Importing, editing and exporting a Brush with Blender

From Oldunreal-Wiki
Revision as of 22:09, 21 November 2018 by Krull0r (talk | contribs)
Jump to navigation Jump to search

This tutorial is about how to export an original terrain brush from Unreal 227 (UnrealED2.1 or higher), preparing the ability to edit it in Blender and reimport it in to Unreal 227.

For this tutorial I'm using the terrain from Dark Arena.

Part 1) Intro

Part 2) Converting the brush as StaticMesh and export it as .obj

Select your brush by pressing shift on your keyboard and left click with the mouse on any surface of the brush you want to export or select your brush in any viewport.

Right click on any edge of your selected brush and go to Convert/To StaticMesh.

BlenderBrushImportExport1.png


Save the created StaticMesh temporary into MyLevel, choose any name you want (e.g. DarkTerrain).

BlenderBrushImportExport2.png


After converting the brush to a StaticMesh export it from the MeshBrowser as .obj Save the .obj in any folder you want.

BlenderBrushImportExport3.png


Part 3) Importing the .obj into Blender and prepare it for editing

Open Blender and delete the cube which is always in your empty scene. Simply select the object and press x to delete it

BlenderBrushImportExport4.png


Now import the .obj over File/Import/Wavefront (.obj)

BlenderBrushImportExport5.png


After you have imported the .obj you will notice that the brush is way to huge for Blenders space. This will be fixed in a few steps later but first you have to join the groups to make it one object.

To do so press shift to select multiple objects in the object list. Move your mouse back to the 3d viewport and press "ctrl + j" to join them.

Note: If a group is selected it has an orange circle around the triangle as visual feedback.


BlenderBrushImportExport6.png


Now scale the huge mesh down by factor 100!

BlenderBrushImportExport7.png

After the scaling procedure the mesh should be completely visible in your viewport.

BlenderScaleDown2.png