Blender to Unreal character creation and animation

Yeah, the mannequin material is pretty complex, it’s not surprising that the export to .fbx is breaking it, if it matters to you, you can export the textures in the /Mannequins/Textures/Manny folder and use them in Blender to improve the preview (Same procedure: Asset Actions->Export)

You only need the materials ending with _D (Base Color) and _BN (Normal Map, be sure to set it to “Non-Color”) to display them correctly (if you want the metallic look you can also export the MSR_Mask and use a “Separate RGB” node to split the texture in Metallic, Specular and Roughness)

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