The next stream will be a continuation of our previous Blender stream.
Kevin Vassey, Senior Technical Animator, returns to talk more about Blender scaling, texturing, and baking static meshes for UE4.
Follow us on the official Unreal Engine Twitch channel: www.twitch.tv/unrealengine
Tuesday, Feb. 10th @ 2PM EST Countdown]
Kevin Vassey, Senior Technical Animator (@kmvassey](http://twitter.com/kmvassey))
Chance Ivey, Community Manager (@iveytron](http://twitter.com/iveytron))
Alexander Paschall, Engine Support Tech (@UnrealAlexander](http://twitter.com/UnrealAlexander))
Be sure to check out the first Blender support stream!
Feel free to ask any questions on the topic in the thread below, and remember: While we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
Unreal Engine Support Team
EDIT: A couple of questions we had during the stream we did not have answers for at the time. Here they are now:
Q: Back in UDK we had to create a shader in order to use Object Space normal maps, is it still the same deal with UE4 or has that process been simplified since ?
A: Normals in UE are done with tangent space and not object space you do have to transform form an object space tangent to use it in Material Editor OR create your own shader
Q: Does Blender bake with Mikkt to match UE4’s tangent basis?
A: We are working on integrating F-in Mikit-space support with UE4 so that the option is available.
Edit: The YouTube archive is now up here](Blender & UE4 | 02 | Live Training | Unreal Engine - YouTube)