Need C4d to Unreal process help

When I convert my vehicle into fbx and import into unreal all my textures are grey.

Additionally when I try to import a Van asset that comes with C4d it will only import as 60+ assets all with their on physics assets and everything… Cant get that to import properly at all.

Not sure what the correct path I should be taking

You shouldn’t try to import things like the Van from the content library, at least not without heavy alternations.
This kind of stuff was created to look good inside the 3d Program and Renderings but isn’t “game ready” at all.

So there’s a lot of work to do, like:

  • converting all deformers, generators etc. into polygon objects
  • eventually reduce subdivision, combine objects and optimize them
  • fix/create UV mapping
  • maybe reduce the overall ammount of materials used by baking material selections into texturemaps
  • possibly a few more things i cannot think of right now

A good starting point would be to read up these Threads on the Forum:
https://forums.unrealengine.com/showthread.php?44234-Cinema-4D-Workflow
https://forums.unrealengine.com/showthread.php?1861-Tutorial-How-to-proper-export-a-FBX-scene-from-Cinema-4D-to-U4-with-2-UV-channels&p=10894&viewfull=1#post10894

Ok… This is good I need this… When you say fix or create UV mapping… What does that do… And why do I need it.

And also what does baking materials into texture maps do. I’ve heard the term baking used a lot but don’t really understand it’s use other than is sounds like you a finalizing something. But I’m not sure why it’s important to the development process and what it effects

I am at work so can’t take a lot of time… I will check those links when I get a chance… Thank you for the reply

Fixing means that every face of your 3D mesh got its place on your flat 2D space (that’s used by textures or material functions afterwards). There should be some seams that makes sense and tells where to unwrap the skin to make most use of the available 2D space and avoid such things like putting 4 vertices of a face to just a single line (or a point). If you would export a static mesh (without skeleton) then this even means that you have to make sure you get a UVmap without any overlapping faces as well. Either by creating a second UVmap for the Lightmap without any overlapping faces or by creating the a UVmap for your color, normal, … texutres already without overlapping so UE4 could create a furhter UVmap at import automatically. UVs for a lightmap (thats used if you hit that “Build” button in the editor afterwards) should not overlap as it would suck if a statue that got light from the left side would be painted with shadow on the left side because the right side is painted dark and they share the same place on your 2D lightmap. Skeletal meshes usually are not that critical regarding lightmap because they are dynamic anyway (so don’t get a pre-rendered lightmap on it).

Whenever you have to ask these Questions, you should get yourself some learning resources.

One thing you can do is using the Cinema 4D help feature.
Just right click on anything e.g. the UV-Tag in the Object Manager and choose help to go straight to the part of the Documentation that describes it.

Back in the days when they still shipped C4D with a Manual i learnt so much about 3D just by reading this document.
Now it’s even easier and faster since it’s context sensitive.

If you don’t know what exactly you’re looking for or just wanna browse the whole documentary, press ctrl+F1 to bring up the Manual.

For Game/Realtime Engine specific stuff you might have to ask google for some tutorials, like everyone else does.

Don’t expect anyone taking you by the hand and explain everything step by step, because this is what only paid Tutors would do.

Ofc. you’re welcome to ask questions and search for help with specific issues you run into,
but you need to know at least the basics so you don’t have to ask another question for every second word in someones answer.