Home Technical Talk

How Good Is The UDK For Blender Support?

Hello all.

I'm new to the forum so apologies in advance for any inadvertent breaches of etiquette.

I spent today playing around with the UDK following the "Jazz Jackrabbit" tutorial that Epic have up on the UDK website. This got me wondering to what extent does the UDK support asset importing from Blender? Most of the documentation on the UDN references 3Ds max or Maya when it comes to asset creation.

I suppose the crux of my question is does the UDK support Blender to the same extent as Unity?

Thanks for the help :)

Replies

  • Froyok
    Offline / Send Message
    Froyok greentooth
    Blender is supported by using some exporters. I don't know if there is a way to export fbx files from blender, but you can also use COLLADA (DAE) files and import them in the UDK. :)
  • passerby
    Offline / Send Message
    passerby polycounter lvl 12
    just as supported as other packages, UDK uses FBX, and ASE, and has some support for DAE.
    which most apps support at-least 1 of, and blender comes with fbx and dae support, and there is a community made add-on for ASE.

    i have worked with blender and UDK for mostly environment work, and have been getting stuff flawless between blender and UDK useing the FBX plug-in blender comes with.
  • tigg
    FBX's import pretty much perfectly, although I had some issues with smoothing using fbx's. (Although I had the same issue using FBX's exported from Maya 2011 as well).

    The .ASE exporter (http://campagnini.net/2011/04/16/blender-to-udk-ase-export/) works very well also, I didn't have the same smoothing issues with that.

    I think skeletal meshes/animated meshes need to export as .fbx's to work, but for static meshes ASE works really well.
  • passerby
    Offline / Send Message
    passerby polycounter lvl 12
    tigg wrote: »
    FBX's import pretty much perfectly, although I had some issues with smoothing using fbx's. (Although I had the same issue using FBX's exported from Maya 2011 as well).

    The .ASE exporter (http://campagnini.net/2011/04/16/blender-to-udk-ase-export/) works very well also, I didn't have the same smoothing issues with that.

    I think skeletal meshes/animated meshes need to export as .fbx's to work, but for static meshes ASE works really well.

    when you import fbx to udk, check off use implicit normals in the import options.
Sign In or Register to comment.