From the course: Unreal: Content Pipeline
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Prep 3ds Max FBX in Houdini - Unreal Engine Tutorial
From the course: Unreal: Content Pipeline
Prep 3ds Max FBX in Houdini
- [Instructor] Now that we've exported our FBX out of 3D Studio Max, what we're going to do is we're going to run this through a custom geometry processing tool I've built for you in Houdini. Chances are Houdini's a new environment for you, don't worry, it's not going to be too scary, and I've built everything that we need to have built, to optimize a model coming out of 3D Studio Max with the attributes it has, into something that's going to work really well for us in Unreal. And what this is doing, it's solving two problems. Number one, it's grouping everything together based on what kind of object it is and what kind of material it is, and it's also automatically re-laying out all of our Uvs in one tile together. So this is really fantastic, because often let's say you've got, say someone was modeling something in Revit, they gave it to someone in 3D Studio Max who exported it the way we need it. Often, we might be in a scenario that was constantly getting updated and changed and…
Practice while you learn with exercise files
Contents
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Geometry considerations4m 42s
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(Locked)
Basic FBX import4m 6s
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(Locked)
Revit FBX export1m 52s
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(Locked)
Revit FBX UE4 import5m 3s
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(Locked)
3ds Max FBX export6m 4s
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(Locked)
Prep 3ds Max FBX in Houdini9m 24s
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(Locked)
Import processed file into UE45m 16s
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(Locked)
Unreal Static Mesh Editor6m 12s
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(Locked)
Animated geometry considerations4m 56s
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(Locked)
Animated FBX UE4 import3m 28s
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(Locked)
Unreal Skeletal Mesh Editor4m 56s
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