I realized the other day that there are no good tutorials on how to export static meshes from blender 2.53 to UDK. So I decided to make one for the community!
Give me your honest feedback!
link
I can create more of these tutorials on how to create an amazing game using completely free software but I am not sure there is a market for it. So if you enjoyed this then send me a message or leave a comment. If there are enough people then I would love to make more!
Just give me your thoughts!
Thank you for reading and I hope I was able to help you!
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I followed every step exactly as it was presented in the video, but it doesn't work for any model I tried, be they simple primitives I created in Blender or more complex models I'd made before. It just spits out the same stuff in the debug window without actually creating an ASE.
Any idea what would cause this? Do I need to get the latest version of Python? Last time I updated Python was a month or two ago.
EDIT: Just tried updating Python. No dice. Got the same exact result.
- the name of the material and objects.. make sure they don't have any "*.001" stuff in them.
- the base material ideally should have a "material", "texture" and "image" slot all (datablock) linked to the same 'master' material, you should see the texture on the preview ball
- you may need to shift your install of Blender from your desktop to an actual folder on your system, the 'desktop' is a 'virtual' location of sorts because of the way windows works and Blender/scripts may have issues with that.
I've got some written info on setting the script up and an alt download location here
Now to figure out smoothing groups...
I am thinking about creating more tutorials about udk and creating professional games using completely free software. Is this something you guys would be interested in? Im sure most of you in this forum already know what they are doing though.
I know Blender is capable of importing and exporting custom normals, at least with OBJs, but, well, I don't know where I'm going with this.
Actually, smoothing groups don't exist outside of max, (it's a wonky and bad concept)
But blender has hard edges, which can be used by applying the edgesplit modifier, selecting a few edges, hitting ctrl-e and choose mark sharp.