Making this post for people who want to use blender with UDK and are just beginning . Hope this helps out. I will try to add on when I can think of various things to add on.
Simple Checklist
1.Make sure your mesh is a manifold mesh, to check just click the decimate modifier but dont apply it.
2.With 2.64 you dont have to worry about the vertices limit, but if you are working with blender 2.49 or lower for some reason you can only have a limit of 1000 vertices total collective from what i have found out.
3.You are most likely going to be scaling up your mesh a lot with it, just remember to apply your scale location etc with ctrl+a.
4.Use normal maps when you can. Once you learn how to use them they can greatly improve the game engine rendering performance.
5. Generally best to have at least 4 bones in total when exporting.
6. Triangulating is generally from what I have found unnecessary (mainly because I think the script does it for you). To triangulate, use ctrl+t and alt+j to undo it. Sometimes the alt+j doesnt always work but oh well.
7.Generally best to make sure your mesh is UV unwrapped somehow whether UV smart unwrapped or just unwrapped. It wont look that good in UDK if you dont.
8.Generally best to make sure all your meshes have Materials assigned to them.
At the moment I cant think of anything else. Have fun!
Simple Checklist
1.Make sure your mesh is a manifold mesh, to check just click the decimate modifier but dont apply it.
2.With 2.64 you dont have to worry about the vertices limit, but if you are working with blender 2.49 or lower for some reason you can only have a limit of 1000 vertices total collective from what i have found out.
3.You are most likely going to be scaling up your mesh a lot with it, just remember to apply your scale location etc with ctrl+a.
4.Use normal maps when you can. Once you learn how to use them they can greatly improve the game engine rendering performance.
5. Generally best to have at least 4 bones in total when exporting.
6. Triangulating is generally from what I have found unnecessary (mainly because I think the script does it for you). To triangulate, use ctrl+t and alt+j to undo it. Sometimes the alt+j doesnt always work but oh well.
7.Generally best to make sure your mesh is UV unwrapped somehow whether UV smart unwrapped or just unwrapped. It wont look that good in UDK if you dont.
8.Generally best to make sure all your meshes have Materials assigned to them.
At the moment I cant think of anything else. Have fun!
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