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    Well... i thought i allready did that here:

    So export/import of static meshes shouldn't be an issue.
    Guess the problem lies more in the basic knowledge of game asset creation.

    Not sure if the whole topic could be even compiled into one single tutorial.
    For me it was a steady process of learning using a multitude of different resources.

    Ok, i think for now i just answer your questions above.

    The piano is comprised of a lot of different pieces (meshes?) - the wooden body, the ivory keys, wheels, etc.
    How to best import it into UE4 ?
    Hard to say anything specific without knowing the model and it's setup.
    One thing you surely need to do is converting the Objects to polygonal meshes and assign them a material,
    so that they will get a polygon selection tag for every material when combining them.

    I also found it rather usefull to UV edit the more complex parts before combining the meshes and
    put the UVs on an empty space outside the canvas.
    Preferably one that isn't allready occupied by another mesh part's UVs.
    That way there won't be overlapping UV islands on the combined mesh,
    which makes selecting much faster.

    Trick: do the UV layout for the single part on the canvas then use the transform Tab and move them a full UV space.
    First part would be x=1, 2nd part x=1 y=1, 3rd part y=1, 4th part y=1 x=-1... 9th part x=2, 10th part x=2 y=1 and so on.

    The final combined mesh will have to use only the space inside the UV canvas though.

    does it need to have 2 UV-map channels ?
    Simple answer: if you want a Lightmap on your Model, it needs a second UV Channel.
    In some cases it can be copy of the first UV channel, but most of the time it has to have it's own layout,
    following the rules of lightmap UV creation.

    (one for lighting and the other for...?)
    ...texture. Unless you want your Prop to have only a plain color.
    But even then you need a UV-map for it, allthough the layout wouldn't matter much then.

    Do you import it as a single combined mesh or as multiple meshes and then start positioning it all in UE4 ???
    This depends on the model itself, how it will be used in UE4 and how many parts it consist of.

    Usually you will try to have static meshes imported as single objects.

    In some cases they might consist of several parts for the sake of variation.
    Example: a dumpster that should be placed a few times in a map while some will be closed but others opened.
    Each one could be imported as a seperate mesh, but it would also be possible to seperate the hood from the dumpster
    and do seperated trash bags, too.

    You then can build your own actor with it and possibly even make it doing some things like randomizing the angle of the hood opening for every instance you place.

    For your piano, i'd say it's better off as a single mesh if you don't want to place it several times with a few alternations like open and closed key cover.
    Last edited by kraid; 04-22-2015, 06:17 AM.


      Hi everyone.

      I am a beginner in UE4. I am having fun with it.
      I have a question about importing C4D static mesh to UE4. The mesh after being imported to UE4, it only can see half of the mesh.
      Here is a picture example show the result. How can I fix it?
      Click image for larger version

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        Hi chandleryang,

        first of all i'd suggest you to use the "print screen" button to take screenshots, instead of photographing your screen with external devices.
        It'll store the snapshot to the clipboard and you can paste it in any picture editing app you want, even MS Paint will work.

        As for your issue, I guess you have used a Lathe-Object or something like that to create the shape.
        After converting the generator to an editable polygon object, make sure that the face normals of all polygons are facing in the right direction.

        In polygon mode, select>select all.
        Orange tint means it's the front of the face, blue tint means backside.

        It's possible to use the align normals and flip normals commands to fix the orientation of the face normals.
        You want all of them facing you with their frontside outwards ofc.

        In most realtime engines, the backface is culled by default, which means it doesn't render.
        (you can have that in Cinema too by enabling/disabling the culling in the Viewport options>backface culling)

        There is a Material option too, that enables the rendering of backfaces on a mesh, but this should only be used if it's really neccessary.


          Thanks for the tutorial up top there on3studio! I'm having issues getting multiple materials into my UE4 scene.
          Here is what I've done, maybe you can spot what I haven't:

          Created 3 materials
          Created selection tags
          Applied materials to object and added selection tag to texture tag.
          Created UVW tags 0 and 1.

          Here is the naming I used:

          Material: Mat0, Mat1, Mat2
          Texture Tag: 0Red, 1Green, 2Blue
          UVW Tag: UVW 0, UVW 1
          Selection Tag: 0Red, 1Green, 2Blue

          When I import the file into UE4, the materials come with, I can see them in the content browser, but my object only has 1 texture slot when I open it by double-clicking. Does anyone have any ideas?

          Edit: It seems like the main issue is not getting multiple materials in. I can do this so long as I only have 1 UVW tag. As soon as I add another UVW tag for my lightmaps, it does not recognize the other materials applied to the object. Perhaps there is an issue with the import process where UE4 can't tell which UVW tag the materials were using?

          I am using R16.
          Last edited by dsenter; 06-11-2015, 09:27 AM.


            Have you tried to rearrange the Tags?
            I had to place the Material Tags at the left before any other Tag to prevent a error message at Import.


              Thank you very much, on3studio. I'm just starting out in UE4 (my first go in any engine actually, and my first post on here), and your post was very useful indeed.

              As kraid mentions, it does appear that the order of the tags in C4D matters. The material tags have to be on the left or a) you get a load of errors on import and b) UE4 doesn't recognise any of the elements (i.e. dsenter's problem). I now make a habit of arranging them thus: material, selection, phong, UV.

              Thanks again!
              Last edited by Bob3DGames; 01-13-2016, 11:53 AM.


                There are certain issues with the default fbx exporter i wasn't able to overcome.
                As soon as there is more then one UV channel, the smoothing won't import correctly into UE4.
                The 17.048 update Maxon released recently was meant to adress this issue (according to the changelog),
                but in reality it just makes UE4 crash at 75% when it's meant to bring up the import settings Window.

                Yesterday i tested Cactus Dans fbx exporter, which gives me no issues at all, not even that smoothing groups notification.
                Several UV channels, Material selections and correct smoothing.
                It also offers an option to export for Lefthanded / Righthanded coordinate system.

                The only disadvantage it might have for some users, is the export of animated models might only work
                when the model was set up with his own character rigging tools, that are somewhat more expensive.
                I haven't tested that yet, though because they are a little more expensive.


                  I found yesterday that you don't actually need two UVs at all. I assume this is outdated since the OP is well over a year old. If you just have one UV but tick 'Generate lightmap UVs' when importing to UE4 (I'm currently using 4.10.2), you still get the 'no smoothing groups' error but it doesn't manifest itself (that I can tell yet) and you get smooth-looking surfaces anyway.

                  UE4 will set its lightmap UV to the first UV channel (0) and move the one you generated to the second (1).

                  I didn't really want to fork out $30 for something to do what I should be able to do in the software I already have! Now it looks like I won't have to, fingers crossed.

                  It is pretty poor that Maxon updated the FBX exporter to version 2016 along with a load of other FBX-related fixes but didn't fix the one thing that hundreds of people are complaining about. It doesn't cause a crash for me but I still get the same old error.
                  Last edited by Bob3DGames; 01-13-2016, 11:54 AM.


                    Automatically generated UV channels are not always an option because in some situations the result isn't good enough and you also have no control over it.

                    As for the crash, it only occures when the 17.048 update is installed.
                    It also made some plugins malfunctioning e.g. Vertex Normal Tool, but the creator allready adressed this with a new version of the plugin.


                      Certainly, I've seen UE4 generate some pretty hideous* UVs.

                      I don't get the crash with 17.048 installed, so perhaps there's something a plugin is doing to the mesh that translates into something in the FBX file that UE can't cope with?

                      * 'Pretty hideous' - there's a phrase that only makes sense in English!


                        Hi Guys and Kraid thanks hey!
                        Plz Watch this, Plus i Know I am helping at the same time with this video lol.
                        Exporting to UE4 from Cinema 4d with c4d fbx 6.1 2010 and it works like a Pro ,it export the textures and even the textures are compiling it right, every is be setup Color channel, Luminance channel, reflectance or Spec.. channel and Normal channel for the material, works fine, also no need for creating Light-Maps because if you add it, It will not work, just let UE4 generate light-map for you in importing process, which is great and everything works fine. But now when I try to use 7.4 2014 or 7.5 2016 , it dont work right.
                        Also you can only use R16 and R17 fbx 6.1 2010 for method to work.

                        Cheers ,
                        AP Ashton, by CGI ART
                        Last edited by CGI Art; 09-23-2017, 01:36 AM.


                          Thank you so much for this! I've been trying for a while without success.

                          About the fong tag, to my experience you need to place it at the right of the texture and selection tags(which hsould be placed on the left) et left of the UVW tags. It seems to be the only place it is recognised after the fbx export in UE4 (i'm using UE4.10.2)

                          Thanks again!


                            Thanks for this great thread! It helped me a lot!
                            Daniel Mihajlovic |Freelance 3D Artist | Showreel


                              Hi guys I follow this instructions pass by pass:

                              A) UV Layout for Lightmaps

                              To have less to no problems with lighting in Unreal you need two sets of UVs. First one for the textures and materials, second for the Light/shadowmaps.
                              The first UV tag (Index 0) can have overlapping UVs, no problem.
                              But the second (Index 1) needs to be absolutly clean, no overlap or anything. This is easily done.
                              Simple create the UV tag
                              (should you work with Cube/Sphere Mapping etc, you can easily generate the tag by right clicking on the material and saying "Generate UVW Tag".)
                              name it UVW 0, CTRL+ LMB click'n'Drag to the right and thereby create a second one and name this Tag "UVW 1".
                              Then go to Bodypaint (Layout panel -> BP UV Edit).
                              Now you select the object, select all faces, click on the second UVW Tag and in the "UV Mapping" Editor window in the bottom right go to the "Optimal Mapping" Tab.
                              Tick the box next to "Optimal (Cubic)" and hit apply.
                              Depending on how high res your object is it may calculate a while but then give you a nice and clean UV Layout
                              Aaaaand you're done.

                              The only problem is when I export to Unreal is that I dont get the textures, If I do it without the UVs I can see the textures, when I apply Optimal Mapping and I export to FBX into Unreal the textures become whites, any subbestion?... Thanks in advance...


                                To export from Cinema 4d to Unreal. Turn the phong tag Angle Limit off and place it at the right of the texture and selection tags. Even with one UVW it should import into Unreal with the smoothing groups working.