What I'm trying to do is build the low-poly mesh in Blender by just blocking out the outline of it, then exporting it as a .obj for Substance and ZBrush. I also triangulate it pre-export which I'm not too sure on, and I'm not sure if I should be making an ID map in Blender and if I should do materials in Blender. I…
Ah, think I was neglecting learning about UVs in Blender since I started in Maya and it came back to haunt me. It looks a bit better but not sure if my bad UVs are causing large errors in my final mesh. One other question, is it necessary to triangulate the faces before export for Unreal? Also not sure what to export from…
Been messing around with 3D Modelling software for a good few months now but trying to settle on a workflow to bring assets from Blender to Unreal Engine. However, I've been having trouble sort of integrating the programs I want to use together; I'm planning on using Blender, ZBrush, and Substance Painter before importing…
You have the same mesh duplicated 4 times, so the UVs are going to duplicate 4 times which is what you are seeing. Those logs should be one mesh, one UV sheet, one highpoly. You're going to continue to run into problems if you don't understand UVs. Get that sorted first do a fairly simple hero prop all the way to…