![export city engine as fbx unity export city engine as fbx unity](https://i.ytimg.com/vi/xOeodlLTx8g/hqdefault.jpg)
In this example, we will only be working with mesh and armature data. I'll go over a solution for that in the Physics Asset Workaround section. The process is relatively straight-forward unless your mesh needs to have a Physics Asset in UE4. This process uses FBX as the intermediate file format. I’ll post some results when done.Here are the settings that I use to get a mesh (static or skeletal) from UE4 into Blender and from Blender into UE4. In the next couple of days I’ll work on merging my own assets with SCG and I’ll make some renders with V-Ray to see what I can come up with. Over the past while, I have been working on creating my own handmade sci-fi city.
#EXPORT CITY ENGINE AS FBX UNITY MANUAL#
The addition of curved and diagonal roads and the ability to do some manual editing of terrain and roads before exporting to Blender would be a great addition and even at this stage, it would be really nice if there was a few more buildings and street furniture in the package. The buildings generated by SCG in 0.7 don’t have nicely laid out UV’s but the models are decent and when rendered they do look pretty good.Īt this stage of development I would conclude that there is a lot of potential here. Of course, it is also possible to bring in some of your own assets to create a bit more variety. It is also possible to edit the different buildings and assets as you normally would inside of Blender. For V-Ray, this is not a problem and is just a matter of editing the material properties inside the materials.blend. Personally, I was interested to see if I could render the final output using external engines. Inside SCG there is a nice navigation and street view first person walk around feature. The exporting process runs quite smoothly. There is an export button which sends all of the generated assets to Blender using a linked libraries structure with a pre-made materials and textures setup for use with Blender Internal and Cycles. The generating process is very fast but again there are only a small number of different buildings and assets, even so the generated cities do look quite nice, if a little repetitive. The final creation tab is to generate buildings, there is currently only one option which is the amount of buildings as (land?) percentage. In Ver 0.7 the roads only create straight New York city type blocks. Currently it only has two options, a max road length in metres and number of cross roads as a percentage. In this version you cannot manually sculpt or place the mountains and water. After adjusting the sliders you hit a generate terrain button. Each has a few different texturing options.
![export city engine as fbx unity export city engine as fbx unity](https://1.bp.blogspot.com/-CQcVf7w-yk4/YH5laIs5DWI/AAAAAAAACT4/KOifOefMI7EyibJcKY1s2Z8v9cFae8dUgCLcBGAsYHQ/s2048/unity-editor-1.jpeg)
![export city engine as fbx unity export city engine as fbx unity](https://doc.arcgis.com/en/cityengine/latest/help/GUID-729598EF-7AC7-48AB-8570-4AEF7C9C9F7F-web.png)
There are some mountain and water generating options which use sliders to determine the mountain height and water depth and percentage sliders that determine land coverage. Next there is a terrain tab with 3 preset sizes 320, 6 sq metres. This 0.7 version has limited creation options, there is a weather tab containing four HDRI preset skies that are quite nice. With these specs the app runs and navigates very smoothly. I have an i7 980x cpu, nvidia gtx580 3GB and 12GB of system RAM.
#EXPORT CITY ENGINE AS FBX UNITY WINDOWS#
For me, Scene City installed without any problems on Windows 7, it seems to be created with/around the Unity game engine. OK, I’ve purchased and downloaded the program, I’ll give a brief overview of it for anyone interested.