Monday, 25 January 2016

3D Modelling for Computer Games - Importing into UE4

For the final piece of this unit, once happy with my model, I have been asked to import my piece into Unreal Engine 4, to demonstrate the knowledge of exporting and importing meshes for game-ready use.

To begin with, I exported my mesh in FBX file format, and whilst the textures can be carried across using the 'embed media' tick box, I chose to leave this unticked as to show my understanding of the basic material process within Unreal Engine 4 itself.


To begin the import into Unreal Engine 4, I created a new project, and with that a fresh folder inside the Geometry folder in-engine. This allows a user to keep all of the meshes, materials and textures alike within one folder designated to a specific model.


Following the import of my mesh, as can be seen in the above screenshot I began playing with the material attributed of the containment chamber, and will continue to do so until I find a perfect balance between gloss, specular highlight and opacity, assigned specifically to the glass portion, viewed as black glass in 3DO's renders.

-------------- Update --------------

I initially had one material applied to my model, which was presenting me with some complications when it came to material values, as I wanted to produce a glass containment chamber with a metal surround.

As a result of this I needed to apply two separate materials to my mesh in Maya, and then subsequently export my mesh again in FBX format.
With this process complete the FBX was once again ready to be imported into Unreal Engine 4, with the two materials also contained in the FBX.
The Mesh which was already in Unreal had to be deleted and replaced, as a simple update did not read the file fully and only imported it with the singular material as it was before.

I adopted the Glass material already present in Unreal, took information and inspiration from the material blueprint within and built my own slightly different material to put in place.
Through some extra attention to the Unreal material editors and experimenting within, I have managed to produced two materials I am currently happy with at this point.

Note I am still not yet finished and will be making further adjustments to this in time.



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