Best workflow for exporting Mesh (through mesher) and textures to Unreal Engine.

Hello, i would like to know what settings would be the best because i am struggling to have the consistency in textures and the mesh. For now i noticed the fbx works better for me than obj . But what about the important settings inside UE ? And most importantly what are the best settings for export in Gaea? I am for the cinematic quality and don’t care much about the optimization for now.

Thanks in advance, Michal

What kind of inconsistencies are you seeing? There is the TextureBaker node which is used to bake textures for your exact mesh output. For exporting the mesh, use Adaptive topology and add as many Verts as you reasonably can. Artifact Reduction is pretty mild, but I’d still leave it off.

You’ll want to use Path Tracing in Unreal, so when you import the mesh, disable Nanite. It will import very small, so when you scale it up make sure to bake the transforms in the Modeling Tools.

Your mesh’s material shader will make or break it. In addition to the color and normal maps, you can use the baked AO as an Ambient Occlusion input, and you can make a roughness texture in Gaea which will help give you lighting details. And if you really wanted to get close, you can make a few sets of generic normal maps in Gaea for a layer of small scale normal details across the mesh.