Chapter 4. Getting the Assets to the Level

In the last chapter, we used our whitebox level to determine which of our simple shapes would be the first to be turned into a 3D asset. Having settled on turning the cubes in our cargo hold into crates, we used Blender to create our 3D game asset and UV unwrap it for use in Unreal. But how do we get it from Blender to Unreal? For that, we have to go through the process of exporting our object from Blender as an FBX file and importing it into Unreal. Then we can connect the newly imported static mesh to a material, add collision primitives, and add it into our level as a usable object. This process is called the art pipeline. In this chapter, we will cover the following topics:

  • Exporting our object from ...

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