The following is a suggestion of a general workflow going from Rhino 6 via Blender to Unreal Engine, covering every step along the way, from meshing, material slots handling, UV mapping, and material assignment. Download links: To be appended Disclaimer: There are some instances where topography is uttered, when it is very clear that it is topology which is referred to. The window surfaces are in fact topologically connected to the facade elements in Rhino, but we treat them as separate due to possible seams not jeapordizing the silhouette. The Select Linked command in Blender is consistently, and slightly erroneously, uttered as "Select Link". OpenEXR is a 32-bit format in its FULL precision form, even though the 16-bit HALF format is what Quixel supplies. Animation is heard uttered instead of simulation. There are more inaccuracies mistakenly stated than this in this first video tutorial attempt of ours, and if you identify any significant error, please tell us in the comments.
The following is a suggestion of a general workflow going from Rhino 6 via Blender to Unreal Engine, covering every step along the way, from meshing, material slots handling, UV mapping, and material assignment. Download links: To be appended Disclaimer: There are some instances where topography is uttered, when it is very clear that it is topology which is referred to. The window surfaces are in fact topologically connected to the facade elements in Rhino, but we treat them as separate due to possible seams not jeapordizing the silhouette. The Select Linked command in Blender is consistently, and slightly erroneously, uttered as "Select Link". OpenEXR is a 32-bit format in its FULL precision form, even though the 16-bit HALF format is what Quixel supplies. Animation is heard uttered instead of simulation. There are more inaccuracies mistakenly stated than this in this first video tutorial attempt of ours, and if you identify any significant error, please tell us in the comments.