![]() ![]() I disable Triangulation and let UE4 or UE5 do this for me on import. You can also let Unreal Engine triangulate the mesh for you on import. Unless you have edited object's Normals, Vertex Normals and Tangents then you do not need to worry about this.įor most Static Meshes, most environments and prop assets you will not be dealing with these. This will export the Split Per-Vertex Normals and Tangents/Binormals data within the FBX of the mesh. Split per-vertex Normals and Tangents and Binormals are advanced rendering/shading settings. Split Per-Vertex Normals and Tangents/Binormals If Smooth Mesh is Enabled: this will always export the Polygonal Object (Shortcut 1) regardless if you have Smooth Mesh SubDiv Preview enabled or not in the viewport (Shortcut 3).Whatever you see in the viewport, that is what will be exported. If the mesh is Low-Poly Polygonal object (Shortcut 1) that is the mesh that is exported. If the mesh has Smooth Mesh SubDiv Preview enabled (Shortcut 3) that is the mesh that is exported. If Smooth Mesh is Disabled: will export the mesh as you see it in the viewport.If disabled, then edge information is not converted to Smoothing Groups.Īllows you to export Subdivision Preview Mesh or will always export the polygonal mesh regardless if you are using Subdivision Preview Mode. ![]() The objects Soft/Hard edge information will get converted to Smoothing Groups and exported with the file. The rest of the options are more on case-by-case basis with few of them for advanced users. Geometry section contains a lot of options that defines what information gets exported along with your mesh.įor majority of environment assets, props, modular meshes the only settings you should enable are: I usually choose Export Selection, this way I get to control what gets exported and what doesn't. Export All or SelectionĮxport All or Export Selection allows you to Export every object in the scene or only the selected objects in the scene. In this tutorial I will be using the Model Default preset and changing the options within that preset to export. Delete Export Preset: delete the selected preset.Save Preset to Disk: save an existing preset.Load Preset from Disk: load a preset if you have it saved.Add New Export Preset: create a new preset.However you can create your own presets and save them: All the options you see set in Game Exporter menu are currently using default preset. There is only one available preset to choose from the drop down menu - Model Default. ![]() This is what is covered in this tutorial. You have ability to export Models, Animation Clips or Time Editor Clips by switching the different tabs and looking over the options.įor environment assets and modular meshes choose Model.
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