to unreal engine and now it's time to import this by default if you choose an asc template and if you go to content database should be somewhere here however if datasmith is not here we need to enable it from the plugins so let's go to edit plugins then search for datasmith you can enable cinema 4d importer or any other datasmith importers in our case we just need the datasmith imported click on enable you may get a warning message that this is still in beta that's completely fine and it will ask us to restart the engine so let's go ahead and do that this should take only a few seconds now when we click on content here there is a new category called import assets and below it there is datasmith so let's click ctrl space again and open the empty map we made here let's go to content datasmith then select our export the file we exported from sketchup click open we need to set a location for this so we already made a folder called dt we can save it here once you select your file click ok you will be welcomed with this dialog here where you have more options to control your import you can only import the geometry for example or you can import everything geometry materials lights cameras and animations if you plan on using the cpu or the gpu light mask to make the lights in your scene you can click on show advanced and set the mean and the max lightmap resolution for your static meshes and of course you need to keep this guy enabled generate lightmap uvs click import depending on the size and scale of your project this might take from few seconds to few minutes so be patient in this case it just took few seconds and now if you look at the word outliner we have 200 actors we cannot see anything because we need to bring in some lights however we can see here that there are some points in the edge these are the group actors of our project in sketchup when you group specific actors together they will be saved just like this what i would really recommend for all projects that you would have your groups or meshes slightly named better this is kind of painful it's my personal preference now in order to see stuff let's bring in a sunlight so i'm going to click on create here and then on lights then click on directional light g to toggle the game mode and here we have our sunlight there are some flipped faces there are some overlapping faces as well these are things i would recommend fixing in sketchup or your 3d tool of choice before exporting to unreal to fix things quick and dirty let's select the static mesh of the outer shell scroll down to where we have our materials click on one of these materials this is a material instance let's duck this one here for now and let's go to general to the parent sketchup master we need to open the master material we need to enable in the details panel of the materials at the material tab two sided so enable this make it true click save be patient nice however i would still recommend fixing all flipped faces inside your 3d tool of choice before you export to unreal engine but enabling two-sided material is a quick fix so that's okay i'm going to collapse my word outliner here and i'm going to make a new folder called one meshes move the cafe datasmith actor to meshes and make another new folder call it lights and move the directional light to lights next i would like to add some atmosphere to my project and to do that let's go to create and to visual effects and choose sky atmosphere when you add sky atmosphere to your project nothing happens because you need to go to your directional light and scroll all the way down to where it says atmosphere and cloud then enable the option where it says atmosphere sunlight if you don't want to scroll all the way down like this you can search for atmospheric sunlight or you can just search sunlight enable this automatically we have sky in our project and what i love about this sky is that it's physically accurate so this means if we change the direction of our sun the color of the sky is going to change as well you can see it's kind of snappy now the rotation is because you need to disable the rotation snapping from here click here to disable the rotation snapping and you will have more control over your light so just look at this beautiful and as you can see as well the color of the sunlight also changed another shortcut ctrl l it will help you control the light one of the biggest mistakes i see people doing when you hold ctrl l is moving your mouse in all directions and this will make it kinda hard to control the light so hold ctrl l move your mouse left and right only or up and down so let's say up and down like this then left alright the next thing i would like to do is adding a post process volume so we can increase the quality of our indirect light and also disable the auto exposure let's go to create visual effects then click on post process volume let's clear our search here move this to the tab then go to the post process volume settings and make our post process volume infinite so it can affect everything outside this box we see here the next thing i would like to do is going to length then go to exposure and to disable auto exposure we need to enable mean and max brightness set them both to the same value usually something like one or zero or two it really does not matter but one is the value i choose then we can play with the exposure compensation to make it darker or brighter and now you notice that the exposure does not change and value of seven is kinda crazy so let's make it two or 2.5 or 2 2 is fine the next thing i would like to add is a skylight so let's go to create lights skylight and you can see wow we're getting some skylight into our project here so this is with a skylight and this is without alright once you create your skylight and increase the intensity to something you like let's select these three actors the post process volume the sky atmosphere and the skylight and move them to this folder to keep things organized you can see here on the ceiling that we have some artifacts it's because we need to increase some settings so let's go to the post process volume the main reasons we made it and let's go to global illumination and go to lumen global illumination then put the final gather quality from 1 to something like 2 or 3 or 5 even if you set it to the lowest value which is 0.25 you can see these artifacts much clearer so i'm going to keep it at 1 for now it's completely fine for me now you have some nice lighting in your project perhaps some of these textures could use an improvement and if you don't know if you click on content there is quick cell branch here you have access to more than 15 000 assets for free for use in your unreal engine projects i'm offline until the internet is back let's do something else just create a couple of cameras so you can go to create cinematics just make a cinematic camera actor and let's find some nice shots to switch to this camera you can see when we click on it we can see a preview of it here you can pin this preview to your viewport so when you click escape you still have the preview pinned which is nice so i'm going to select this camera and move it here that's one way to move your camera around if you want to pilot this camera one of the ways you can do that is going to perspective and then switching from the place cameras to cinematic camera actors f11 for the immersive mode and let's find a nice shot [Music] hey quickballs sorry i interrupted the music to tell you about our android engine mastery class but this is the only way we can make more youtube videos if learning annual engine architecture is something interests you check out the link in the description and i'm gonna put the music again take a deep breath and let's continue the lesson so let's say this is a shot i like i'm going to stop piloting my camera then right click and go to transform and then lock the actor movement so it won't move and i will switch back to the camera press f9 to take a screenshot the screenshot you will get a message in the corner of your screen is going to save within your project and is gonna have an automatic name like this screenshot zero zero zero zero if you want a high resolution screenshot you can click on the burger menu here my love burger then go to high resolution screenshot here you can based on your screen size so you can set this to two or three or five it will just take longer to take the screenshots so be careful with this and if you go too crazy it might crash your project what i like about this is the use date and time stamp as image name so let's keep this for example at 2 so double the quality and then enable this option now let's click on take screenshot this might take few seconds it's okay and here is our screenshot what would be nice if pressing g first then take the screenshot there we go if you don't like the depth of field it's because you need to set it right on your camera so select the camera and from the focus settings here you can see the manual focus distance show debug plane then bring this closer to you and then you can set your camera to focus on specific part of the scene you have so i'm gonna set it there for example or i'm just gonna select disable hey i don't want any focus however i'm gonna keep this on manual and set it there if you can select the mesh behind the translucent object you need to press on t first and then you will be able to select anything behind translucent objects so let's open the light material instance our light material instance is using the sketchup master material which is the normal opaque material emissive is not enabled for this we can modify this or we can click on browse here it will take us to datasmith content content then we can choose the area light as a parent material for our material instance so simply select the area light here then go to your light material then just on the parent click on use and if you click save if you go back here you can see hey we have light now what can we do now next is opening our material instance go to emissive and we can increase this value so here by pressing on the value let's set it to something like 10 click ok and save this normally with lumen emissive surfaces are going to emit light and indirect light but these are way too small to immense any light however if you try assigning this material on this table you can see how amazing this is wow however i'm gonna disable that let's say you don't like those lower hummus fish and you want to get rid of it you can go to create visual effects and exponential height fog it will also have some effect on our project as well once you add the exponential height fog going to set this to 0.002 oh that's a happy accident here let's say something like this let's select our post process volume scroll to global illumination and increase the lumen global illumination to something like four alright so let's say these materials are nice but it's something perhaps you would like to change or not satisfied with you can go to content and now quicksilver bridge is built in within unreal engine 5 which is absolutely incredible click on it you need to sign in so go ahead and sign in then let's say in this case we need concrete to replace these concrete materials with so we can go here and search for concrete we can define our search more because let's say you don't want 3d meshes so you can type concrete then surface so let's say this is the surface we like you can click on download here you can also set the quality as well click and drag the assets hey look at this and you can assign it to your surface just like that i like this preview here so that's one way to do stuff let's say this texture is not very nice so let's go ahead and find replacement you can also go to collections if you don't want to search for materials or surfaces or you don't know what exactly you're looking for you can go here to collections and from the collections here depending on what you are working with let's say in this example artifice click surface then you can see all of these options for you so let's say for example this stone floor once download is finished we can simply click and drag it will create a preview for us and select this search for this material then click and assign to this surface this is not the best seamless material but that's okay let's open the material and go to tiling then reduce the tiling to 0.5 by 0.5 so we can make this texture bigger and you can see how awesome this is so if you're feeling fancy you can go to 3d as well and here in 3d you can find all sorts of 3d assets for use in your artful's projects when it comes to planters breads fruits all that good stuff in the upcoming tutorial when it comes to sketchup and unreal engine we're going to work with the 3d stuff and an exterior scene if you found this video useful subscribe hit that like button and i will see you guys in the next one cheers you
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Channel: VR Division
Views: 58,725
Rating: 4.9606557 out of 5
Keywords: unreal engine 4, unreal engine 5, ue4, ue5, archviz, unreal engine architecture, the sketchup essentials, sketchup tutorials, sketchup lessons, sketchup modeling, architecture, sketchup tutorial, sketchup, sketchup to unreal engine, sketchup unreal engine, sketchup to unreal, sketchup datasmith, unreal engine datasmith, lumen, lighting, unreal engine architecture tutorial, sketch up to unreal engine, sketchup to ue5, sketchup ue4, unreal engine, sketchup vr, ue5 beginner, tutorial
Id: dif3rKPhJoc
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Length: 18min 47sec (1127 seconds)
Published: Fri Jun 04 2021
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