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when toggle format what by license comment
Oct 2, 2023 at 16:39 history edited Duarte Farrajota Ramos CC BY-SA 4.0
added 650 characters in body
Aug 9, 2023 at 9:59 history edited Duarte Farrajota Ramos CC BY-SA 4.0
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May 21, 2023 at 13:51 history edited Duarte Farrajota Ramos CC BY-SA 4.0
Add specifics for curves
Oct 28, 2022 at 23:33 history edited Duarte Farrajota Ramos CC BY-SA 4.0
added 2 characters in body
Oct 17, 2022 at 16:43 history edited Duarte Farrajota Ramos CC BY-SA 4.0
added 54 characters in body
Sep 13, 2022 at 19:40 history edited Duarte Farrajota Ramos CC BY-SA 4.0
Update in light of recent OBJ importer changes
Mar 31, 2022 at 11:27 history edited Duarte Farrajota Ramos CC BY-SA 4.0
fix typos
Mar 28, 2022 at 11:08 history edited Duarte Farrajota Ramos CC BY-SA 4.0
Add updated info from manual
Jan 27, 2022 at 10:46 history edited Duarte Farrajota Ramos CC BY-SA 4.0
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Dec 3, 2020 at 17:16 history edited Duarte Farrajota Ramos CC BY-SA 4.0
added 393 characters in body
Jun 10, 2020 at 12:57 history edited CommunityBot
Commonmark migration
May 26, 2020 at 19:16 history edited Duarte Farrajota Ramos CC BY-SA 4.0
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Mar 17, 2020 at 18:09 history edited Timaroberts CC BY-SA 4.0
fix borken manual link
S Feb 13, 2020 at 0:15 history suggested Don McCurdy CC BY-SA 4.0
Correct outdated details on Blender glTF addon. Principled BSDF material is now supported.
Feb 12, 2020 at 23:59 review Suggested edits
S Feb 13, 2020 at 0:15
Jan 12, 2020 at 15:05 review Suggested edits
Jan 12, 2020 at 20:42
Sep 3, 2019 at 10:52 history edited Duarte Farrajota Ramos CC BY-SA 4.0
Fix typos
Aug 28, 2019 at 1:26 comment added BrainSlugs83 FBX supports textures. So the bit about it not being supported by the file format is just plain wrong.
Jul 5, 2019 at 16:12 history edited Duarte Farrajota Ramos CC BY-SA 4.0
Fix broken link
Apr 1, 2019 at 16:11 history edited Duarte Farrajota Ramos CC BY-SA 4.0
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Mar 15, 2019 at 12:51 history edited Duarte Farrajota Ramos CC BY-SA 4.0
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Oct 13, 2018 at 13:11 history edited Duarte Farrajota Ramos CC BY-SA 4.0
Fix formatting
Oct 4, 2018 at 13:06 history edited Duarte Farrajota Ramos CC BY-SA 4.0
Improve formatting
Jun 8, 2018 at 23:19 history edited Duarte Farrajota Ramos CC BY-SA 4.0
Improve formatting
Apr 16, 2018 at 0:23 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Improve explanation
Mar 30, 2018 at 0:55 history edited user1853 CC BY-SA 3.0
deleted 43 characters in body
Mar 30, 2018 at 0:35 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Fix typos
Mar 16, 2018 at 18:24 comment added Mike Erwin I can add something about Unreal and glTF, don't know about FBX. Cycles, Eevee, and Unreal each have powerful node-based materials. The glTF 2.0 material model is simpler but can handle a large percentage of game art needs (image-texture-based PBR). glTF works between Blender and Unreal (as of 4.19) for Static Meshes with Materials. You can have multiple materials in a single mesh object, and these will show up as material slots in Unreal. From there you can use the materials imported from glTF or swap them out / author new ones in Unreal.
Mar 16, 2018 at 18:14 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Add baking references
Feb 14, 2018 at 17:29 history edited Duarte Farrajota Ramos CC BY-SA 3.0
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Feb 3, 2018 at 4:28 history edited Duarte Farrajota Ramos CC BY-SA 3.0
added 3 characters in body
Feb 1, 2018 at 1:33 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Add info and glTF and future developments
Jan 2, 2018 at 19:09 history edited Duarte Farrajota Ramos CC BY-SA 3.0
added 543 characters in body
Jan 1, 2018 at 20:28 comment added Duarte Farrajota Ramos @phil123 You should post that as an answer below, with links to said scripts and a description of the workflow used, along with some screenshots of the results
Jan 1, 2018 at 13:26 comment added phil123 @Duarte Farrajota Ramos there are countless export scripts that export blender meshes with their assigned materials
Dec 16, 2017 at 23:12 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Add further details
Dec 16, 2017 at 23:06 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Add further details
Nov 24, 2017 at 1:38 comment added Sazerac Its worth noting that a lot of applications/formats care about assigned material slots (i.e. which verts have which material assigned), but not the actual material that is assigned, as they need these for assigning their own materials.
Sep 29, 2017 at 22:15 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Add more detail and cases
Apr 13, 2017 at 12:57 history edited CommunityBot
replaced http://blender.stackexchange.com/ with https://blender.stackexchange.com/
Mar 22, 2017 at 0:10 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Add info about other data types like smoke and physics
Mar 21, 2017 at 4:39 history edited Duarte Farrajota Ramos CC BY-SA 3.0
Refine answer details
Mar 12, 2017 at 22:58 comment added Duarte Farrajota Ramos All maps are quite common for some families of render engines while quite uncommon for others. While normal or ambient occlusion are quite common for game engines and real time, they are rarely used in "offline renders" for example. Point is no matter the texture, most importers and exporters don't bother with materials because it would be impossible to cater for all possible outcomes.
Mar 12, 2017 at 21:21 comment added tmighty @DuarteFarrajotaRamos But diffuse and normal are quite common and not depending on the rendering engine very much, right?
Jan 23, 2017 at 4:53 history edited Duarte Farrajota Ramos CC BY-SA 3.0
added 82 characters in body
Jul 11, 2016 at 12:44 comment added Duarte Farrajota Ramos I have never used Unreal or any other engine, I have no clue, you will have to ask about it in a dedicated community I'm afraid. I hear some engines do not allow multiple materials per mesh, you would have to break it apart into several objects. Anyway you can apply the materials in Blender, for visual fidelity in the viewport, and if the importer supports that it's less work you have to redo in engine, just don't expect to use the same exact material definitions.
Jul 11, 2016 at 2:56 comment added harold4964 Duarte, Am I correct in assuming when I unwrap my model I do not need to apply a material when exporting it as FBX. As long as I have unwrapped it correctly upon import into say Unreal it will give it a material? If this is the case How do i get say two different materials on a wall and the skirting boards around it for example. Learning I am :)
Jul 9, 2016 at 19:07 history answered Duarte Farrajota Ramos CC BY-SA 3.0