Recently looked in to trying out UE4 to attempt to make a horror game. The problem is that I don’t really want to use other people’s models and assets to use in my game. So I was looking into also creating these in another program aswell. I was looking into blender since its free and provides most features of which other modeling programs such as Autodesk maya has. Is blender fine for creating content for UE4? If not, is there any other free program which could work just as good, if not better? Also another question, is reading the unreal engine documentation (Unreal Engine 5.1 Documentation | Unreal Engine 5.1 Documentation) going to help me if I’m using UE4 version 4.16? I know that this is an older documentation so I’m not sure if it’s outdated or not. Thanks!
I have not made many assets for UE4 with Blender, But static meshes work fine if Blender is setup approprietly.
Epic have two or three livestreams about using Blender.
There is a “Manuel Bastoni Lab” addon for blender to create people.
There is also “MakeHuman”, But I prefer the bastoni lab license.
Maya is probably the easiest to use based on forum comments.
The documentation I have read works for any UE4 version, Except the ones talking about features only avaliable in 4.X+.
I suggest reading/watching tutorials to get started as the documentation is a bit scarce and does not contain much example usage overal.
HTH
As said Blender should be fine to start out with, it’s close to the functionality of the paid alternatives, so especially if you are new to game dev I’d recommend saving the money, at least in the beginning. Popular alternatives to blender would be Maya, 3Ds Max & MODO. Some people stick with Blender and others prefer the alternatives, you might as well start out with the free option.
For the landscape you might want to use another program for the rough terrain, and then fine-tune in the engine:
[Free] Scape: Scape: 5. Overview and downloads
[Paid] World Machine: http://www.world-machine.com/
Some of the models you might want to create in a Sculpting program, since this is easier with more complex models:
[Free] Sculptris: http://pixologic.com/sculptris/
[Paid] ZBrush
For texturing you might want to purchase one of the following:
[Paid] Substance painter: https://www.allegorithmic.com/products/substance-painter
[Paid] Mari: Mari | High Resolution 3D Painting Software
For basic animations & character models you might want to take a look at https://www.mixamo.com/ (still free as of writing)
Other places you might want to look at:
[Tool thread on the forum] [Community List] Free Software Tools & Resources List - Audio - Epic Developer Community Forums
[Some of the links from the recent game jam announcement] Summer UE4jam! June 29th - July 4th - THEME: BLESSING IN DISGUISE - Announcements - Epic Developer Community Forums
You can sculpt in Blender too. Blender is actually way more powerful than you would expect for an open source free program. The only thing you need to keep in mind is that you need to set the scene unit scale to 0.01 metric for animations to work properly. You can do that and then do Save Startup File and your scene settings will always be compatible with UE4.
For rigs UE4tools is probably your best option since it’s set up to match the mannequin already. So if you need to make a character it’s easier to change the mesh to fit the rig than to change the whole rig which will mess with retargeting.
If you need Blender specific help you’ll find lots of information at https://blenderartists.org/forum/ .
Thanks a lot for the replies, really helped me out!
Also wanna add MODO.
The newest version comes with an Unreal Live bridge.
You model the mesh in Modo and your Unreal scene gets updated
You can’t go wrong with HoudiniFX; it is inexpensive, all-in-one solution that is right up there with Autodesk offers, except stable and better in some areas.
Its animation features are also much better than in MODO.
I somehow disagree
Just love the new version:
Hi, i also found that the animation features inside houdini are awesome but i can’t find a way to bake animations (srsly i know it should be easy but i can’t find it anywhere). Also, i don’t know how to retarget mocap animations. If you know how to do this stuff, could you give me a hint please. I will be very grateful.
Alho in Houdini is not automatic, you can just save you digital asset changes inside Houdini and click on rebuild your asset inside UE4 (two clicks, same result).