Heya,
As I'm made aware, (as with myself
aswel until recently) it can be hard to find the relevant plugins, or
even know that they exist; for Blender in order to create world geometry
or models.
BlenderBlender
is a free, powerful 3d modelling tool. It can be used to create many
things, ranging from cartoonish images, realistic renders, animations,
movie graphics as well as 3d models and animation sequences for them for
games. If the costs of most 3d modelling applications exceed your
budget, Blender would be the ideal suggestion.
Blender can be obtained here -
https://www.blender.org/World GeometryWorld
geometry can also be created in Blender, and is probably a more
specialised tool to create organic geometry in. In order to create
geometry from your blender models, first of all export it with the .ASE
scene exporter -
ASE Exporter plugin(By MCampagnini)
IF THIS PLUGIN DOES NOT WORK, THE FOLLOWING ASE EXPORTER SHOULD!
ASE251.zip(Tested with version 2.79, currently untested with 2.8 unless somebody wants to try)Before
exporting using the ASE exporter, make sure your 'will be' brush is
triangulated, which is even more relevant if using this object as
organic/fluid geometry. The reason behind this is that, the type of
graphics that most games comprise of may only consist of flat surfaces,
and it is impossible to make a triangulated polygon 'bent', meaning you
are free to manipulate vertexes in any way you desire. If you have ever
seen a stock Unreal map through the editor in wireframe view, you will
notice that outdoor brushes or organic geometry (except in a few
shortcut cases) will only consist of polygons (flat faces) which have
three corners (vertexes) and three sides (edges). Unreal cannot handle
polygons (faces) which are in any way non-flat, therefore you should
always be working with triangulated faces for organic geometry.
After
exporting your file as an .ase, you can then use the asetot3d tool in
order to convert your exported file into a .t3d brush.
ASEtot3d(By Daire "Solosnake" Stockdale)
Finally,
you can just load up that new .t3d file within UnrealEd by 'Importing'
it as a .t3d brush (that option can be found under the 'Brush'
menu-tab), which will draw your redbrush as that file you just exported,
converted and loaded. Also remember your model from Blender MUST be a
continuous mesh, it may not have any gaps, holes or parts of the model
which exchange a 'leak' between what is meant to be the outside of your
model, and the inside (brush volume) of your model.
Skeletal meshesI
will not provide a tutorial on how to create, rig and animate a
skeletal mesh at the moment, but may later on in a separate thread. If
you know how to create character models, rig them and animate them (or
anything else which has animations) but don't know where to obtain the
necessary plugins to export to .psk (Unreal skeletal model format) or
.psa (Unreal skeletal armature format) I will provide the exporter:
.PSK/.PSA Exporter(By Optimus-P)
(Tested with version 2.79, currently untested with 2.8 unless somebody wants to try)Vertex MeshesSkyWolf
has been working on a Blender plugin to handle the creation of Vertex
Meshes from within Blender (sorry that i didn't include this in this
thread for a while).
https://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1490136781