Combining brushes on export

Hey folks, sorry if this is obvious but how does one combine all the brushes? when I export to FBX and then import to unreal I end up with several meshes when I want just one? At first I thought it was the layers I was using but this seems to persist even when I merge all layers. Do I need to go to blender first?
6 Replies
andybak
andybak9mo ago
Hi. It splits the mesh to keep within Unity's old maximum vertex count - although I think it stays a lot lower for some reason. I recently pushed a change that allows you to bypass this. It's on the beta release but you have to add a new setting to your Open Brush config file to enable it:
"LargeMeshSupport" : true,
"LargeMeshSupport" : true,
(in the "Flags" section) I haven't tested this in Unreal. I'd be interested to know how you get on with replacing the brush shaders in Unreal. We'd love some help in automating this part of the workflow.
AReferenceToSomethingIGuess
Nice, thank you! I'll give that a shot. I've just started messing around with open brush in unreal but I'll definitely keep y'all posted if I write anything useful to automate the workflow.
andybak
andybak9mo ago
Even if you don't - you might be able to help. None of us are Unreal Users so it's hard to know where to get started with custom importers. So just a few braincells to pick occasionally might be useful!
AReferenceToSomethingIGuess
of course, pick away!
andybak
andybak9mo ago
Nothing specific right now - but report back on your progress and I'll hit you up if/when I start digging in.
AReferenceToSomethingIGuess
It worked! Also I'm illiterate and just realized that unreal has this combine mesh checkbox, that works too.
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