Hello everyone!
I’m a blender begginer and the main goal is to create characters and import them into Game Engine( UE5 or Unity
I have just finished my first model with Blender and everything seems right.But when I am trying to export this model into UE5 (using send to unreal addon),all of the textures were lost.
This problem stucks me for days and I still cant figure out where the problem is.
I upload my blender file here , plz download it and take a look.If anyone knows where the problem is plz help me ! Thanks!
I am going to suppose that you sent it as an FBX file…with Textures ( Path Mode as Copy/embed Textures…
But, FBX will not work if there are ANY Nodes other than your Color Specular Roughness, etc that pass through another node ( Like a Mix RGB node)…
For instance, on your Tex_Facialparts you have to set it up like this…
thanks for your reply!
Do you mean that most of the shading node in blender will not transfer because they are different from game engine’s shading node?
So,if I want my blender’s model can be imported into game engine,I can only use
image texture node ( which store texture)
texture coordinate node ( adjust uv transform
principled BSDF node ( can only be fed with image texture node to its 【Color】 【Specular】 【Roughness】 【Normal】 port
↑ these 3 nodes only?
Then I can export my model with correct texture and material into game engine just as they looked like in blender?
It’s not so much the game engine but the FBX way of packing files…It doesn’t see anything but the first node in the chain…
You can import anything else as a texture file on its own ( Like a Normal map)…then re-build in Unreal…
Or you could Bake the texture with the nodes into a single image ( Though that will mess with ant reflections that it will pick up in unreal )
…and I haven’t checked with current versions of unreal to see if things have changed or if you can import Alembic or Gltf or USD files…
The situation will be similar with glTF – glTF supports more of Blender’s Principled BSDF sockets, but still requires that node subtrees be baked down to textures. See https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html for more on what is supported here. I’m not aware of any way to export arbitrary node graphs from Blender. Perhaps MaterialX, someday.
It really doesnt matter if my texture can transfer frome blender into game engine,because I have to create material from scratch inside the game engine.
Things that really matter are meshed, rig&animations and also uv. I have to prepare them inside Blender
As to texture,GameEngine doesn’t care where they come from ( blender or substance painter or etc,all OK),I just need to manually grab these texture into game engine and make use of them to create material and that’s all.
My opinion it’s depends what you are looking for? Realizm? Realizm for photo or video? If photo might be better to perform all in blender and later pass with photoshop. If video certainly UE5. So fast real time with global illumination engine you cannot find. also it “free”.
Do not forget regarding assets Quexel. Which you may import free inside UE5 with Epic Account. There a lot of ready materials which you can pass with nodes for small adjustments.
Also in UE5 it’s simular node system with materials as in blender.
For sure UE5 request attention to check. It’s personal to decide to use or not.
My personal opinion best result may be achieved with collaboration both softwares
Yeah, I had a feeling that that would be the case and figured the best way to go would be to Bake down the textures so they don’t need any ramps, mix rgb,etc, etc…
Yes, pretty much…sometimes it was just faster and better for me to drag and drop the textures into UE4, and mix and tweak inside…
You could always try to find one of the Blender to UE add-ons but then you will have to $$$ and they still might not do what you wish…