Custom sculpted assets ported into UEFN

Hey Everyone :wave:
I’ve been very hard at work sculpting custom assets in blender, texturing them in Substance Painter and Designer and getting them “game ready”. Here are my first Examples inside the engine. Both meshes are retopologized to be under 20k polys and have one material. Originally these meshes are well over 10 million polys.

I would love to hear any feedback or questions you may have about the process.

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