The Blender to Unreal Engine Workflow

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IN THIS TUTOIAL
Todd Blankenship's Channel @AmIAFilmmaker

SCHOOL OF MOTION COURSES

CHAPTERS:
00:00 - Introduction
01:00 - Exporting from Blender to UE
03:49 - Modeling
04:15 - Scene Layout
04:56 - Materials
06:45 - Foliage
07:32 - Outro
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Error at 2:55 is caused by your static mesh and texture having the same name, use the recommended UE naming conventions in Blender or else you will regret it later.
"SM_Skeleton_01" for the Static Mesh and "M_Skeleton_01" for the Material, your maps need proper names too like "T_Skeleton_01_N" for the Normal Map.

Also when importing a Normal Map created in Blender make sure you flip the Green Channel in UE.

frostydelusions
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[4:37] If you do want to bring all objects over in 1 FBX file whilst retaining their individual origns:

1. Parent all objects to an empty in blender
2. Select empty last - Export fbx (selection only)
3. Import to UE as a "FBX scene"

This will result in a "master" origin point represented by the empty, whilst each individual section retains its own vector data.

ThadeousM
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basically model your stuff in blender and then do the rest in unreal ?

alestoryboards
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For the issue where a person has done scene layout in Blender (or another DCC), and exported the entire scene as an FBX and is importing it into Unreal, the best way to import it into Unreal is to use File->Import Into Level, instead of just dragging and dropping the FBX into the Unreal editor. This preserves instancing, origins, and transforms. (Also, somewhat counterintuitively, you'll want to tick the 'Apply Transform' box when exporting the FBX from Blender, otherwise the meshes will be imported as 1 Blender Unit = 1 Unreal Unit, and an Unreal Unit is a centimeter, so they'll be tiny)

The biggest downside to this method is that it *does* make re-importing individual meshes of that scene a little more complicated. You can either make individual FBXes for each of the meshes and import them separately and then change the reference for the mesh actor in the level, or you can go through the re-import dialogue and manually select the mesh you want to re-import.

Fafhrd
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Me watching this not knowing how to use either

Josh_Alfaro
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You casually revealed the solution to a problem I‘ve been having for weeks. Subscribed!

facepunchoclock
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i've been a 3d artist for 3 years now... I now just realized and learned to use boleans as a geometry clean up tool from now! thank you!

NPC_YouTube
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Dude this is scary. I was literally looking for this EXACT topic and your video posted WITHIN THE HOUR. Awesome content. You have a new follower

PrawnKing
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The lighting you have in your office is nice.

RobertVanderStelt
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4:33 IF you are importing entire scenes / sets of meshes from blender you can quite easily change the pivot point for each object as needed. After importing, in the unreal editor modeling mode select your object, select the pivot option in the menu and select center. This will modify the pivot points for all instances of this mesh. Great tutorial, cheers!

FizzleStudiosLtd
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A tip for the pivot offset when you import a full scene: you can hold Alt+MMB to move the pivot independently of the mesh. This is a one-time effect(good for a single translation) You can set the new pivot location permanently by right clicking the static mesh in the viewport>pivots>use one of the options.

musashidanmcgrath
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If you want to keep the origins of multiple meshes within a single exported .fbx file intact, make sure you select ".fbx scene" when in the "select asset to import"-window (unreal), not just .fbx ... it not a bug, its a feature (seemingly nobody knows about) ;)

AeleksDesigns
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Their tech setup for bets is so advanced yet so user friendly, love it 🖥️💕

NilayEmrah
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Glad to hear that I’m not the only one that doesn’t know which program to use and for what.

sd.creative
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Hey, just a helper here! Try to export with the USD file extension. It'll save you a lot of time.
Also, lastly- you need to set each individual game object with individual origins. This is why you have the issue found in 4:55.

Thesupperals
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4:28 that's not the only problem. Another problem is that will import the same mesh several times, instead of importing it once and instance it on the level.

asr
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I’m barely getting in to blender don’t know anything at all but still seeing this video as if I understood anything you go over haha

Yeye
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Thanks for sorting that all out on video. I'm trying to teach high school film students both programs so they can get more creative with what they create. This video is something I can definitely share with them.

josephdungan
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How did you know this is the content I needed right now?

coltish
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If you want to make complex materials in blender and import them to unreal, just bake the different PBR "slots" before hand. You can do it in blender, and there are nice plug-ins for it

jasoncourrau
visit shbcf.ru