Saturday, April 16, 2022

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 2

 


Inserting meshes from blender into an ue5 map.








As I had shown you before:

1) Select the 'building' from a blender file, export to FBX...


2) The screenshot of the import options is not here. I used the default options. 


3) The result is very charming. Wait! Nothing is wrong, it means we need to set up the materials.







4) Here I already have the materials configured




This is a setup for a "propaganda" material, its a texture mixed with some 'noise' to simulate a LCD panel.

5) The almost final result is :



Thursday, March 3, 2022

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 1a

 

How to create a "hologram material"?


After importing the mesh (in this case, "011batimentmetal") into unreal engine, automatically the materials are imported (FBX format), but this does not mean that they are set up the same way as in blender. 

Blender and unreal engine use nodes, but the configuration is not the same.

In this case, let's look at the material "HOLOGRAM_ROMAN_EMPIRE" in blender:

(here you can see the same mesh and material, but the configuration is different)

(zoom into the "HOLOGRAM_ROMAN_EMPIRE" so you can have an idea how its made)

The same material is present in this instance in UE, I will double click into the material and enter into edit mode.


Here is the configuration:

(Of course, this is an overall idea, you will have to change the parameters values, and also add more parameters to add effects such as blur, distortion, etc.)








Thursday, February 10, 2022

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 1

 

After some time doing unreal engine courses, it's time to export what I did before in Blender to this one. Reference from previous work: Metal city.


Now, putting what I did before in blender in unreal engine 5:


Configuring materials in unreal 5 follows a logic similar to blender:



I'm now adjusting the scene, importing what was drawn in Blender into the map.









Saturday, October 23, 2021

From blender to substance painter + texturizing

 

This is a step-by-step straight to the point of how to export a model created in blender, import in substance painter and texturize.

In Blender, I modeled a small medieval-style house. The modeling step-by-step I won't show you, because it's pretty basic. If you need the file, you can leave a comment here that I send it to you.


HOW TO EXPORT TO .FBX


0) I'll assume you've finished modeling the house, and you have the file open in blender (in fact, it could be any other model): 


1) Objects will not be recognized by the name assigned in the blender. Substance painter (at least as of now 2021) recognizes objects by the material assigned to them.

  See the example below:



2) I don't recommend using the same material name for other objects that use the same material, it can generate UV errors.

But test at will. So in this step, choose each object and assign a material to it. Also, do the UV mapping correctly.



3) Assuming you have already generated the uv's of each object, assigned materials, let's export the file. 

Select all the objects you want to export:



4) Go to File --> Export --> FBX


5) Do as I did, follow the example, check the same options and choose a file name:





HOW TO IMPORT .FBX INTO SUBSTANCE PAINTER


6) If you don't have substance painter installed, download a demo version. i'm assuming you have it: