Export LODs from Blender to UE5

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How to export LOD for static meshes from blender to unreal engine.
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Fantastic, thanks! Adding this to my automation tools.

Wahooney
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Thankyou for short and concise tutorial!

surajprakash
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Thank you so much. Very straight forward and clear tutorial. I'll keep your channel in mind for future experiments in unreal

tragnemalm
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Thanks! This would be useful when making enterable buildings because they have a lot of plain geometry that can not be decimated but some complex details too. That's why buildings are "a bit" long and difficult assets to create

userINTICE
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Thanks, quick and essential, bye, I hope when I am gonna need next tutorial I also will find one of yours :D

Youshisu
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Hi thanks for this video. How do I do this when my Blender model has a rig and animations? When I add the empty and import to Unreal, it will import the LOD's but it will not create a skeleton. Any other way I tried to import creates a skeleton, but no LOD's. I also tried to import the mesh and rig/animations separately but when I choose to apply the mesh to the previously imported skeleton, it tells me they couldn't be merged.

TJ-tuxc
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my LODs are imported with the opposite order

fleewortep
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How do you determine the order the LODs import in? My Asset_LOD0 keeps importing as LOD1 and the Asset_LOD1 imports as LOD0.

intrepidneon
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Thank you so much! It's the same for Skeletal Meshes LOD's?

jhonyfernandez
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In 99.99% cases you don't need to do it. UE5 can generate LODs or you can use Nanite. Making LODs in 3d software makes sense may be only with some complex characters... But even for characters UE5 does pretty good job

BigChiken