Create a 3D Object inside 3DSMax
0. 3DSMax
– Use the setup scene in meters, you can find the right setup for human modeling here: Unit Setup
– Create a Box 1x1x1 name it ‘BoxMesh1x1x1’
– From Material Editor assign ‘BoxMaterial’ into Diffuse Map an ‘uvrefmap.jpg’
– Create a Smooting Group
– Select the Mesh> MAIN Button> Export> Export Selected> BoxExported.FBX
Setup FBX Exporter:
Geometry>
– Smoothing Groups check
– Tangents and Binormals check
– Triangulate check
– Others uncheck
FBX File Format>
– Type: Binary
– Version: FBX 2014
Ref: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/4/index.html
Import into Unreal4 mesh – smooting groups – materials – textures
1. Launch Unreal Engine
2. Tab New Project>
– Blank
– Desktop / Console
– Maximum Quality
– With Starter Content
– select a Folder for your project for example ‘Unreal’ folder
– choose a project Name for example ‘Test’
Click ‘Create Project’ button
The software will create:
Unreal/Test/Config/ some .ini files
Unreal/Test/Content/StarterContent
Unreal/Test/Intermediate
Unreal/Test/Saved
Unreal/Test.uproject
3. UE4> bottom ‘Content Browser’> select ‘Content’ folder> Add New> New Folder ‘Box’
Now there are:
Content>
– Box
– StarterContent
4. Double Click on ‘Box’
5. Content Browser> Import> select BoxExported.FBX>
– Import as Skeletal uncheck
– Auto Generate Collision uncheck (auto create a collision box)
– Import Materials check (auto import 3DS Max Material)
– Import Textures check (auto import Texture of 3DSMax Material)
>’Import’ button
Now inside Content/Box trere are
– BoxExported (mesh)
– BoxMaterial (3DS Max Material)
– uvrefmap.jpg
NOTICE: the .fbx memorize mesh, smooting groups, max material, texture position into your hard drive
6. There are some asterisks over imported elements because they was not saved inside ‘Content’ folder of the
project. Let’s save it:
UE4> bottom ‘Content Browser’> Save All
Asterisks disappears, watch the folder Test/Content/Box now there are:
– BoxExported.uasset
– BoxMaterial.uasset
– uvrefmap.uasset
All elements was converted in Unreal Assets format.
Import into Unreal4 color / normal map textures
1. Content Browser> Import> select uvrefmap2.png
2. Content Browser> Save All
Insert the mesh into Unreal4 scene
1. Content Browser> DRAG AND DROP ‘BoxExported’ (the mesh) over Perspective view
2. Perspective window> Top Right> Move Rotate Scale / remove Snaps to manipolate the mesh
3. Camera movements:
– LMB + WASD walk
– RMB look around
– Mouse Wheel to Zoom in/out
Father and son…
1. RIGHT COLUMN> World Outliner> DRAG AND DROP son over the parent