In this video, Scott Pagano explains how to export your rocky ground geometry from Maya for Unreal as an FBX file. Learn techniques for examining the UV's of your object in Maya and properly exporting as an FBX file for import into Unreal.
- [Instructor] Our final piece of static environment geometry we're gonna export out of Maya for use in Unreal is this rocks, ground, detail element. This'll also help give us a little bit more sort of interesting visual ground cover in our little room that we're gonna have as our testing facility. So you can see this is just a pretty simple geometry that's been poly-reduced heavily. This was created in Houdini, just as a little extra detail. And the one thing I wanna address with this asset is the UV's, because when you have complex organic geometry like this, the ideal, ideal UV situation would be, that kind of, unfortunately, is laboriously create seams in the right places, and unfold and unwrap different things.
Personally, I'd probably use UV Layout, the standalone app, to do that, which is really fantastic, but it is a fairly time-intensive process. And, often, in sort of a quick motion graphics workflow... I'll be quite frank, is there isn't always the time to do some of this work that gets things as technically, properly prepared under the hood as you would if you were in like a longer-term game or, y'know, film VFX development environment. So let's zoom out from this guy, so we can see the geometry.
With it selected, I'm just gonna go to its UV. So UV, UV editor, and you can see that we've just done an auto-UV layout on this. And, quite frankly, it's a bit of a mess, 'cause there's seams everywhere, and if we wanted to lay a nice texture cleanly across all this, that would be a little bit of a problem. And so, y'know, we could do just a Y-down planar texture map on this whole thing, but then we would get overlapping UV's. And for this particular scenario, overlapping UV's are worse than all of these UV seams. 'Cause we're actually not gonna be putting some complicated photo texture on this.
It's gonna be a pretty flat color, and what we're really concerned about is the way that the Unreal light baking, sort of pre-computed light engine works. And what that really, really wants is no overlapping UV's. So, y'know, there's different case scenarios and sometimes you have multiple UV sets on an object for doing different things, but I just wanted to point this out because this is just a technique you can use when you need to do something really quick and it'll work for the particular situation you're in, and you'll see why this functions for us better down the line.
Okay, so I'm gonna close that up with our rocks selected. Go file, game, exporter... Let's go to our model tab. We wanna export selection, turn off skinning and blend shapes, make sure we're at Z-up. Path will be F-E-X, and then the file name will be rocks_01. Turn off embed media, just forget measure, and hit export. Okay, great, so now we've exported our four different animated pieces of geometry, with their respective animation clips; we've exported our platform, with our custom collision geometry; our overall room geometry, and now this ground detail rocks geometry.
Now we're gonna move on to start putting these things together in Unreal.
- Maya FBX export
- UE4 asset import
- Materials and lighting
- Scene building for HTC VIVE
- Scene building for Samsung Gear VR
- VR deployment on Android phones