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My name is Jose and I'm pretty new to Game Art Development.

I know some intermediate UE4 (both C++ and Blueprints), but my weakest point has always been the workflow to import assets from Blender and Substance. Up to this point I have always bought external 3D assets.

As far as I know, the workflow is this (but I don't know if I'm correct):

  1. BLENDER: Create a 3D model in Blender. Create the materials I need for each part of the mesh. UV unwrap it. Export as .fbx
  2. SUBSTANCE PAINTER: Import the .fbx file into Substance Painter. Paint the 3D model. Export the .obj file AND the texture maps (albedo, roughness, metallic, normal, etc.)
  3. UNREAL ENGINE 4: Import the .obj file AND the texture maps. Create a material based on these maps. Apply the material to the model.

I have a few questions now:

  1. Is this workflow correct? Or is there something I'm misunderstanding?
  2. What model do I have to import into UE4? The .fbx from Blender? Or the .obj from Substance? Is there any difference between these two?
  3. When exporting the textures from Substance Painter, I can choose from a dropdown called config, to what game engine I'm exporting these textures to (Unity, Unreal, Lumberyard, Cryengine, etc.). What exactly does this option do? What is the fundamental difference in exporting textures to Unreal or to Unity, for example?
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Is this workflow correct? Or is there something I'm misunderstanding?

This workflow seems correct, although I'm sure someone else could chime in on some sort of integration between Substance Painter and UE4 that makes this easier.

What model do I have to import into UE4? The .fbx from Blender? Or the .obj from Substance? Is there any difference between these two?

The OBJ from Substance Painter, since this program may affect the mesh data itself (such as UV maps). If possible, consider exporting as other more complex formats like FBX when possible. This may allow the FBX to hold references to the textures and auto-assign them, or even embed the textures inside the FBX.

When exporting the textures from Substance Painter, I can choose from a dropdown called config, to what game engine I'm exporting these textures to (Unity, Unreal, Lumberyard, Cryengine, etc.). What exactly does this option do? What is the fundamental difference in exporting textures to Unreal or to Unity, for example?

You should export with the option that is most applicable to your situation. In your case, Unreal.

Different engines use different shaders and different types of maps. The default Metallic workflow in Unity for example, uses a "Metallic Map" where the Red channel defines Metallic, and the Alpha channel defines Smoothness (the inverse of Roughness). Other engines like Unreal will have separate Metallic and Roughness maps. Using the correct export function will ensure that the textures are in the correct format.

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