- #HOW TO IMPORT BLENDER MODELS INTO UNREAL ENGINE 4 HOW TO#
- #HOW TO IMPORT BLENDER MODELS INTO UNREAL ENGINE 4 PLUS#
But it’s just extremely hard to paint with any tool, cause of stretching. That could be fixed by doing the same thing like with lightmap uv. It was looking fine in this picture though. Well it didn’t do perfect job, some seams are visible. If you’ve been using Import button before, you know exactly how awesome feature this is: So i opened Substance Painter and made something like this with it: I increased Pack Islands margin:īut when i build lighting. It may look fine but when you build lighting then you usually see some problems: Q: If i edit my mesh in Blender, do i need to re-unwrap lightmap as well as texture uv map? Once you start knowing how lightmaps work in unreal engine with different shapes, you can find the max quality of your work easily and avoid the error of clusterf*cks coming on your way. After all it’s almost as much work as turning that option on in import settings. Q: Why should i build lightmap myself and not use “generate lightmap option”?Ī: It’s a very unprofessional way. In this tutorial we imported with 1 uv map so it selected “Channel 0”. Note: if you import with 2 uv maps it selects “Channel 1” automatically. In Uv edit mode you can take a look at it (follow red arrows):Īnd how you find it in UE4 (double click the mesh in content browser):Ĭhange “Light map coordinate index” to match channel number:
#HOW TO IMPORT BLENDER MODELS INTO UNREAL ENGINE 4 PLUS#
There you’ll find UV Maps and just press plus button to add a new one. Select your mesh and go to mesh settings. So since we didn’t generate uv map for lights (that button you unchecked in ue4 import settings), we need to make it in Blender. It gives you message when it reimports it automatically, all you need to do is just export it in Blender. Now Export it with your shortcut buttons, for me it was just two clicks with my mouse. Shade Smooth but that is like 3 second job Uncheck some things like Auto generate collision and Generate Lightmap UVs, Combine meshes. Now when you hit “Export FBX”, jump to UE4 and you should see this:Ĭheck “don’t ask again” and press import. This is how you should save Blender file.ĭocuments -> Unreal Projects -> MyProject:ĭocuments -> Unreal Projects -> MyProject -> Content:Įxport it in “Meshes” Folder you created like 5 seconds ago. With personal projects i only add _M end of the material name and leave meshes without SM_, like this: Name your static meshes like this SM_MyMesh. When working with UE4 you should use form like this when naming your materials: “M_NAME” so just add M_ at the start. Object mode -> Add Subdivision Surface modifierĪnd this is how it looks like in Uv mode now.Īdd Material. Uv Edit mode -> Select all -> UVs -> Pack Islands Then i went into Edit mode and Selected all -> Mark Seam. Make sure you have Units set up as Metric. If you have a gaming mouse it usually got some extra buttons so what i did, i set up couple buttons from my mouse to these export choices. Go into Export -> FBX and do the same with “Export FBX” button located in right top corner. Select: File -> Export -> FBX (right mouse) and Add Shortcut. Plan is that you can export with just a couple buttons instantly, you are going to use export fbx option so many times. Now while UE4 is loading in background you can start Blender and make some shortcuts. Let’s start with Creating New Project in UE4. Someday you’re going to face same problems too.
#HOW TO IMPORT BLENDER MODELS INTO UNREAL ENGINE 4 HOW TO#
I faced some problems while making this tutorial and i didn’t go back and redo it, cause it was important to show you how to fix them. Lets see how you can speed up things when working with Blender and UE4.