Guys, how do u export a mesh from blender with the names of the materials showing up in ue4. Whenever I import to ue4, the materials show as World gridmaterial rather than the names of the materials in blender. I know I have to set them up again in ue4. Its just the names.
@wilson66 in the export setting in substance you can define the name of your exported item. If you delete the suggested name you should get the one you are looking fr.
I have posted about this before, but haven't found any solution for this yet as it happens with multiple file formats exported from Blender 2.83. I am modeling my objects in Blender and then have to texture them in Substance Painter. In order to texture the objects in Painter efficiently, the objects/ meshes within a file…
Speaking of weight painting I wish they would properly document the weight mirroring operation ('Mirror Vertex Group'), found in the Specials pop-up menu of the Vertex Groups panel. The option names are confusing and the tooltips unhelpful. The tooltip for the 'Flip Group Names' option is "Flip vertex group names", which…
@Peris , this is brilliant, thanks. Will do very nicely while I wait for Textools to be ported to 2.80. Does it bake hidden highpoly? Does it bake based on naming convention in collections? Like 'match by mesh name' in Substance Painter with a 'meshname_low' and 'meshname_high' suffix.
I'm going to try to bake down a few assets using Blender's Bevel Shader. Is there a way to separate object baking by mesh name, so as to not have to explode the pieces intersecting? For a reference, I'm looking for something that works like Substance's bake by mesh name feature.