Difference between revisions of "Category:3D Combat Engine"
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...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview | ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview | ||
− | ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the mesh editor to delete collision and add it back as generated capsule collision. | + | ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision. |
* Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/ | * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/ |
Revision as of 04:51, 2 March 2017
All about 3D combat engine
We are working with Unreal Engine to develop 3D combat: (It is free for non commercial use)
.... You can begin learning Unreal Engine for space combat here:
......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA
......https://www.youtube.com/watch?v=ZtdeLyrSOdo
- Blender is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ...
...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview
...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: metric and unit scale: 0.01 (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.
- Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/
- Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html
- Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html
.........See also creating and editing and applying materials at these links