Unwrapping and importing assets to Unreal Engine

Last week it took some effort to successfully export texture maps from Zbrush back into Maya, wrap the textures around the low-poly models, then import them into Unreal. I finally got a handle on that process, and was able to import several assets into Unreal.

Another issue that cropped up was scale. I was unaware of the conversion of “units” in Unreal into anything meaningful, but this tutorial on how to set up a grid system in Maya was helpful. Basically, you need to be working in Centimeters in Maya, and scale your objects to the proper size in Maya before importing them into Unreal, since Unreal doesn’t really have a useful system of measurement.

The easiest way to do this was to download a free low-poly model of a human figure, scale that to the average height for a female body (165 cm), then import that into Unreal. I was then able to use it as a guide for the other objects like fountain and columns.



I rescaled the entire terrain as well, and worked on smoothing out some hills. I wanted the edges to slope upward and have some trees and bushes to distract from the cut-off. This needs more work.


I imported some more assets from Zbrush and Maya into my scene, arranging them upon the columns.

Seashell-on-columnMoon symbol

I also created a simple cylinder in Unreal and inserted it into the fountain, then filled it with the Ocean Water shader/texture.


Next steps are to finalize importing assets, refining the terrain, setting up the controllers for VR (HTC Vive) then exporting it as a playable game.