Just wanted to say a massive thank first for how useful this post is to most of C4D users. I have spent days and days on the interwebs to find this specific piece of information, especially when working with multiple textures over an asset.
My two cents regarding smoothing group : The only solution I have found is to download the “Riptide pro” plugin, export as obj and then import it in UE4. This solution costs 50 bucks however (but the 30-days trial helped). The obj to fbx from autodesk doesn’t help either.
I have brought the issue to Maxon countless times, hope that they will acknowledge the problem in the near future and fix these “phong tag” not translating properly into FBX smoothing group export. Or that a gentle soul will make a free plugin for that, I don’t have the coder perk.
On a side note and with the current R16, it seems that NOT creating a second uv map for lightmaps inside C4D and letting UE4 creates its own can resolve the smoothing problem. I tested this with a simple cylinder and a basic sphere with some success.
I hope we get some deeper support inside of cinema 4d for unreal. I’d love to be able to export vector fields, for one. X-particles can display the desired info and turbulence can create the movement, but there is no way to export the info into the confusing format that the maya and 3ds max export. I have gotten great results with Houdini, but with the upcoming Houdini engine for unreal I really haven’t spent much time on a hfx >> unreal pipeline.
Some news today with the new update… Doesn’t seem to adress our issues, but progress nontheless :
Dynamics simulations are now supported by FBX export
MoGraph animations are now supported by FBX export
Fixed an issue with exporting Cloth to FBX
Fixed an issue with splines in FBX export
Fixed an issue with FBX exporting performance
Fixed a stability issue with exporting Character scenes to FBX
Cloth simulations are now exported to FBX as vertex cache animations
Allright, since i’m using Cinema 4D in Combination with (previously) UDK and now UE4 too, here’s a rundown for Static Mesh Export and Import.
First of all i’m using C4D R16 as well as UE 4.6.1 for this example.
R15 might work too, as long as you’re able to use fbx 7.4
Pay attention to the hierarchy in the Object Manager, as well as the Tags applied to the model and the naming convention for the collision model.
The Model itself has two UV-Tags, first one named UVW second one named LightMapUV.
(guess it doesn’t really matter which name they have, as long as they don’t have the same name)
The Normal Tag was created by using Vertex Normal Tool Lite,
which is the free version of this awesome tool, no c4d game content creator should miss out on.
It’s basically a way to fixate/bake what you did previously with phong angle and phong breaks.
The UCX have a phong angle of 180°, otherwise they might throw a two-dimensional geometry error at you.
Nothing fancy, just make sure to use 7.4, take out all unrequired stuff like lights, camera, animations and make sure normals are exported with the fbx.
Triangulation should be done before applying the normal-tag, otherwise it’ll break the shading completly.
Import Settings for UE4:
Since we have a lightmap, we don’t want UE4 to auto create one for us.
Deaktivate “one convex hull per UCX” if your Collision Mesh is made of more then one UCX.
Not sure why, but it’ll cause one of your CM parts to wrap arround the whole Object.
You’ll still get that warning message, but you can ignore it.
As you can see, everything is allright with the smoothing, CM is in place and we have 2 UV channels.
Was able to post on my iPhone, but not on my Mac. ???
@Kraid, thanks for sharing your workflow with C4D. I was wondering if you can elaborate on your image that shows the hierarchy. I can only guess that the two child objects are copies of the original mesh? I see each one has it’s own UV tag too. Does each tag model represent each tag from the parent? You also mention to take note of the naming convention for the collision model. Which is the collision model? Is there any differences between the child objects? I have many years with C4D, but am only beginning with UE4.
One more thing, in my testing the materials didn’t actually come through I think. When the model appeared in the content browser it looked like it had a material for a split second, then went white. I checked in the material itself to see if maybe there was some sort of lumicance or specular issue, but it didn’t appear to have the PNG files hooked up. What am I missing here?
As long as there are the same ammount of materials imported as the exported C4D mesh has, everything is allright.
You need to import the textures and assign them inside the materials.
Edit: as for your first Question, the hierarchy shows the mesh with the collision model as child objects.
They are just simple convex shapes. Wouldn’t really need an UV Tag i’d say, but the phong tag with 180° angle is vital for not having a “two dimensional geometry” error.
Cinema 4D | Game Level Creation Series Introduction
enjoy the Series
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.
Youtube is blocking the video for German users because of the music you’re using in it.
Maybe try to find licence free music for future videos.
I’ve watched some of your other videos though and noticed a lot of stuff that isn’t exactly optimal in terms of game asset development.
e.g. in the video where you export a map to UE4, you choosed to export whole chunks of the walls and auto create lightmap UV and collision inside of UE4.
I’d say it’s better to export modular meshes with existing Lightmap UV and collision, then assemble them inside of UE4 to a map.
I’m pretty sure i could replicate your level layout by only using these 5 modular shapes:
Note that this is just a quick & dirty sketch without to much attention to detail and size.
So maybe i’d use one or two more shapes or a little different mesh for some of them.
Another example in your lowpoly gas tank video, your general method is good, but in some places you’re wasting a lot of polygons.
For example the handle is using way to many inbetween points on the spline.
This causes it to look less smooth and have uneven distribution of loops.
Here’s a comparision of your method (left) with how i’d do it (right):
I’m using a 3 point spline with bezier and rather a ngon then a circle spline for better control over the rotation segments.
Also using boole to create holes in the geometry isnt always a good idea.
Again, here an example of mine:
The roundness of it is good enough considdering the prop size, possibly could even be a bit less.
I’d rather invest the savede polygons into usefull stuff.
Judging from your video, your prop has to use a double sided material too, because i don’t see you creating a duplicate of the top and bottom geometry with reversed normals.
hijacking the thread a bit - but keeping in the spirit of the title ‘Cinema4D workflow’
kraid - I was wondering if there is any chance you can maybe do a small tutorial on the best workflow end-to-end from Cinema 4D to UE4.
It seems like you have really a lot of knowledge in both, and myself & my brother are doing are first steps here.
(he has some C4D experience).
We’re trying something very basic - he modelled a piano in C4D and we want to import it into UE4,
and we’re having a lot of trouble with the process…
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 ? does it need to have 2 UV-map channels ? (one for lighting and the other for…?)
Do you import it as a single combined mesh or as multiple meshes and then start positioning it all in UE4 ???
Any tips you can offer will be super-super helpful !
There doesn’t seem to be too much content on the best practices & clear guidelines on importing objects modeled in Cinema4D into UE4…
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.
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.
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.
…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.
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.
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?
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.
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?
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.