Creating asset in a DCC application
In the previous chapter, you learned how to use BSP to block out a level. However, we need to replace them with static meshes for better performance and more control of materials, collisions, and so on. We will create models in the Digital Content Creation (DCC) application (such as Autodesk 3ds Max, Autodesk Maya, Blender, and so on) that are imported into Unreal Engine through Content Browser. Unreal Engine supports the import of both FBX and OBJ but its recommended to use the FBX format.
The following screenshot is an example asset that I will use in this chapter:
Note
Note that at the time of writing this book, Unreal Engine import pipeline uses FBX 2014. Trying to import using a different version might result in incompatibilities.
A few things that you need to keep in mind when modeling are as follows:
Units: Unreal Units (UU) are critical when modeling assets for games. Incorrect units will result in assets looking larger or smaller than they are supposed...