I am currently working on a level and have come across a few questions on the best workflow to bring in assets (mostly static meshes in this case) from DCC tools into UE.
While it is relatively straightforward for simple objects, I’m struggling a bit with the more complex ones. Let’s say I have a complete building modeled in Maya, which consists of around 100 meshes. If I understand the (modular) UE approach correctly, I would import these pieces individually (unchecking “combine meshes”) and assemble the whole thing again in the Editor. This would require that I also relocate all meshes (in Maya) to world center before exporting them - if I don’t do that I get pivots all over the place.
This all seems overly complicated and laborous. Am I missing something here?
It would be lovely to import an FBX as individual pieces and place all those in the level with correct relative positions in one go (e.g. using groups from the DCC tool).
I assume the “correct” approach would be:
- Combine the geometry of the original meshes in a meaningful way to create less pieces for assembly in UE
- Re-do the UVs for the combined geometry & export the combined meshes
- Import each of the combines meshes & place
Can anyone share any experience / best practices on this?