Hello everyone! My name is David, I am an avid Blender user and a soon-to-be Games Design student. I have done a series of tests to see what is the easiest way to set up smoothing in Blender and how to correctly export that smoothing information in FBX format for later use in Unreal Engine 4. I would like to share the…
@walkonsky sorry I meant to say export:) I just finished working on a weapon where I used a combination sharp edges and the edge split modifier (didn't apply before exporting) and it worked perfectly when I imported it into Substance Painter. You can check the finished model here: https://skfb.ly/IwPs
@Rawzombie: Thanks! I did not know about that feature at all. I tested it with Blender 2.75a with all of the export settings and this method also works perfectly. If you don't mind I took the liberty and edited the post to include your suggestion as well
@antifact: yeah, I figured and no problem. :) Maybe I should clarify that I was talking about the smoothing options in Blenders fbx exporter, as well. Nice model, btw. Nice, clean normal map on a very low-poly mesh.
@antifact, do you really mean import? This thread has been about exporting from blender exclusively so far. In my experience, the smoothing option you get in the current version of blender does not influence shading in UE4. I might miss something here, though. Did you mean that?
Hey guys, Is anyone able to import Edge Weighting into Maya somehow using Rawzombies method? I do not want to use the edge split modifier since I need to Subdivide the Mesh inside Maya. Or if there is another way to import Edge Creasing into Maya please let me know!! Cheers Christian
@walkonsky thanks! I just found out about this neat trick for baking normal maps: https://www.youtube.com/watch?v=sGC2X6Qazvs It's worth having a look if you have access to Substance Designer (although I'm pretty sure the same masking process could be reproduced in Photoshop as well)