Have a problem exporting your object that I didn't cover in this video? Leave a comment below and I will try to help you out (don't reply to this stinky though).
@jdeckgaming35654 жыл бұрын
How to make game characters for unreal would be a good video
@chandlerraines99724 жыл бұрын
exporting a single animation i can across an error whats the correct way to export?
@pootytangpooty14 жыл бұрын
If you have models that have other objects connected to it (like parented) will they stay in position?
@riddlz59494 жыл бұрын
what has me stuck is i can't find just the textures for my object. only the .fbx or .blend files
@Ruumablood4 жыл бұрын
@@riddlz5949 same here but when i imported all, it created the mesh and material but they was both white and thats it,
@chrixinsecondlife76703 жыл бұрын
Thanks for pointing out how to fix the normals, omg, I was trying to find a fix and an understanding of that behavior for such a long time, now it's crystal clear! SHIFT+N to fix the normal of a Mesh in Blender.
@Pkmnrocks084 жыл бұрын
The way I have been doing that for Blender in specific during export to get rid of that warning and guaranteed embedded materials/textures is in the Export FBX options: 1) I check !Experimental! Apply Transform - This makes sure the pivot point is baked into the object you are exporting so snapping is easier in Unreal. 2) Under Path Mode: Switch it from Auto to "Copy" and check the tissue box (This embeds the textures onto the model) 3) Smoothing Groups warning goes away when you go into the Geometries Tab -> Smoothing. Then in the drop down, select Face instead of Normals Only. From my experience, this has worked on pretty much all version of Blender from 2.7 up. Have fun!
@williamkeener89064 жыл бұрын
did i just hear a youtuber say "so i dont waste your time"... instantly subbed
@dancole31875 жыл бұрын
Excellent and very thorough tutorial. People will be referring back to this one for years to come. Thank you so much!
@zamn43482 жыл бұрын
I have been dealing with the same problem for 5 months you have just saved me hours of pain thank you
@GaryParkin4 жыл бұрын
Thank you so much for the time it took to make this. I imported my first model into Unreal engine, and textured it. 2 more things off my bucket list.
@sidhedley4 жыл бұрын
I like the way you explain in a 3D environment. very helpful and precise.
@DaRealGoosebumps5 жыл бұрын
Wow man...i just watched the video from last night...and i wanted to request an unreal video...and here you are! Thanks man!
@3DTinkerer5 жыл бұрын
I guess I read your mind 🤔
@DaRealGoosebumps5 жыл бұрын
@@3DTinkerer Aliens! 🤜🤛 Im grabbing a beer and smoke for this one😎
@thewolfofbelgium2 жыл бұрын
My model was rotating as I moved in the scene. Turned out the normals were inside out. Didn't even think to check this. Thanks !
@AZmaybe95 жыл бұрын
So I've been trying out glTF as a means of getting materials auto-assigned within the Export process from Blender to UE4. It works with some models and most static objects, (meanwhile other models don't export with textures at all. Currently figuring that out) but I kinda wanna hear your thoughts on it. Works great for static meshes and getting materials from one editor to the other, I think.
@3DTinkerer5 жыл бұрын
Honestly I haven't heard of the format before but looking at the features it offers I think it might deserve a video itself. The official development website claims it offers faster runtime processing + with the ability to export blender materials into one files sounds very nice for game development. Other thing I'm not sure about is how it interacts with programs like substance painter.
@3d4every14 жыл бұрын
Excellent tutorial, thank you very much for your time and knowledge.
@ic.xc.4 жыл бұрын
We had an issue where someone working in blender on an interior scene, exporting it to Unreal and the scene was completely offset, like 7000 units somewhere off in neverland. I don't what she did or how she managed, but is there perhaps something she could've done wrong when she exported the interior apartment?
@3DTinkerer4 жыл бұрын
For some reason bender ignores the origin point of your object and sets the origin point as 0,0,0. If your interior is not perfectly centered in your scene it will be offset.
@ZimCrusher3 жыл бұрын
So the problem I am having is that a crate I bought only has an outside surface, so I rebuild all the sides using cubes in Blender. If I bring them over, they arrive as 4 different objects, and I have to assemble them, but they have the texture I assigned them in Blender. If I combine them into one mesh in Blender (under Object>Join), they lose the texture, and just arrive in UE4 with a flat color, and no way of adding any texture. They don't even show that chess board texture on them. How do I fix/avoid this?
@wanze0013 жыл бұрын
Thanks , Recalc the inner face solve the face missing problem.
@mrsirmatt3 жыл бұрын
Really good tutorial video!
@zyian96174 жыл бұрын
Exactly what I was looging for. TY verry much ^^
@markecgazda38802 жыл бұрын
You need to turn off backface culling before exporting to UE?!? I have spend long time to calculate outside normals and then I exported it to UE, and I had problems with outside normals like I didnt do it in blender
@nampham64833 жыл бұрын
please make a part 2 video if there are more issues
@digitalx84604 жыл бұрын
When I select my shape, I do not get an option for Material Slots so i cannot apply textures. What have I done wrong? I'm only texturing it in a simple JPG for know, not sure how to make other "maps" texture wise.
@3DTinkerer4 жыл бұрын
Maybe you don't have your render engine set to cycles? Check the render tap on the right (it looks like a little camera 📷)
@digitalx84604 жыл бұрын
@@3DTinkerer Will do thanks.
@Dm28293 жыл бұрын
Thanks a lot for the tips!
@manonthedollar3 жыл бұрын
When I export FBX from blender, even though I have a good pivot point set on my model, when I import it into Unreal, Unreal sets the pivot point to the world origin. Is there sum'sum' I can do differently?
@venkateswararaopulagam77553 жыл бұрын
Thanks alot ❤.. and i subscribed.. I created a mesh and extruded the faces in blender. When i import the model in to unreal engine the extruded faces appears stretched. What i have to do for this? Please reply...???????
@3DTinkerer3 жыл бұрын
You might need to set the scale. Select your object in object mode and hit ctrl + A. Then select scale.
@venkateswararaopulagam77553 жыл бұрын
@@3DTinkerer Thank you so much bro
@hero6547893 жыл бұрын
everytime i export to unreal, it shows up in unreal, however in the game im modding (days gone) it makes the object completely invisible
@Restart-Gaming3 жыл бұрын
Nice but does not work on larger objects just tried a small city map and unless I am doing it wrong will not load in one peace
@Funatiq4 жыл бұрын
i try to make a door but i cant walk trough it how can I fix this?
@leviathan7894 жыл бұрын
Hey so my mesh in ue4 will sometimes have small triangle holes but in blender looks fine. It is just a simple wall nothing crazy. I use shading and to make it look realistic I use subdivision surface with a displace modifier and a height map with my texture just to get the mesh looking right but if I use it to much to make it look really good it ends up with holes only in ue4
@fidosarchive2 жыл бұрын
I used multiples meshes in different layers and it separated all of it when i put it into unreal engine :(
@cloudpicturescgi3 жыл бұрын
Thank you very much sir.
@jesseg.33713 жыл бұрын
Old video, so you may have already covered this. But after exporting from blender and importing to unreal and i apply a texture material, the material is super stretched. I can't find a fix for this, so if you know a fix, please do share!!
@3DTinkerer3 жыл бұрын
The only thing I can think of is maybe your UVs are stretched in Blender. Make sure none of your UVs are overlapping or stretched. You can also try making sure the scale of your object is 1,1,1. I think the hotkey might be alt-A?
@jesseg.33713 жыл бұрын
@@3DTinkerer Thank you. I tried this, but after imported the base UE4 checkered material is super large and very low quality and grainy and, of course, very stretched. :( I really don't want to start over in blender it took me over a week for a basic bathroom and street scene. Lol making the damn sink urinals and toilet was ridiculously difficult lol lol
@zakyaya16204 жыл бұрын
Damn! this is really helpful Thank you so much!
@calmchess25153 жыл бұрын
I have an object that isn't complicated but I can't get it into unreal....its a casino shoe that is used to hold blackjack cards. it is like a box with a slanted front. I tried ...mesh>>>>normal>>>recalculate outside but it didn't fix it. If you could help me then send me a message.
@kimkirby26153 жыл бұрын
Thank you!
@antonschmid2294 жыл бұрын
I do not have the mesh option in my blender ... got the new version yesterday
@alexboehm71713 жыл бұрын
Hi there, can I also import (physics) constraints with all the meshes into UE?
@ugiksugianto46875 жыл бұрын
You save My Day...........
@medvosa4 жыл бұрын
When I export objects from blender they lose all materials, is there any way of creating all mateials in Blendr, but not in unresl? Thanks in advance)
@akshayiiitu90304 жыл бұрын
which is the most optimised way.. which takes less time to load a game scene in unreal engine 1. creating a full landscape in blender and then rendering it in unreal engine 4 2. creating a landscape in unreal engine by using the components made in blender
@regal_78774 жыл бұрын
For static meshes like the crate in the video, you can make the models in blender and export them to unreal engine. For the landscape itself, like the terrain, ground, mountains and the rest, it’s better to make it in blender, extract a height map from it in blender, and create a landscape in unreal engine by importing the height map
@devedee23934 жыл бұрын
thanks! :D
@diamonesta39012 жыл бұрын
Thanks so much
@ProGamer-ho7lz4 жыл бұрын
u are a legend
@randallcromer665 жыл бұрын
Can we export to Unity the same way? I'm working with Unity right now and have very limited knowledge of blender but would like to give it a try because I need assists that aren't available. Thank's for any help you can give.
@3DTinkerer5 жыл бұрын
Yep! The process is almost identical for unity. You can just drag and drop the fbx into your unity project. The"errors" section of the video also applies to exports to unity.
@Sway553 жыл бұрын
thank you
@deanfitri52194 жыл бұрын
How do I get all the normal maps in the blender??
@3DTinkerer4 жыл бұрын
If you have a normal map you can simply drag and drop it into unreal. After that place it in your material and drag the normal map node to the normal node on the material output.
@stephanzoes80104 жыл бұрын
For me, the project doesn't even export. It says KeyError: ((nan, nan), 61).
@Funatiq4 жыл бұрын
delete blender and download again
@Villosa643 жыл бұрын
i think its those porn viruses that's causing you the problems
@vincegilligan9423 жыл бұрын
@@Villosa64 yea it was thanks for the tip
@carterapplegate36804 жыл бұрын
How do I import my materials as well?
@Vibhu_Kishan3 жыл бұрын
how to model a object Unreal friendly?
@batmandoesntkill47444 жыл бұрын
I am exporting a house,but the problem is that it splits the components into multiple assets rather than exporting the house whole as a single asset
@nathanromeo80613 жыл бұрын
Anyone else not get a 3D object file when exporting?
@tonyd68534 жыл бұрын
Please use keybinds for tutorials. Carpel Tunnel is real. Thanks
@newtybot3 жыл бұрын
This is going to be the exact reason I don't get into using Unreal Engine lmao
@3DTinkerer3 жыл бұрын
It has its pros and cons. Unity is pretty chill.
@newtybot3 жыл бұрын
@@3DTinkerer don’t mind me, I was mad because I spent a good 40 minutes just trying to import a single pane with a JPG of grass into Unreal LMAO I used a cube instead and it just worked first try so.. yea!! A little mad!
@ikewilliams4399 Жыл бұрын
"shouldnt be too big of a deal if we get the order wrong, this is a tutorial" :(
@stefanbachrodt70724 жыл бұрын
7:49.... If people don't know what that is I don't thinking they should even be messing around in game engines =DDDDDDD
@wilfriedmontald82914 жыл бұрын
Thank you for this very useful video , clear with all tips en tricks to get from Blender to Unreal.
@Wilendar5 жыл бұрын
Nice video, hope there will be more pipeline videos for game asset models and environment using blender for UE4 soon ;)
@ChironLastBackup5 жыл бұрын
And i hope there will be an automated importing option with live updates ... and no need to adjust scaling and orientation in blender. Nice video anyway, thank you!
@thomasjoelcarter32574 жыл бұрын
Whenever i export into unreal, or convert to FBX, use the newly released addon etc, I find that my specular map is always plugged into roughness, and roughness is always plugged into metallic, is there any method to stop this, as its a very time consuming practice to do to all my textured meshes. Great vid btw, very informative.
@ilmir96063 жыл бұрын
I have the same problem. You decided problem?
@onemanteam15 жыл бұрын
Your video is more informative than the 1 hour long ones❤
@stevejones90445 жыл бұрын
You fixed my tank tread problem! Inverted normals.
@theionking47733 жыл бұрын
Thank you so much for your help this help me alot thanks thanks thanks ❤️❤️❤️☺️☺️☺️
@bagsy48844 жыл бұрын
Hi sometimes when I import a mesh it will lose all colour and the material in makes for me is white
@3DTinkerer4 жыл бұрын
Hi, it's recommended that when you import your object you either create a new material or use the one that unreal creates for you. In that material you want to add your textures, the node setup is similar to blender's cycles.
@akinthezer08182 жыл бұрын
Огомное спасибо! Hello from Russia!
@jeffspinner65794 жыл бұрын
The smoothing group error is easy to fix within the export options in the fbx function of Blender: in Geometry/ Smoothing /[dropdown] Face. No more errors on import. With checing face orientation, in Viewport Overlays, (right top corner of 3Dview right before the render selection view type) there's a check box for Face Orientation in the Geometry section right under Wireframe. Ctrl N after selecting all faces will flip them the right way, and you can check seeing all the faces are then blue. I like seeing the blue (right way almost always for me) and red would be inverted. In UE4, all you need to do with pain in the butt constant build lighting prompt you switch the directional light to movable and that goes away. With the lightmap issue, you can have TWO (at least two) different UV Maps on an object, Map0 and Map1, UE4 takes the second UV Map as the lightmap, which cannot have any overlapping islands. The first of the two maps CAN be overlapping. It's usually named: UVmap_0; and LightMapUV. The Lightmap has the render icon OFF, in the Object Data Properties tab. In Substance Painter, the packed textures as you said AO/Metallic/Rough (AMR), but other pipelines use RMA and RHA (height maps) idk y, so you have to check what the heck they are actually using. Enjoy.
@caseTopG3 жыл бұрын
Thank u so much its lookin so smooth and beutiful quality Thanks !
@fahood92425 жыл бұрын
THANK YOO I've been trying to fix the normal problem for so damn long
@3DTinkerer5 жыл бұрын
Glad I could help 😁
@unpocoloco58093 жыл бұрын
I tried to import a wooden plank but depending from where I looked on it, the surface was just invisible so that you could look inside the mesh
@mmed45083 жыл бұрын
5:00
@TheMoneyflies3 жыл бұрын
Awesome video!
@ZimCrusher3 жыл бұрын
QUESTION: I found several free models on cgtrader but I can't get them to work properly. I can bring them into blender, and I can see there are different parts, to some guns (slide, body, mag, trigger), but when I bring them into UE4, they show up as one solid mesh. This is even if I import to blender, then export to FBX. Should I be exporting each part separately? That seems extremely tedious if there are lots of parts to a model.
@TheiLame3 жыл бұрын
Hi, i have a problem not covered here! I exported my object from Blender to Unreal, but the location of the object in Blender was not in the center (0,0,0) but somewhere else. So when i imported it to unreal, it also came with the offset location. Is this unreal side issue or blender side issue? And how do i reset the location to (0,0,0) on export or import? I tried setting object's origin point to 0,0,0 and setting origin to geometry, but since it is in offset in the project it still imports with the offset from the origin in Unreal.. Do i really need to manually set every objects (i have many of them!) location in Blender to 0,0,0 or is there a better way?
@darthbane75483 жыл бұрын
Good God this is incredible. I didn’t know blender was a thing until two days ago. Just imagine where were going to be in 100 years. We up in a simulation yall 😂
@mileshodge34772 жыл бұрын
The axis for unreal is not the same as blender so you should export models with Z up and I believe Y- from blender and it has to be centered on the cursor in from any 3d program or it will throw your pivot off.
@etopsirhc4 жыл бұрын
so a bit late, but how do you get a multi-piece object to show up as such in unreal? think like a robotic arm that is separate meshes but parented at each joint of the arm. all i get when exporting is a solid combined mesh.
@llll-qz9kr3 жыл бұрын
I am looking around and derusting. I remember there was an issue with the objects turning pitch black due to lighting/lightmap something.. Something, something, you need 1 uv map for the stuff, and 1 uv map for lighting/shadow things..? -along with overlapping uvs; but you covered that. If I could remember the specifics I'd be more clear heh, but perhaps you recognize the problem, and if so my thought was to add it to video perhaps? :) tldr, you/I bake lighting since red text bugs you, then objects turn black :/
@rna0.24 жыл бұрын
thanks alot i wish i could repay the favour
@Ruumablood3 жыл бұрын
So hey... nice video thanks. Basically what im trying to do is use some higher quality cubes vs the unreal basic cubes for tess multiplier but my material from unreal didnt apply to it like the basic cube, Didnt know about the 90 degree rotation trying that next. Thank you again. Tried few different things and its not really working, my material looks off... Basically made a minecraft cube for experimental purposes and the grass is suppose to be on top and a little on the edge of the sides, but 3 sides have zero grass and one side has full grass and top has grass so not sure how to fix this....
@tabby8423 жыл бұрын
What about import axis orientations? I'm trying to get the X+ vector to line up with the X+ vector in UE4 but no matter how many import option tweaks I do in blender or ue4, only the orientation of the object changes, but not the actual axis. Rotating the object in ue4 along z to make X+ face towards me is not an option since I need for all rotation values to be 0. I feel like this should be simple, any ideas?
@alexchazavi82445 жыл бұрын
Nice video!! Can you make a tutorial about how to export a rigged and animated character from blender 2.8 to unreal?? PLSSSS I have so much trouble with that. Sometimes i have a wrong scale when I import the character or Unreal is asking for a root bone that i already have. I will apreciate a lot
@3DTinkerer5 жыл бұрын
I should be able to. The animations I make are pretty rough though lol.
@faker30333 жыл бұрын
Please I need help, I have an object in blender, but once i get it into UE4 even though it has same material slme parts are just darker, in blender i duplicated certain parts since i had to use then twice and some of these diplicated parta are darker in UE4 even though they have all the same material and look fine in rendered mode in blender.... pls help
@snowleopard6944 жыл бұрын
How did you made those textures which you imported? Can you make a video on it? Otherwise thanks for this video.
@ollicron73974 жыл бұрын
So for the textures it's really difficult regardless of your method. Way 1(Extra hard): use Photoshop to make the maps, and map the UVs on blender. Way 2(a lot less harder but still hard): use substance painter because it has a feature built into it to produce those three kinds of maps when you put an fbx into it. I just learned this, so I'm not too sure how to go about objects that require animations and aren't static, but I would go with way 2 for whatever static mesh you use.
@snowleopard6944 жыл бұрын
@@ollicron7397 thanks
@3DTinkerer4 жыл бұрын
I used a software called substance painter. But you can use Blender to do texture painting for free! You can either google "blender texture painting" or watch Blender gurus video where he shows you how to make an anvil. Its a great tutorial series that includes how to texture paint.
@snowleopard6944 жыл бұрын
@@3DTinkerer thanks
@ManifoldWasHere4 жыл бұрын
when i upload it to unreal the material doesn't appear and that material button you clicked on blender isn't on mine.
@Funatiq4 жыл бұрын
try a new blender version
@matthiasz23383 жыл бұрын
Great explanation and very helpful details. Thanks.
@spirytzer50354 жыл бұрын
i don t know why but when i exported my building in ue4 ,everythings were separately exported
@3DTinkerer4 жыл бұрын
If you don't join your objects before exporting they will still export separately into unreal. If don't want all the objects to share one material give them each a unique material before exporting to unreal.
@liubomyr50504 жыл бұрын
@@3DTinkerer Hey, have the same problem. How to join objects in Blender? Could you help me, please?
@liubomyr50504 жыл бұрын
@@3DTinkerer i dont need any more, watched a video about joining objects. Thanks for info)
@wcyee264 жыл бұрын
thank u very much, pretty useful methods.
@r.a.h.company94693 жыл бұрын
hello i made a castle in blender and exported it, but when i try to import it to UE4 it imports it all with separate pieces, can you help me?
@exc3lmazing9314 жыл бұрын
How do i import multiple colors for a very complex object like a landscape (thats my problem)
@nicholasumsted27314 жыл бұрын
Thanks for the help! Very much appreciated👍
@MoviesSummary23 жыл бұрын
What about smoothing options ? and tangent Space ?
@crazyelf14 жыл бұрын
Is there a way to export directly from Blender to PSK? The Import/Export Unreal seems to export to FBX and the "Import Skeleton Mesh" can only import PSK files.
@3DTinkerer4 жыл бұрын
In blender you should be a able to specify skeletal mesh when exporting as FBX. There should also be an option for animations.
@OneDayataTime-3 жыл бұрын
Dam This Helped my allot, Thank you
@Lutian_Legendary_Hero_Official4 жыл бұрын
ok... this can be solve my problem...
@stevengelinas69523 жыл бұрын
Never forget to do this : kzbin.info/www/bejne/iYPRl2qLj7eNl6M
@LogLauncher4 жыл бұрын
Nice video, clear and understandable.
@koulikdas81332 жыл бұрын
object starts flickering when you go too close to the object
@WolfieDesigns3 жыл бұрын
I'm Having issues while Exporting. First of all, cant drag and drop objects into ue4 to import, and if I import manually it gives me 3-4 errors and the object is only shown as a (sphere + Object), cant move/rotate/scale object if I try to do so, the sphere gets scaled/rotated, etc.
@spazzypotato83254 жыл бұрын
You, sir, have far too little subs. Consider me your newest one.
@jonathanjamesfiddle66164 жыл бұрын
Very helpful, thank you.
@lacai5273 жыл бұрын
Tonks too much! Had so much issue whit faces!
@jasoncorganbrown Жыл бұрын
What if you need the faces to be separated in UE?
@alexandru28823 жыл бұрын
Excellent tutorial! What I feel that was missing from it was how to export the object with collisions from Blebder to Unreal. All the rest of the trouble shooting was life saving.
@3DTinkerer3 жыл бұрын
True. I have learned better steps for exporting models since this was posted. Thanks for the feedback!
@CapsVODS3 жыл бұрын
@@3DTinkerer i've been experiencing issues where when i use 'embed textures' with 'path copy'. The textures i have on my objects in Blender dont transfer over. Perhaps only the diffuse if i have no other nodes? Is there a way to get all texture maps to pack into fbx?
@CapsVODS3 жыл бұрын
@@3DTinkerer Also I created an fbx recently and it a massive landscape object with a lot of vertices. But for some reason I cant use the foliage brush on it. This has also stumped me, and I've been looking everywhere for answer. I did apply scale, and my normals are good.