What is the modelling workflow in game development?

I know almost nothing about modelling, texturing, uv mapping etc.
Could someone explain me what do you do in unreal and what in other softwares or link a tutorial that explains everything about this topic.
My goal would be to learn how to import a character from blender, if possible with textures and all of that stuff, if not then how could I recreate it in unreal.
I’ve found a video that explained bones and modular characters well, however I’m struggling to understand all the modelling stuff. I could import meshes but the textures were all messed up. On youtube I either found videos creating basic textures like a brick wall or using the premade skins from metahuman.
Also one more question the blender model that I’d like to use are made from multiple parts. Should I merge the model into one mesh or import all the parts and build it as a modular character?

Hey there @PingWinLqD! Welcome to the community! There’s a lot to unpack here, so there aren’t many resources that go over the entire art pipeline from start to finish in any real detail, as everyone has a different pipeline!

So for example, here’s a character building pipeline from Maya to UE. GDA goes over it from start to finish, from the first cube placed, to texturing, rigging, animation, etc. All the way to implementation in Unreal’s animation system. However, most people obviously don’t have Maya so you’d have to do the same in Blender instead. Then if you wanted instead of animating in Blender you could change that portion of the pipeline to unreal with the the updated Control Rig setup.

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

MASSIVE Full Pipeline Example:

Blender character modeling tutorial (series up to 5 parts, rigging is last, no animation one):

Blender animation tutorial:

It depends how your character is setup. You should be exporting out the different pieces either separately or in the same FBX but not joined. As long as their rigging is set up properly, upon import you can use them with each other. You’ve likely seen that setup with metahumans and their body pieces/clothing.

As long as the character you exported out is FBX it should retain it’s UV mapping, all you’d have to do is import the textures for them, make it a material and apply it. An example is here in the FBX material pipeline documentation:

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Thanks for the explanation and the links.

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