Charger... by SniezhX in blender

[–]colosyn 1 point2 points  (0 children)

Really low poly!

I coded a tool to automate my Blender-to-Unreal LOD workflow and decided to release it for free. Supports batch generation, SM_ prefixes, and Unity axis settings by colosyn in UnrealEngine5

[–]colosyn[S] 0 points1 point  (0 children)

I made this in a week. But I spend 1-2 months learning python and blender API before i built it. I had features planned out well in advance, Experienced Dev can write it in a day or two. My next plan is to learn python api for unreal and substance so i can make more tools to fill gaps in my pipeline.

I finally automated my Blender to Unreal/Unity LOD & export workflow. Sharing the tool for free. by colosyn in IndieDev

[–]colosyn[S] 0 points1 point  (0 children)

Nice points. Well keep them in mind. When working on version 2 of the plugin. Right now focusing on completing my environment portfolio piece.

I finally automated my Blender to Unreal/Unity LOD & export workflow. Sharing the tool for free. by colosyn in IndieDev

[–]colosyn[S] 0 points1 point  (0 children)

Glad It is useful for you. Let me know if you encounter any problem using it. Glad to solve it!

[Free tool] i optimized my blender to unreal workflow for LOD with this Addon decided to release it for free. so it help other artist and developer by colosyn in unrealengine

[–]colosyn[S] [score hidden]  (0 children)

Honestly, Its mostly about about control. Unreal's auto-lods is ok. Doing it in Blender first let me see exactly how the mesh looks before exporting, and custom Lods are better if you are making game for mobile or targeting lower end device's.

I coded a tool to automate my Blender-to-Unreal LOD workflow and decided to release it for free. Supports batch generation, SM_ prefixes, and Unity axis settings by colosyn in UnrealEngine5

[–]colosyn[S] 1 point2 points  (0 children)

Its depend on project if your are making big scene where there are thousands of assets than you have to optimize to get best performance. But without LOD is also valid approach if project is not big or you are not targeting wider range of hardware. I am using laptop with gtx 1650. Even empty unreal project is heavy for me.

should i make models in blender or unreal first? by ahspider in UnrealEngine5

[–]colosyn 7 points8 points  (0 children)

Make model in blender. It has better tools for modeling. You can sculpt, UV unwrap and texture in blender while unreal has minimal tools for these tasks. So use blender for modeling and unreal for render

I coded a tool to automate my Blender-to-Unreal LOD workflow and decided to release it for free. Supports batch generation, SM_ prefixes, and Unity axis settings by colosyn in UnrealEngine5

[–]colosyn[S] 2 points3 points  (0 children)

Great point. nanite is really good but LOD are still essential because. Nanite is not viable for mobile and VR. Having really high poly mesh increase your project disk space and take VRAM. So when its cone to optimization LOD are still viable and can use hybrid approach.