Finally, i got it right, i have smoothing group clean from Cinema 4D to Unreal Engine, Guys you just need to change this option in Unreal when you import your mesh or directly in your Build setting of your static mesh here is a screen shot :
In your Build setting Uncheck : Recompute Normals, and Recompute Tangents you can even see it your Normal viewer it will be the one with green lines instead of divided line this is in your static mesh editor really important,
this is some screen shots: the red square box is the one that you need to uncheck it work 100 %
Here is some quick render of a Car Model i am doing in Cinema 4D to Unreal, you can see that i don’t have any problem in the smoothing group of the model, i hope that help everyone
Hi guys…I’m also a c4d user and I want to ask you, how you deal with exporting cloner or instance objects to UE4, so unreal doesnt have to render everything as geometry, but only as an instance?
Cloners, instances and other C4D specific things cannot be exported to UE4 and need to be converted to polygon objects.
However, you can also just export the original object and do the cloning in UE4.
That way your scene can still benefit from various rendering optimisations the engine offers.
It always depends on the circumstances.
Noone would want to export a whole forrest as a single mesh, but you’d also wouldn’t want to split the
handles of a cupboard into their own mesh just because there’s more then one copy of it.
thats exactly what I want to do…export just one object and than do the cloning in UE, but I dont know how…is there a tool similar to cloner, or specific workflow?..somehow I cant google it…
I never tried it, but maybe with foliage you can make something similar to cloners. If you adjust your density to be able to put one object for each mouse click and configure Foliage to control scale, rotation and inclination.
The answer is to get everything smooth in C4D, then in your mesh build settings in UE after import play with normals and tangents. Try turning off Compute Normals and Tangents so that it’s forced to use the imported tangents.
Thanks Antidamage, COuld you tell me if those options I use are ok?..
Because I can´t do it… Thanks again… and what you mean with “The answer is to get everything smooth in C4D”, you mean using phong tags?.. Thanks, I use too “Unbreak Phong Shading” command…
Yeeeees, this works fine, at the end looooool… Thanks so much, I have read this post 50 times minimum trying to fint the solution, at the end got it… oh my god, thanks… (Sorry I´m a bit new but I´m so excited with this)… Really appreciated…
Lightmass resolution is at 256 I think its enough, could be my lightmap UVs, but I don´t know how to check this, in Cinema before export?, or in Unreal after imported?.. Thanks Kraid
Hey Miguel, so what version of the FBX exporter worked for you? You say 6.1 did not work for you (others say that 6.1 is the best version), so which one did?