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First off, we like to incorporate Blender into our pipeline, to serve as a QA checkpoint, so that we can examine the details of a model, and provide feedback to the artist, in case there are issues. Then from Blender we currently export to FBX and use an Asset Importer for our proprietary engine to convert to our game engine format. In Stride, what are the best current methods doing this?
And is there usually follow-up manual work to fix-textures? Our current method with Urho3D has issues with correctly converting FBX to our game engine material system, thus producing some manual work. |
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See this video tutorial for the basic workflow: https://youtu.be/55WSNO3YHos Everything is configurable after import. In general fbx and obj work well. so at the moment, exporting fbx or obj files from blender should work best. |
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See this video tutorial for the basic workflow: https://youtu.be/55WSNO3YHos
Everything is configurable after import. In general fbx and obj work well.
.blend files are directly supported up to blender 2.79, but newer ones will be supported when the assimp bindings are updated.
so at the moment, exporting fbx or obj files from blender should work best.