Nachapon Lego

Mecabricks export model to Unreal Engine 4

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Combine Mecabricks with UE4 to become an ultimate real-time Lego rendering tool.

Just know that Unreal Engine 4 is free for everyone form March 2015, So trying it today to import some obj bricks model. It would be nice if DasMatze or someone can make a tool to import Lego model from LXF or LDR with auto material / bevel shader. Then we get a zero wait real time rendering tool! Even make some fan-made Lego game!!

(14.5 GB HDD space) UE4 V4.8 free download link: https://www.unrealengine.com/faq

Real time animate sea wave:

18078189313_907e8d30d6_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

18698903961_401897ffe6_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

18509131388_4ac43156be_b.jpgl by Nachapon S., on Flickr

18072524084_a870cf1705_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

18697651221_2d288b291e_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

Just tried to import some Mecabricks obj model into Unreal engine 4. But the model lose all smooth groups. Can be fixed by run scrubs's blender script before export.

Chrome can not export complete .obj of 10179 (.stl is ok but UE4 not support), so I delete some parts to get it work. Why only 10179 get material exported?

Second time tried to import some more Mecabricks model in UE4. In Mecabricks workshop export Collada format with « Group by Geometry » options and « LEGO Logo » ticked then open it in Blender. Save as FBX failed, but save as OBJ work fine.

Left one without Scrubs's blender script: Show decals / show Lego logo / no smooth + edge_split / wash-out colors.

Right one with Scrubs's blender script: No decals / show Lego logo / show smooth + edge_split / better colors.

It should be possible to play with photo-real Lego render in realtime using UE4! By assign well made materials.

Even use UE4 as ultimate Lego design / building tool directly.

18422625899_31bc960495_b.jpgYouTube Unreal engine 4: Mecabricks import by Nachapon S., on Flickr

Then every same material just replace once. Very quick to get this result.

18444102840_3499e288b3_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

Edited by bbqqq

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Amazing. Can you show us realtime captures of your above tests?

Thanks, it can looks much better with good materials and rebuild(reprocess) the lights.

Just import a Mecabricks model into an UE4 tech demo. The Fraps video capture make the game lag. Tried to use Nvidia shadow play to capture but fail.

Edited by bbqqq

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Just a fast test using .fbx

Looks very nice! how did you export to .fbx? I tried Blender but fail. So I use only .obj.

It would great if we can add brick gaps and bevel shader in UE4.

18711810241_2bcee82103_b.jpglw by Nachapon S., on Flickr

18521674338_ee6c60e14b_b.jpgll by Nachapon S., on Flickr

18521913060_205cd352e7_b.jpgr by Nachapon S., on Flickr

18522749470_91da15ed15_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

Edited by bbqqq

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This looks phantastic!!! The direct obj format from MECABRICKS will not work here. Do you import this into BLENDER first and export it to obj again?

I export to Collada without instancing, import into MODO, recalculate smoothing with the Vertex Toolkit and export to fbx. But in MODO you need to turn on all fbx options before: save materials and mesh smoothness.

The MECABRICKS models have very small gaps. The rounded corner shader might be a legal problem because Mental Images (Mental Ray) has a patent on this and The Foundry (Luxology) bought this for MODO. I think there was a discussion on the UE4 forums about this.

One of my VR team members tested with materials today and it's ofc possible to setup a SSS-shader look. The test with a UE model looked great. You can setup a master shader and use instances of this what is the optimal method.

Edited by virtualrepublic

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^ Thank you, look like fbx's material is better than obj's

-> In mecabricks export to Collada format with « Group by Geometry » options and « LEGO Logo » ticked

-> In blender open Scrubs's template.

-> Delete all Scrubs's template bricks as his instruction.

-> Import the Collada model.

-> Run scrubs's blender script to get smoothness(+edge_split) and better brick colors.

-> Export to obj (Export to FBX always fail)

-> In UE4 import the obj model

Edited by bbqqq

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@virtualrepublic, @bbqqq, @Scrubs,

I'm following your posts since I registered in this forum. I really like and appreciate your professional work and enthusiasm.

Please keep it up! :wub:

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@virtualrepublic, @bbqqq, @Scrubs,

I'm following your posts since I registered in this forum. I really like and appreciate your professional work and enthusiasm.

Please keep it up! :wub:

Thank you for your kind words. Both Scrubs and virtualrepublic are truely professional guy.

Indy in Atlantis tech demo. It would be fun if we can control indy to walk around. Wonder why TLG didn't use advance game engine like UE4 to create some Lego games. Then we can play photo-real Lego games.

18755629192_90397d2a86_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

18734364856_de780391ca_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

18756289552_c45190a1f5_b.jpgrr by Nachapon S., on Flickr

18138872674_28020590b4_b.jpgYouTube Unreal engine 4: Mecabricks import test by Nachapon S., on Flickr

18735897456_20e5118361_b.jpgundDASfed by Nachapon S., on Flickr

Edited by bbqqq

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Great screenshots. This is pretty creative ^^

Thanks, I am glad you like it.

UE4 just release the lastest "A boy and his kite" tech demo DEV kit.

But Target spec is

CPU: 6 core 3.3 Ghz

RAM 24 GB

GPU GTX 980

31 GB HDD

It is a much higher spec than my notebook and PC. It think maybe your professional system can handle it. Will you give it a try?

18780065176_2fd496db27_b.jpgREC IV by Nachapon S., on Flickr

18806332605_ef123460e3_b.jpgREC IV by Nachapon S., on Flickr

18620177009_90ac3ccd30_b.jpgREC IV by Nachapon S., on Flickr

18914029961_4da682696b_b.jpgUnreal engine 4: Mecabricks import by Nachapon S., on Flickr

18723662720_e29dafeeeb_b.jpgUnreal engine 4: Mecabricks import by Nachapon S., on Flickr

18914247941_d5afd4437c_b.jpgUnreal engine 4: Mecabricks import by Nachapon S., on Flickr

Edited by bbqqq

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Mecabricks model export to Blender can make panoramic renderings, too.

- Move camera to viewer eye position.

- In camera tab -> Lens -> Panoramic -> Equirectangular.

- Render tab -> Resolution set to x:Y = 2:1 ie 2000x1000 pixels.

- Start render and wait...

Panoramic online viewer link:

http://sky.easypano.com/panoramic-images/Lego001-26493.html

18765817150_cbb9d4cc3b_b.jpgMecabricks to Blender @ easypano viewer link by Nachapon S., on Flickr

18927254246_a11c56a0b8_b.jpgMecabricks to Blender @ easypano viewer link by Nachapon S., on Flickr

Mecabricks model export to Blender can make fast photoreal render preview in viewport (1.2M pixels). Each renderings below took about 4 minute only by set the sampling from 10 to 55. Then maximize the render preview viewport and wait until the preview render complete (55/55).

18948413831_4ed678ce95_c.jpg4 minute render preview by Nachapon S., on Flickr

18946481485_f46afcdce6_c.jpg4 minute render preview by Nachapon S., on Flickr

18758962598_b4ea030694_c.jpg4 minute render preview by Nachapon S., on Flickr

18921103406_47019fd763_c.jpg4 minute render preview by Nachapon S., on Flickr

Edited by bbqqq

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I really like what you can do with the panoramic scene. I didn't think about it before. Well done!

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I really like what you can do with the panoramic scene. I didn't think about it before. Well done!

Thanks, I will try to make panoramic scene with camera depth of field(focal blur) next time.

Panoramic online viewer link:

http://sky.easypano.com/panoramic-images/lego02-26525.html

18789994150_6887afdf5b_b.jpgMecabricks to Blender @ easypano viewer link by Nachapon S., on Flickr

18356903213_0fbfe55909_b.jpgMecabricks to Blender @ easypano viewer link by Nachapon S., on Flickr

18805539019_390c1665ee_c.jpgCapture by Nachapon S., on Flickr

18369295904_b29ff54f69_c.jpgCapture by Nachapon S., on Flickr

18369572004_d6e6e7025f_c.jpgCapture by Nachapon S., on Flickr

18992156205_4ff7b9de1b_c.jpgCapture by Nachapon S., on Flickr

18371635053_2a2e10ea9e_c.jpgCapture by Nachapon S., on Flickr

18371821223_20b9f01d5f_c.jpgCapture by Nachapon S., on Flickr

18992678665_3bf9b01324_c.jpgCapture by Nachapon S., on Flickr

Edited by bbqqq

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Hope that we can have Lego game with Lego movie(photo-real) quality soon. :classic:

(Fan made) Mario Is Unreal by aryoksini.

Here is Mario running in Unreal Engine 4, all the environment assets were taken from the Unreal marketplace, all the character actions were scripted using blueprints only, all animations were re-created from scratch as well as the PBR ready textures.

Edited by bbqqq

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Hey, I've been messing around with this and I had a question! What tech demo did you import the pirate ship into? I can't seem to find it anywhere. 

EDIT: I have everything taken care of except materials. The model is in and it has the right colors, they just don't look good in the environment at all. Any tips for handling the materials so it looks a bit more realistic? 

Edited by BrickBelt

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Cyberpunk City 100,000+ pcs of LEGO high poly bricks in Unreal Engine 5 (mecabricks model) by AmyOakv

.

Mecabricks Canyon 60000 pcs (x4) by IXProd "Zebra (Non-Commercial)" (https://skfb.ly/otuvo) by Nyilonelycompany is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).

Edited by Nachapon Lego

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