Exporting Unreal 5 Assets to Blender

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  • Опубликовано: 15 апр 2023
  • We can export assets from the Unreal Marketplace to Blender in minutes, all textures maintained, so they can be used in the 3D app and/or game engine of your choice.
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Комментарии • 103

  • @SS-un6re
    @SS-un6re 2 месяца назад +5

    That's a traditional Korean building (Jeju Island). Anyway, thank you for the good video~

  • @maksimka_420
    @maksimka_420 7 месяцев назад +6

    Thank you so much! Very helpful. Clear, no water, and detailed. I already thought that it is impossible to transfer objects with textures from UE5 to Blender, because on RUclips everyone transfers from Blender to UE5. You are the hero of my day!

    • @Holonet01
      @Holonet01  7 месяцев назад +3

      Thanks much for the kind words, and you're welcome! And yeah, there are a few resources out there on getting Unreal stuff out, but it usually involves a headache. But back a little before this video, they added the GLTF export as a plugin. Bonus!

  • @christophleipold
    @christophleipold 8 месяцев назад +8

    Nice tutorial! Short and to the point! And NO CRAPPY MUSIC! I love it!

    • @Holonet01
      @Holonet01  8 месяцев назад +1

      Thanks! I've considered the notion of background music before 😂, but so far it's just seemed like something that would make my voice harder to discern and also increase the time investment. Glad you liked it 😁

    • @juaecheverria0
      @juaecheverria0 8 месяцев назад +2

      Seriously, so many people act like intros and outros are what make videos better but all it does is waste our dam time.

  • @LFPAnimations
    @LFPAnimations 5 месяцев назад

    absolute lifesaver. It is really cool that they made it this easy to export a scene

    • @Holonet01
      @Holonet01  5 месяцев назад

      Yep, if you get into complex materials and shaders it's still icky to try to get it looking just right, but 3D is a damned steep learning curve, and it's nice when we can reduce the almost-as-bad learning curve of moving your assets between programs. xD

  • @AshT8524
    @AshT8524 6 месяцев назад +1

    Omg, Thanks a lot I was just gonna do it hardway. Glad I found your video

  • @totheknee
    @totheknee 24 дня назад

    0:07 - "really _swell_ assets"
    SUBSCRIBED!
    😆

    • @Holonet01
      @Holonet01  21 день назад

      And I can't even take credit for the assets :-P.

  • @shindelion
    @shindelion 5 месяцев назад

    Oh man this works wonders great stuff!

    • @Holonet01
      @Holonet01  5 месяцев назад

      Glad to hear it!

  • @vrx4533
    @vrx4533 8 месяцев назад +2

    Thank you! This helped me a lot

    • @Holonet01
      @Holonet01  8 месяцев назад

      Glad it helped! 👍

  • @Ilya_Yatsko
    @Ilya_Yatsko 4 месяца назад

    Extremely helpful, thank you!

  • @sparklefluff7742
    @sparklefluff7742 7 месяцев назад +1

    Excellent, thanks!

    • @Holonet01
      @Holonet01  7 месяцев назад

      You're welcome! 👌

  • @glebshmidt2608
    @glebshmidt2608 3 месяца назад

    TY

  • @HAN-gl8hx
    @HAN-gl8hx 5 месяцев назад +2

    It's not a Japanese building.
    It is a Korean-style building called Jeju Mokgwana.

    • @Holonet01
      @Holonet01  5 месяцев назад +1

      Yes, that has already been beaten to death in other comments 😂. Truth is I didn't take an honest look at it, and it was just one of the first free results that came up when I searched "Japanese building."

    • @darondaron99
      @darondaron99 4 месяца назад

      who cares

  • @wilfriedmontald8291
    @wilfriedmontald8291 6 месяцев назад

    THX Great video

    • @Holonet01
      @Holonet01  6 месяцев назад

      No probs, thanks! 👍

  • @zombiebobo
    @zombiebobo 5 дней назад

    Thank you

  • @hansoul2022
    @hansoul2022 8 месяцев назад +4

    Actually!
    That's not japanese builidng, korea traditional building : )

    • @Holonet01
      @Holonet01  8 месяцев назад +1

      Ahh! As someone who spent a year as an architecture major once, the shame I bear for that oversight will be with me until judgement 🤣. Nice catch!

  • @cleanvisuals
    @cleanvisuals 3 месяца назад

    Thankyou 🙏

    • @Holonet01
      @Holonet01  3 месяца назад

      You're quite welcome :)

  • @obikejeremiah7968
    @obikejeremiah7968 5 месяцев назад

    Not all heros wear capes ❤

    • @Holonet01
      @Holonet01  5 месяцев назад

      Thanks! I don't wear a cape either 😂.

  • @Radwalls
    @Radwalls 7 месяцев назад +1

    epic... this saved my ass

    • @Holonet01
      @Holonet01  7 месяцев назад +2

      Glad to hear it! One of the things I am most trying to accomplish here is reducing pains in the ass =D

  • @TBContent24
    @TBContent24 3 месяца назад +1

    hey I have a question, how come when trying to export a mesh from UE5 using GLTF, when I import it into blender, the mesh is extremely low poly count? It's like the level of detail went down so hardcore when importing it into blender. Thank you!

    • @6faw
      @6faw 3 месяца назад +1

      Disable preview mesh

    • @Holonet01
      @Holonet01  3 месяца назад +1

      In addition to what 6faw said, I believe there's also an Automatic LOD setting which you'll want to be sure is disabled.

    • @TBContent24
      @TBContent24 3 месяца назад

      @@Holonet01 Thanks guys

  • @junki4537
    @junki4537 3 месяца назад

    really helpfull!!!!!!!!!!!!! thans alot!!!

  • @Angelnarcissa
    @Angelnarcissa 6 месяцев назад +1

    and how do I export the good quality version of the model, bc it only exports the low poly

    • @Holonet01
      @Holonet01  6 месяцев назад

      That will not happen by default. Just to double check, I ran through the same model as in the video to take a look, checking the statistics in Unreal vs. Blender after import. Most of the building's objects had an identical tri count, with the exception of the roof, and that was not a (relatively) large difference, ~574,000 vs ~579,000 tris. I'm guessing that difference has something to do with the formats and how they handle vertices or something, but definitely was not low poly.
      I think this is probably Unreal's doing via the LOD settings. Try opening up your mesh in the editor and make sure any LOD/Automatic LOD settings are turned off.

  • @lynxXeum
    @lynxXeum 7 месяцев назад

    Hey! Awesome tutorial i had to ask that can we import the whole project to blender?

    • @Holonet01
      @Holonet01  7 месяцев назад

      Ehhh... Short answer is I doubt it. Theoretically, you could just put everything in one group actor like I showed with the building, and them make it all 1 model, but obviously you probably wouldn't want to do that :-P.
      I don't usually work in Unreal, so I'm not sure if it has the capability of scripting workflows, but if it did, then perhaps it's possible to iterate over all the objects in a scene and perform the steps I did on one model, but I'm not sure. You'd want the ability to create folders and such too to keep the models organized. It wouldn't be at the snap of your fingers, at any rate, but I'll certainly mention it if I see a way to do that.
      Another complication might be how bullet-proof this process is. Another person commented below on having trouble with a model that has a skeleton/animation, I believe. Something else I'd like to see if I have time to test it.

    • @lynxXeum
      @lynxXeum 7 месяцев назад

      Ah ok, Thank you so much for reverting back!!
      @@Holonet01

  • @NodDisciple1
    @NodDisciple1 4 месяца назад

    Has anyone tried this for the buildings and units from the Command & Conquer Games? I'd love to have prints of them for Tabletop.

    • @Holonet01
      @Holonet01  4 месяца назад

      You might be able to find 3D models online from the game. But if so, you shouldn't need to go through this process because it wouldn't have anything to do with the Unreal engine. If you mean the literal models from a given game, then that would also be something completely different. There have been some old tools around that could rip 3d models from draw calls the game makes when actually playing it, but I've never done more than wade in that pool.

  • @phoenixastra4429
    @phoenixastra4429 4 месяца назад

    Forgive me if I missed it in the video, when I export like you did it turns my model gray, and doing what you did to make the colors show up doesn't work. Do I have to import the textures manually on each item?

    • @Holonet01
      @Holonet01  4 месяца назад +1

      No you shouldn't need to do it manually, that's the whole benefit, or so I hope 😅. I think this happens if you select the binary gltf instead of the regular one. I'm not at my computer right now, but that would be my first guess. Lemme know if that helps.

    • @phoenixastra4429
      @phoenixastra4429 4 месяца назад

      OMG it worked!! thank you@@Holonet01

  • @tokyiryame402
    @tokyiryame402 6 месяцев назад

    what if you want to export lets say 1000 meshes.. cant you merge them into 1 mesh only instead on merging them into a collection?

    • @Holonet01
      @Holonet01  6 месяцев назад

      Yeah instead of putting the objects in a collection in Blender, you can just join them (ctrl+j I believe) into a single object. I think it would just depend on what your intent was. If the import does everything you need, then that might make sense. You might not want to do that in some cases--as with this building, of course, it's designed to be modular to an extent and you can create variations on it. So for something like that, you'd want to keep them separate, or perhaps in "sub" collections for organization.

  • @smol.TomatenSuppe
    @smol.TomatenSuppe 6 месяцев назад

    i is big time confuzed. i made a little test landscape, plopped 5 trees and 5 bushes on there. grouped it and exportet but its super buggy in blender. there is nothing to see (but 4 trees placed in 4 corners)

    • @Holonet01
      @Holonet01  6 месяцев назад

      Hmm, I'd only be guessing, but my first thoughts are if there are any peculiarities regarding which Unreal and/or Blender version you're using, maybe how the models were made. Or, it's throwing any errors before the export, that could indicate a problem as well. Another thought is an asset that wasn't made for whatever version of Unreal you're using, but from your wording, it sounded like you created them right in there. I haven't done modeling from Unreal or anything, but if you throw up a Google Drive link or equivalent to a test Unreal project, I can take a look and see if anything jumps out.

  • @doughnut101
    @doughnut101 3 месяца назад

    When I get to the export selected part doing this exact model, I get the warnings "Maximum value (-1) used in indices accesor for mesh SM_WallSetB (section), this may not be supported on some glTF viewers.
    I get that for WallSets A, B, C, F, G and L. When I open import in Blender the floor and some walls are there but not others. Thoughts?

    • @Holonet01
      @Holonet01  3 месяца назад

      Well for the sake of reproducing, what version of Unreal & Blender are you using? It's normal to get some warnings vis-a-vis the gltf format, but not missing pieces hopefully 😋.

    • @doughnut101
      @doughnut101 3 месяца назад

      @@Holonet01 UE 5.4 was the one that errored, I also have 5.3.2 but havent tried it. Blender is 4

    • @Holonet01
      @Holonet01  Месяц назад

      @@doughnut101 If you have 5.3 I would say give that a try. I've flipped over to Linux and just tried in 5.4.1 and I get those errors as well, and a Python crash halfway through the Blender (4.1.1) import as well 🧐. I'm suspicious that something changed in the Unreal version, or maybe in the gLTF exporter plugin itself. I'll try installing 5.3 as well when i get a chance.

  • @TFallenGrim
    @TFallenGrim Месяц назад

    every time i try to import it into blender it just doesn't show up? when i turn on statistics it shows that there is somethings selected and tells me the faces, ect.. it also shows up in the scene collection so i'm not sure what might be the problem.

    • @Holonet01
      @Holonet01  Месяц назад

      I've seen an issue in Blender (with a plugin, not typical operation) where the object is there but doesn't show up. I don't see how it'd happen here, but one thing to check quick is select it in the outliner, tab into and out of Edit mode. Other than that, could you let us know your OS & versions? I still haven't had time to try to set up a hackintosh, but Mac has been a problem, apparently. I've also duplicated one other issue mentioned here in Linux (though different).

  • @24vencedores11
    @24vencedores11 2 месяца назад

    Thanks so much. Can we export the entire scene?

    • @Holonet01
      @Holonet01  2 месяца назад

      I "think" so, but it would take some work and have caveats. Basically, you can run Python scripts in Unreal and it has an API in kind. So, I would imagine the steps I did in here could be Python-ified, and then just applied to all objects in the scene or all selected objects.
      I'm comfortable with Python, but I haven't looked much at Unreal's API. If I have time to play with that, certainly I'd put a video up about it, but not something I think I'll have the time for in the near future. That would be where I would start researching, though.
      The caveats, though--I imagine even if that were working, you might run into some things to handle, maybe the script picking up stuff besides the objects, different settings, materials, etc... I sort of doubt the juice is worth the squeeze with that one unless it's a regular workflow of sorts, but nothing's impossible :).

  • @user-eh6ws2cf2n
    @user-eh6ws2cf2n Год назад

    Thanks for the awesome video but I don't see 'gltf' under save as type selection. Plz tell me what is wrong with my engine.

    • @Holonet01
      @Holonet01  Год назад

      You're welcome. So it's hard to be certain without seeing what you're doing, but a few things come to mind. Did you go to "export selected"? The distinction being that we're exporting, not saving, so if you clicked Save As, for example, it wouldn't be in there. Another thing is, which version of Unreal Engine are you running? I haven't checked 5.2, but presumably it'd be there (This video is 5.1). I believe some months ago, the gltf export option was a plugin that had to be added, so it could be that, or perhaps unavailable if you have an older version of the engine.

    • @user-eh6ws2cf2n
      @user-eh6ws2cf2n Год назад

      ​@@Holonet01 oh shoot I just found out I'm using Unreal 4 :P Thank you for the info anyways!

    • @Holonet01
      @Holonet01  Год назад

      @@user-eh6ws2cf2n No probs 👌

  • @oswinthigpen8163
    @oswinthigpen8163 Месяц назад

    Hey thanks for the video! I'm trying to do this on my mac but the application keeps going unresponsive everytime I get to downloading the meshes I have selected. Any recommendations on how to make the download go through? I have 16gb of ram so it should be enough

    • @oswinthigpen8163
      @oswinthigpen8163 Месяц назад

      Follow up on this, I ended up just doing it on my pc and it worked! Unfortunately, the meshes I downloaded had loads of different materials in Unreal and in blender they all just got assigned 1 of them. I'm not seeing a way to assign multiple materials to 1 mesh like Unreal can. Any help would be appreciated!

    • @Holonet01
      @Holonet01  Месяц назад

      Yeah you're the second person I've seen have trouble and be on a Mac. I recently ditched Windows for Linux (haven't fully tested yet), but I don't have a Mac. I do have an iPhone so I might see if it's possible to VM a Mac since I at least have that Appe ID, but I can't test this out just yet. If we can establish an issue with the gltf exporter on Mac, then maybe it becomes an Unreal bug report 🤔

    • @Holonet01
      @Holonet01  Месяц назад

      @@oswinthigpen8163 Ah sorry, didn't really answer your 2nd question =P. Which asset were you using (if it's an Unreal Marketplace asset)? I'm kinda curious myself, I didn't really look deeply into the actual material, I presume it was multiple materials just from the number of textures it spit out. I'll take a look and see if I see anything similar, at the very least.

    • @oswinthigpen8163
      @oswinthigpen8163 Месяц назад

      @@Holonet01 Its the current free for the month, Modular SciFI Indoor Outdoor Environment Pack. At first I tried to just grab a ton of them at once but eventually started trying 1 at a time. Swapped over to the pc and it worked except for the Materials. Its specifically on the building pieces, the smaller tech pieces look fine. All of the buildings are the same material lol except for the glass

  • @rowanberryanimations
    @rowanberryanimations 5 месяцев назад

    I managed to export the merged actors into blender, but all of the materials and textures are missing? What am I doing wrong?

    • @Holonet01
      @Holonet01  5 месяцев назад

      Without having seen you do it, that's somewhat impossible to answer, but I can throw a few guesses out in case they trigger an "a-ha" moment :). The low-hanging fruit would be selecting the binary .gltf format instead of the regular one. If you're new to Blender, it might be as simple as not selecting material or render preview to have a look at them. I'd be curious what you see in the shader editor if you click through a couple materials after the import.
      On the other hand, it's possible that you're exporting something complicated that doesn't play well with the format, like maybe absurdly large UDIM materials or something, but then we degenerate to wild guessing.
      If you have an example Unreal model that is not working, I can take a sanity check of it.

  • @Magma-uw7yo
    @Magma-uw7yo 3 месяца назад

    Is it possible to automatise the process with a range of selection ?

    • @Holonet01
      @Holonet01  3 месяца назад

      Soooo, I think so, but I wouldn't be able to tell you the specifics. Unreal has a mediocre API that it exposes and you can do scripting through Python, so if you were to check out their API, as long as they expose this export and the currently selected objects, then it should be possible that way. Might be a bit fragile, though, depending on if you wanted groups of objects in some cases but not others.

  • @TheKevphil
    @TheKevphil 18 дней назад

    If I have no interest in ANY textures, can I still export as .fbx easily?

    • @Holonet01
      @Holonet01  14 дней назад

      Sure, that would be even simpler, I think. And, if you don't want the textures and get them anyway, I would just delete them from your material(s) in Blender.

  • @Doom_C
    @Doom_C 2 месяца назад

    I'm having an issue where exporting with these exact settings gives me the object in blender without the base texture, and I can't figure out why. Was something changed in the newer verisons of unreal or is there a setting I'm missing?

    • @Holonet01
      @Holonet01  2 месяца назад

      Yeah Imma come back to this. Were you actually able to do it in 5.3 but not 5.4? I'll just be a spell before I can test it, I'm in the process of ditching Windows (not the first time xD), and I just procured me a 4 TB drive, which is bare bones for finding space for 2 Unreal installations LOL.

    • @Doom_C
      @Doom_C 2 месяца назад

      @@Holonet01 Tried 5.4, 5.3, and 5.1 I don't get it. Even on 5.1 if I try to export it then import it back into unreal it shows as black. Only the normal map gets exported. The only difference I can think of between what you did in the video and what I did is that you're on windows and I'm on mac. Have you tried this recently to see if it still works? Btw I tried both .glb and .gltf and the assets I'm trying to export are the simple chairs and tables from the props folder of the starter map.

    • @Doom_C
      @Doom_C 2 месяца назад

      @@Holonet01 Even made a short video showing the process in 5.1 please let me know if you notice anything that I missed when exporting.
      ruclips.net/video/HVGeLLTvsdU/видео.html

    • @Holonet01
      @Holonet01  2 месяца назад

      Oh ok, so being on a Mac is definitely a variable, but first thing I notice is you are exporting the (Binary) version, you don't want that (it packs the textures in the file and Blender doesn't seem to like mapping them in that case). There should be two GLTF options, one that says (Binary) and one that does not. You want the one that does not. Check out 2:50 in the video to see the difference.
      Additionally, I can't say if this is apples to apples because you're not using the same model (you can grab it--it's free). I don't know what material settings are on that cube. Don't get me wrong, I doubt that's a problem, but just in the interest of reducing variables.

    • @Doom_C
      @Doom_C 2 месяца назад

      @@Holonet01 Ah yea, sorry. I tried both .glb and GLTF using the same settings since another video said use .glb but I got the same result using GLTF

  • @Ali-sh3tg
    @Ali-sh3tg 5 месяцев назад

    Thanks can you show us how to export unreal animation in to blender

    • @Holonet01
      @Holonet01  5 месяцев назад

      Be glad to if I can, haven't tried it out. GLTF supports animations, though, so if you're just exporting something like a rigged figure, hopefully Unreal's exporter would take care of that as well--again, I haven't actually tried it. Or, if you mean retargetting animations, then that might get more complicated. Something I can try out as well if I get time, though.

  • @ixvryy3022
    @ixvryy3022 5 месяцев назад

    I can't find gltf file on export selection? is there a way to enable it?

    • @Holonet01
      @Holonet01  5 месяцев назад +1

      Are you using Unreal 5? That's the first thing, it wasn't there in 4. It was available as a plugin at some point along the way, which had to be activated. Possibly it's not there by default. Go to "Manage Plugins" and look for glTF Exporter. If it's not there, it's probably an old Unreal version.

    • @ixvryy3022
      @ixvryy3022 5 месяцев назад

      @@Holonet01 Thank you so much 🙏

  • @juaecheverria0
    @juaecheverria0 8 месяцев назад

    I dont have GLTF available for my export what could i do instead?

    • @Holonet01
      @Holonet01  8 месяцев назад

      Not sure what you mean. This tutorial is about exporting Unreal 5 assets. Unreal 5 has GLTF export. The only thing I can think of is I do believe some of the earlier, like maybe 5.0ish, it just had to be installed as a plugin.

    • @juaecheverria0
      @juaecheverria0 8 месяцев назад

      @@Holonet01 Well I was trying to export a a model with a skeleton and animation. Idk but maybe that has something to do with it.

    • @bogachandurmaz1502
      @bogachandurmaz1502 5 месяцев назад +1

      Had the same issue. You need to avaible the plugin called "GLTF Exporter" in UE5 plugins settings.

  • @user-yn4vr8mz5v
    @user-yn4vr8mz5v 3 месяца назад +4

    This is a Korean building from the past. Not a Japanese building

  • @user-sm3xr6dj4q
    @user-sm3xr6dj4q 8 месяцев назад +2

    Jejumok Gwana is not a Japanese building! It is a Korean building in Jeju Island! If you don't know, either research prior or just don't mention nationality of it!

    • @Holonet01
      @Holonet01  8 месяцев назад +6

      Indeed! You will find this has already been pointed out in one of the few comments here. And totally is a face-palm moment for me, but an amusing one.
      However, as far as being concerned about researching the accuracy of the cultural etymology of a 3D model simply chosen to demonstrate a workflow, and taking care to refer to anything potentially of cultural relevance by generic/agnostic terminology for the sake of accuracy, having nothing to do with the purpose of the video.... Yeah that's not going to happen LOL. 🤣

    • @Darryd
      @Darryd 8 месяцев назад +2

      Does it really matter?

    • @jasonc7823
      @jasonc7823 7 месяцев назад +2

      If you're not an expert don't say anything about anything. 😢

    • @Shqne
      @Shqne 4 месяца назад

      🤓☝️

    • @drivebye2709
      @drivebye2709 Месяц назад +1

      Wooooooow....
      Not necessary to get sooo offended that you think you have the right to tell someone how to behave.