I have been a long time unity user, and thought i would play around with UE4, and to behonest, it is really really great. However, one thing that i guess i got spoiled with in unity was how easy it was to create characters and animation and blender, and bring them into unity. The blender to UE4 workflow seems really…complicated. I read threads like this and think why so hard
(guy modified blender to work better with UE4)
I have watch GeoDev’s videos, and they are great, but the blender to ue4 workflow just seems difficult?
I understand that UE4 was built with bigger studios in mind, and that is fine. I guess my question is this, for the indie devs out there on a budget, do you guys use blender and work past the issues? Or is there another modeling\animation software you use like modo, maya, maya lt, etc that you find the workflow better for UE4?
Penny for your thoughts!
The issue with Blender is its FBX exporter, which just isn’t as good as it is in software like Maya or 3ds Max–that’s probably due to the format being an Autodesk format so it works the best in Autodesk products.
Im learning MODO at the moment.
I have been working for years and years with 3DSMax, but recent Autodesk pricing policies provided enough incentive to see what else is around.
I tried blender as well, but found the UI too counter intuitive. And when you have worked with Max for so long, blender apears somewhat “limited” to say the least.
Then I found a nice little offer on Steam for Modo+Mari Indie…
(MARI is a texturing and mesh painting app)
It’s gotten quite a bit better of late, and there’s always Autodesk’s own FBX exporter tool that works with a variety of formats. Don’t get me wrong, in a larger studio I think industry standard tools like Maya/Max are the way to go, but Blender actually works quite well with UE4 these days.