Jump to content

Newbie help: Exporting a textured model to blender


LeaderEnemyBoss

Recommended Posts

Hey everyone,

 

I want to make a new texture for an existing model (Gatekeeper). I do know that I can just edit the texture file with photoshop or whatever, but since I dont actually see how it looks until you view the model ingame, this is not really suitable for more complex retexturing. I have blender, and I managed to export the skeletal mesh of the gatekeeper and open it in blender. But from this point on i am lost. How do I get my exportet textures to apply to the model in Blender, so I can edit them? This is probably easy, but as I said, i am new to this.

 

Thank you in advance

Link to comment
Share on other sites

When viewing the gatekeeper Skeletal Mesh, look at what the material attached to it is. From there you can find what textures go inside the material and export those too. From there just apply the textures to your blender model as a blender material.

Got it to work, thanks. I was already able to extract the texture and import it to blender, but i was confused because the model was still blank. Turns out you just need to activate the texture paint mode. Im still a bit confused by Blender. Sometimes when i try something out I enter a new mode, everything disappears, and i dont know how to get back to the previous view ^^. Anyways, gotta texture my new enemy, see you soon in the workshop :wink:.

Edited by LeaderEnemyBoss
Link to comment
Share on other sites

I made a better material than just the "apply Diffusemap". It takes all the different textures of a model, as on many models the details are in the normal and ambient occlusion map and i wanted a better visual of how the model looks ingame.

Also i found that Cycles is way better than standard blender renderer.

 

8b21c535172f2df186d25c95bb5b63b7.png

If you got the object already in blender, the rest is easy ^^.

First u need to add a lamp (if u dont already have one).

 

Next up u need to just delete the material the object has (as the one that unreal exports is just crap) and make a new one.

 

8ef89dccff588e5684f60b95ffc7c272.png

when u go in the node editor of the material, this is how mine looks (you can make one with only the defuse but then the roghness effect (the alpha channel of the DIF texture), which makes the model glossy is not applied).

this material only takes the Ambient Occlusion Part of the MSK texture, ofc thats not accuate at all but it works for the most part.

The Normalmap gets inverted as blender wants a blue one and Unreal gives you yellow ones ^^.

Hope this helps

Kat.

 

EDIT: forgot a connection in the Material

Edited by Bret1
Link to comment
Share on other sites

its quite good tbh :wink: love cycles. everything looks good in cycles ^^ (just make a plane. place a qube on top. let it render. ART. so beautiful)

 

 

EDIT: added img (took 30 secounds to make (render time exclusive)^^)

ce98f40098c7657bb67a4c60a91ab3f7.png

Edited by Bret1
Link to comment
Share on other sites

New question from the newbie: I wanted to edit the MSK texture but when i reimported it and added it to the new material the textured model is really bright (ingame and in the editor). In the preview image of the content browser both Textures look almost identical. But as soon as i open them and the Texture properties window appears, the original one is really dark, and my modified one is all bright green like in the preview image. Maybe the original texture had alpha information that somehow got lost? How do I prevent this?

 

EDIT:

I also noticed that other edited Textures (the DIF ones) are brighter than they were before, allthough it isn't as noticable.

Edited by LeaderEnemyBoss
Link to comment
Share on other sites

New Question from the newbie: I wanted to edit the MSK texture, but when i reimported it and added it to the new material the textured model is really bright (ingame and in th editor). In the preview image of the content browser, both Textures look almost identical. But as soon as i open them and the Texture properties window appears, the original one is really dark, and my is all bright green like in the preview image. May the original texture had alpha information that somehow got lost? How do I prevent this?

 

Try Changing the compression of the texture (open in texture viewer editor thingy, and look for the compression dropdown menu as one of the properties). if that doesnt help i found that some programs export strange things that u cant direcly import into unreal (when i create a texture with blender i have to import it to gimp and export it again, otherwise it looks strange ingame). Last tip i have... dont know with which programm u create ur Textures, but directly exporting them to TGA instead of PNG helps some times too.

 

Hope this helps

Kat.

 

P.S.: actual pictures of the textures can help solving ur problem ^^ also which programm do u use ? i can tell u how to save the alpha channel so it doenst change when editing in gimp.

EDIT: "Dont Edit ur posts (besides typos etc.) if someone else already awnsered. thats confusing at best." wanted to say that but didnt wanted to post again.

Edited by Bret1
Link to comment
Share on other sites

Hey its me again.

 

In the mean time i released my mod, however i'm still curious about some texture releated things. I figured out how to preserve alpha channels etc. (not using ms paint is a start lol) however i am still a bit confused how to get things to look how I want. If you have a look at my workshop, you can see how my new unit looks at the moment (http://steamcommunity.com/sharedfiles/filedetails/?id=653666446). The sides are dark greyish. The DIF Texture is pitch black at the corresponding location. My dream would be to achieve a more glossy "really black" look. I suspect that this is a thing that i have to set in the unreal editor itself. Any hints?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...