Blender Class - Exporting Your 3D Models To Game Engines | Joe Baily | Skillshare

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Blender Class - Exporting Your 3D Models To Game Engines

teacher avatar Joe Baily

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

14 Lessons (54m)
    • 1. Welcome To The Class

    • 2. The Export Checklist

    • 3. Import And Export An Obj File

    • 4. Blenders Orientation

    • 5. Example Of Incorrect Exporting

    • 6. Blend Files In Unity

    • 7. Export An FBX Into Unity

    • 8. Textures To Unity

    • 9. Creating An Export Pre Set

    • 10. Quick Access To Export

    • 11. Export To Unreal

    • 12. Textures To Unreal

    • 13. Export Models Into Godot

    • 14. End Of Class Challenge

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About This Class

Welcome to this class on learning how to export 3D models from Blender to 3D game engines. The process of exporting sounds simple, take a 3D model from one application and send it other to another. However different programs work in different ways, and you have to know exactly how to set up your export so that the object works properly at the target destination.

In this class we cover the core items for successful exporting to three of the most popular game engines available today. We will be covering how you can bring your Blender models into game engines such as unity, unreal engine and godot using different file extensions such as .fbx and .obj as well as a special workflow using the .blend files themselves.

The class is suited to 3D artists who use Blender specifically for game development, and want to know the most efficient ways of exporting to the respective game engines.

The full list of skills developed can be seen below:

  • Import and export into Blender

  • What you need to look out for BEFORE¬†exporting

  • How orientations impact exports

  • Successfully exporting to unity

  • Successfully exporting to unreal

  • Successfully exporting to godot

We hop you enjoy this class on exporting 3D models to popular game engines.

Meet Your Teacher

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Joe Baily


My name is Joe Baily and I am an instructor for 2D and 3D design. I specialise in 3D modelling using software platforms such as blender and 3DS max to create virtual models and assets for video games and animations.

My alternative job involves teaching sport and PE in schools and so I have 1000's of hours teaching experience in multiple various fields. My goal here is that I always find great instructors in websites like youtube who are great but never give out enough content to really satisfy my own hunger for learning. Therefore, my goal on skillshare is to provide comprehensive quality teaching on any subjects that I cover, such as blender 3D.

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1. Welcome To The Class: Welcome ladies and gentlemen to this class on exporting objects, the game engines with blender. This class is for artists or game designers who want to learn how to export freely models made in blender to game engines like Unity, Unreal Engine, and go dot. It is recommended to have at least one game engine installed before commencing with the class, as well as having the latest version of Blender. By the end of this class, students will be able to do to following export using several file extensions like dots OBJ and dots FBX. Understand it transform orientations used by different software. Create reusable export presets, bought specific game engines. Successfully export and objects to unity with textures. Successfully exports to Unreal Engine with textures, and successfully exports to go dot with textures. Let's take a look first of all, at how we can export and import 3D objects with Blender. 2. The Export Checklist: Before you press that export button, used the checklist below to make sure everything is setup correctly for your exports. So let's take a quick look at the checklist. First of all, make sure that all transforms have been applied on your model. You can apply it the location, rotation, and scale of your 3D model by using the hotkey control. And I made sure that there are no incorrect normals. Press alt enter while in edit mode to bring up the normals menu to fix normals in blender, you will normally I have a need to select the recalculate outside option or the flip option from this menu to flip the incorrect normals. The model needs to be successfully unwrapped. Uv mapping is the process of mapping out a free the model onto a 2D plane and is crucial for correct texture application. The texture maps that will have been created after creating the UV maps need to be baked and site so that they can be used in other software such as unity. The orientation is set to the game engines orientation in the export settings. So when you do go to export, you'll have a variety of settings to choose from. One of the most important of which is the audience Haitian, because this is going to determine the orientation of the object when it is exported into a game engine. For example, Unity has a different orientation to Blender. And as a result of this, the orientation of the model when imported into unity, can appear in correct. Finally, select the correct file extension to export. This is the easiest one to do because you simply go to Export and choose the option that you want. But if you choose an option that is not compatible with the game engine of your choice, you won't be able to successfully imported into that game engine. Now for more complicated scenes, you may have one or two additions to this checklist. But for now, we're going to focus on these points, particularly the ability to ensure that the model has been successfully or not, and that texture maps have been baked and save and the audience Haitian, made sure that all of these options have been successfully met before you export. We're going to begin at looking at the different methods of exporting in the next video. 3. Import And Export An Obj File: Before we dive straight into exporting our models and then import them into other game engines. I'm going to demonstrate the export import process itself by exporting and object form blender and then importing it back into blender in a new file. So here we have an example seeing where we have this cube objects. This cube object has been constructed. It's a half faces on each side of different colors. These colors actually represent the orientation of the free axes loop is see red for X and green for why. Now you will see that this looks in correct in blender. Because we note that in blender, the z orientation is first call going up and down. You can see that the c and y orientations are the long way around. You're going to see in future videos why I have created this cube, as is the now Go, which is worried about just being able to export this model and then re-import it back into blender. To do that, go to File and then go to where it says Export. Now you should see a variety of different options here. The large majority of these, you probably won't need to worry about. The free that you are most likely to use are the collage or export. The FBX export, and the dots OBJ, wave funds export. So this is your object file and this is the one we're going to use in this video. Left click on the option that you want. And then it will bring up Blend is file view. On this side, you should see a series of presets. If you cannot see this, then press the Enter key on your keyboard. So pressing N hides and brings into view this side panel. You can choose to do several things such as limit to selection only, which is what we're going to want to do here. Because if you take a look, we have our main objects, but we also have these lights. Now we might not want to export the lights. So we're going to tick on this selection only box. We can assign the object as OBJ objects, OBJ groups and material groups. So we can check any of these that are required. For now I'm going to keep these as are. We also have these transform options so we can define it the path mode, which is a series of path mode options here, most of which you won't need to worry about. We also have the forward direction and the up direction. Below that, we have some options for geometry. For example, we can choose to apply modifiers whenever we explore our model. We can choose to triangulate the faces or include UAVs, amongst other things. For now, I'm going to keep these options as r, with the exception of the selection only choice here, which I have decided to tick. Then before we hit the Export OBJ, we need to make sure we're exporting it to the correct area. I'm just going to, for simplicity sake, say this to our desktop. So let's go export OBJ. And now our model has been successfully exported. If I was to go to my desktop, then you should be able to locate your exported objects here. So here I have my export test, OBJ. If I double left-click to open this up, it brings in Windows 3D viewer and we are able to view our OBJ model. So we've done that successfully. Now, we want to go on to the second step and import it into a new instance of Blender. So I'm going to go back into Blender. I'm just going to save that and open a new file. I am going to delete the default cube and imports my OBJ. So go File and imports. Again, there are a variety of options to choose from here. The one we want is the dot OBJ extension. Locates your file that you exported initially for me, dance on the desktop. And here we have export test.rb j. So I am going to left-click and imports. There we go. It's as easy as that to exports and imports. And OBJ object into Blender. But with game engines, it can be a little bit more complicated because there tend to be differences between the way those game engines work and the way blender works. So as we go through each of the game engines that we're going to be looking at in this class, namely unity, Unreal Engine and go dots. We're going to be looking at the differences between them and what is required to successfully export and import our models. 4. Blenders Orientation: One of the most common sticking points for blender uses when exporting their models to game engines is that they import their FBX files into that game engines such as unity, for example. And then they find that the orientation isn't quite correct or devotes Haitian value is set to minus 90 on the x axis, for example. These happen as a result of Blender having a different orientation to certain game engines such as unity. There are basically two different orientations based on the x, y, and c axes. You can imagine them as a pair of hands, the left-hand and the right-hand, where blender will use the right-handed orientation and Unity will use a left-handed orientation system. What is the difference between a to? Well, because these orientations are different, the C and Y axes are actually reversed depending on which orientation you are using. In blender, for example, the C orientation is what points up. It provides the third school axis, where as the y axis represents the depth forwards and backwards in Blender. This is the white handed orientation. In unity, however, we use the left handed orientation. This means that y represents the vertical axis up and down. C represents the depth forward and backwards. That's the main difference between these two. The positioning of the Z and Y axes. This means that certain things needed to be done before you export a object, form a blender into Unity. Now in blend that we just have a little bit of a visual guide to this. We have to keep objects. Both Cube objects have a series of colored faces, red, green, and blue. This cube here is our blender cube. So the direction of the colored faces is representative of the right-handed orientation used in blender. So blue for vertical, red for horizontal, and y for depth, or green for depth. Alternatively, we have the unity cube here. This looks a little bit different because the colors are in a different orientation. The x value is the same for both programs. So x represents left to right. However, we've unity because it uses a left-handed orientation. It goes up and down for the y axis and forwards and backwards for the z-axis. It's very important to understand this as you continue to learn about exporting your model's form blender into game engines like Unity. Now, some other game engines will use a right-handed orientation system like Blender. So make sure to do your research as to what orientation your game engine uses. 5. Example Of Incorrect Exporting: In this video, I'm going to demonstrate an incorrect exports where we don't adjust any of the settings that we will need to adjust to successfully export our models. The reason why we're doing this is so that we can go into a game engine like Unity just to preview some of the issues that we may come across. So I have here, for example, a single 3D object in my scene. If you take a look in the outline or panel, we actually have multiple objects, but only one of them is visible. What we're going to do is we're going to export this as an FBX file and then import it into Unity. So to export as an FBX, just go File Export and then select FBX. Then select your destination. To keep things simple, I'm going to go to my desktop, Desktop, name it whatever you want. I have named it as FBX test_data, FBX decide here you will see all of these options to change exactly what we export and how we export it. The now I'm going to keep all of these options as is. And as we go through the class, you're going to understand what most of these mean and how to change them to suit your game engine. So right now, I'm just going to ignore all of this and click Export, FBX does. So you need to do to exports and FBX file. Now we're going to go into Unity, where we're going to import the same file to use in our game engine. So here we are in unity and I have a very simplistic scene up. The only objects that I have at this point are my main camera and directional lights. Well, I want you to do is make sure that your assets folder is open. You should see materials and scenes in this folder. Right-click within this assets folder and select import new assets. So make sure that your cursor is in this assets folder area. Right-click and select import new assets. Then formed the location that you saved, find your objects. We want FBX text. You can see that the type is as a 3D object. So left-click and then imports. And Oded, That is not what we may have been expecting. So if you'll remember in Blender, we only had one objects visible in our scene, but we seem to have imported all of those objects. Form blender. We can take the entire import, the FBX Text Import, click and drag and a positioning into our sing. So we have all of these objects selected together as a single instance, FBX text. If we open this up, you can see that we have several mesh objects associated to this, the Camera Cube, another cube cooled orientation cube. And Suzanne. Suzanne is the one that we wanted to import into unity. If we left click on any of the individual objects. You can also see we have a few other issues starting with the transforms. So here you can see that the rotation is set on the x-axis to minus 89.98. Well, you will not go into one that if you export form blender in SI units and you're going to want it to be 000. So that's another issue that we're going to need to learn how to solve, how to import our 3D models with the correct transform values applied. If we take a closer look at the E, And it's a little bit difficult to see because most of the object is inside of the other objects. You can see that's for Suzanne. The texture has not been applied. If you remember back in blender, We had a blue and pink marble like texture. The e isn't Nirvana, blue nor pink. And that's because the texture has not been successfully exported to unity. This is another thing that we're going to need to look on in a future lecture in this class to know how to successfully export textures. Now when it comes to the base materials, that seems to have gone much better. So with our orientation cube here, you can actually see that we have a variety of different materials that have been imported with this objects. So base materials are able to be auto VOT form blender, but textures require a little bit more work. These are just a few of the things that we need to look out for when we are exporting our objects form blender into other game engines. This sort of thing can happen regardless of the game engine that you use. If you do not export correctly. 6. Blend Files In Unity: Before we go back to looking at the different settings that we can change to create a successful export of an FBX file from blended to unity. I want to show you how you can actually use the dot blend file itself within Unity. Now this is a different workflow and is recommended if you are working on a project by yourself. It is not recommended to do this if you are working in a team because then every member of that team is going to require access to Blender. Now what we're going to do here is we've got an object which is a simple cube. And we're going to instead of export this, which is kind of go save as what we're going to do is we're going to locate our Unity folder. So for meats located here v, You might be located somewhere else. And then it finds the project that we want to save it to. We select the assets folder and save it here. So here I'm just going to save it as simple cube dot blend. And I'm going to be saving this Doppler and files straight in to our test import assets folder. So I'm going to click Save As to save this scene. Then I'm going to go back to Unity. Now you can see that I actually deleted my original objects. But straight away the simple cube has been added. I haven't done anything chaos. I've just come back into Unity. And all of a sudden the simple cube appears in my assets folder. Now you will notice up here in the hierarchy that we have the originally imported objects from the FBX testfile. But they're highlighted in red because they're actually no longer in our assets folder. So for this, we just want to click, right click and then just select delete. Now, I'm going to take the simple cube and position it into my scene. Now the beauty of this is that's the position value is where I place it, but the rotation value is correct as is the scale. So this is one advantage straight away of just saving your dot blend file straight into the Unity assets folder. Now, for the really interesting bid, if I go back to Blender and make a change to the geometry of my cube. So hit tab and then let's go face selects, select that top face. Maybe insects, extrude. Scale. Just make some sort of random shape. And then I go file and select safe. So I've now saved these changes in Blender. If I go back to Unity, give it a couple of seconds, the changes are automatically updated to our objects. So here we are able to work on the object in Blender and instantly preview what the object looks like in Unity. Again, this is a fantastic workflow if you're working by yourself, but is not recommended if you are working in a team because then everybody is going to require access to Blender as well as unity. 7. Export An FBX Into Unity: In this video, we are going to once again export an object to unity. But this time we're going to begin looking at some of the issues that we came across a couple of lectures ago and fix them in the presets 40 exports. So here I want to export a single objects. This is our unity cube. The colors on each side are positions to the same orientation as unities orientation, which if you'll remember from a previous lecture, uses a left-handed orientation system. Wherever this blender uses a right-handed orientation system, we're going to first of all saved the file and then we're going to go export and export the FBX. This time I'm once again gains go to my desktop. You can see that this one is labeled as export tests. And we have our presets here. Now, first of all, if we were to just export this as is and then go into our unity file. We can right-click important new asset and then select Export, test and imports. Now if I just delete this objects from our scene and then bring in the export test. You can see that this time the rotation and scale values are correct. So what has changed between here and our previous exports? Well, before we look at that, we need to zoom out because there is still another issue and that is the fact that we have imported the area lights. Form blender. Now that you probably don't want to do, you probably just want to use unities lighting system instead. We can confirm this by going to export test in the assets folder. And we can see that we have our area lights, the mesh itself, which is the union e cube. With any materials attached, the unity cube as a mesh objects. So this is all the bits mesh data and all of the materials. Now, all this is fine. We want this to be imported, but we don't want these area lights. So how do we fix this? Well, first of all, I'm just going to delete this and do so in the hierarchy as well. And then just go back to Blender. If we go File Export, FBX, one of the options you have is to limit to selected objects. So here I'm just going to click this box here. And now only the selected objects will be exported. You can also determine what the specific object times. Now we don't need to select any of these in particular at this point because we have this option enabled selected objects. So we know that we're only going to select the cube. But you want to, you can just select mesh. And then it will basically do the same thing. It will just export the selected cube because it's the only mesh objects in our scene. Below that you have these transform values. So we have forward, which is sets a minus c would add up, which is set to wire up. These options may change depending on the game engine that you are exporting to. Below that, we have a box that is antiques but has this exclamation mark next to it. This is for applying transforms. Now it does come with a warning. So you should not be using this with objects that have animations and armatures. But it is perfectly usable to apply transforms and very useful to apply transforms to objects that do not have any armatures or animations applied to them. Now because our unique tube does not have either of these geometries or animations. We can take tick this box. So now I'm going to click Export FBX, which is going to overwrite this file here. So left-click to export. And then I'm going to go back into Unity. Important new asset, select, export, test and imports. This time we can see that the area lights have not been imported into Unity because they weren't exported. We can click and drag to position. And you can see that the rotation and scale values are both correct. Once again, for our objects. 8. Textures To Unity: The next step is to be able to successfully export our image textures. To do this, we need to use a process known as baking. Before you can bake. You need to make sure that's your object has a UV map. So if I go to UV Editing, you can see an example of this being done before. I'm going to create a new image from scratch. But you can see that the object has been UV unmatched by any object that you use for baking is going to need to be unwrapped to create a UV map like this. I'm just going to delete this. And if I zoom in, you can see we still have the UV map. We've just gotten rid of that texture. I'm going to click New to create a new texture. And I'm going to name this as exports. I'm then going to click on the OK option with the width and height sets a 1024 by 1024. Click OK. And you should see this checkerboard pattern behind the UV map. If you don't, then when you put when you create it, it's, it will probably have been with an alpha value sets one, then it would appear black. If you set it to 0, it would appear transparent. Or with this checkerboard pattern. I'm just going to bring that back into view. So that was our exports. Then go back to our shading tab or shading workspace. And now we need to bake this texture. To do that, just zoom out a little bit, hit shift i and add a new image texture. Position it anywhere you want, but do not connect this image texture to the rest of the material. Have its independence. Zoom in a bit, and attach the appropriate UV map to this image texture node. In this case, it's my export map. With this export texture selected, go to the render properties tab and go to where it says bike. This will not be feasible if you are either set to the EV render engine or if you're in cycles. But you have your render device sets to optics instead of cuda, at least in the case of older GPUs. So I have a 1070 and baking is not here when I have optic selected, so I selects cuda. This may be different for other GPUs, like the free thousand series. So with big visible, choose your backtype. Now we want to start by only selecting the diffuse color. So instead of selecting combined, we're going to select diffuse. We also have free contributing factors, direct lighting, indirect lighting, and color. For the best results, untick, direct and indirect, leaving only color. Open up the Export Map here in our image editor, and then click bike. Give that a few seconds. And you will get your image texture. If we were to lead these on and then click Bike, two things would happen. One, the texture baking process will be increased in terms of the amount of time it takes, because we are now looking at the lighting as well as the base color. Also, our result in this example is going to appear a lot darker as you can see with the export completed. The reason why is because we are dependent on the lighting and in this scene, there is very little lighting to speak of. So make sure these are antiques. And kick back once again. To get the correct results. Then we need to save this image. So go save as and save your way you want. I'm going to save it as Susanna diffuse dot PNG and click Save as image back in Unity now, and I need to re-import my FBX test file. So I can bring that back in here. You can see there's still no texture, but we can now fix that by importing that texture from the desktop if we can locate it here we go, Suzanne diffuse imports. And then what we need to do is for our materials, go into our materials folder and create a new material. So go creates up at the top and select material. I'm going to hit backspace and rename this as Suzanne. And then I'm going to go to my assets folder, position this texture in materials. And then I'm going to click and drag this image texture over to this Albedo map and release. Then I'm going to take this suzanne material, click and drag onto my model. And you can see in real-time, if we release, we are able to apply it the texture map onto our model. So this is how you can bake and exports texture maps, form blender into Unity. You don't only need to bring in our vidoes, you can bring in a metallic map, a normal map, height map, ambient occlusion, et cetera. Just know that if you're going to bring in a normal map, in particular, you need to select the map. In this case, we have selected our diffuse map. Go to texture type. Left click where it says the faults and change its at normal map. Now we don't need to do that with our diffuse texture, but you will need to do this with any normal maps that you import before dragging and dropping those normal maps onto your material. By the way, if we go back to Blender, you can choose to bake different types of maps here as we studied before, where you can see we have things like the normal, roughness, diffuse, glossy, et cetera. You can use the exact same node, he to bake your different maps. And then each time you bake a different map, you can just save that map he, and then move on to the next one. This is my preferred process of creating, biking and exporting textures from blender to unity. 9. Creating An Export Pre Set: If you are always exporting in the same manner to the same game engines, then you will best be suited to using presets. Lets create a presets for exporting a mesh model into Unity. So with our selected object, go to File and then select exports, then select FBX. Then the find the settings that you want. So we want selected objects, mesh only and apply it transforms, not because this preset is going to have this option applied. We're going to need to make sure that we named the preset so that it is only used for mesh objects that do not have animations or armatures applied to them. So with all of the settings here, we're going to go up to where we have the operator presets. And we're going to click on this plus button. Let's give it a name. So we're going to call it unity, mesh. Soap. We are defining what game engine we are sending this preset to. And we are also defining what we are exporting. So we are specifically exporting the mesh. Click OK. Then open up this menu for operator presets and you will find your unity mesh preset. Now, you can use the unity mesh preset whenever you want to export a model into Unity. 10. Quick Access To Export: Another quick tip to speeding up your workflow for exporting your models is to assign your export to a specific hotkey. What I'm going to do is I'm going to assign the export FBX option to the quick favorites menu used by Blender. If you hit the Cue key, he will bring up your quick favorites menu. Now at the moment, no items have been assigned PSICQUIC favorites. Well, I'm going to do is I'm going to File Export. And instead of left clicking on FBX, I'm going to right-click. This brings up the context menu. Now, I can assign a specific shortcuts, or I could add it to my Quick favorites. Now for now, I'm going to just add it to my Quick favorites. It's going to be even quicker assigning it to a specific shortcut because then all you need to do is just press a single button or single combination. And then you will bring out the FBX menu. But I think I'm going to have a few things attached to the quick favorites menu for importing and exporting. So I'm just going to click here. And the many vanishes. But if we hit the Q, Q0, we now get the FBX option. So now we can just hit q. Left click to open the FBX export options without having to go to the File menu at the top. 11. Export To Unreal: Let's take a look at how we can export our model from blender to Unreal Engine. To exports Unreal Engine. We once again require the FBX exporter. So I'm going to hit q to bring up my quick favorites and select FBX. Note that if you did not do this, you will need to go File Export FBX. So I'm going to go to my FBX options. I'm going to set it to the selected objects mesh. And I'm going to change the orientation here. So the orientation for Unreal Engine is X4 would see up. This time. I'm not going to tick the appliance transform option. I'm going to leave it off. And I'm going to go and add a new opera presets and call this real. Click OK to confirm. And now we have two presets. So we have unity mesh and we have unreal. Next, I'm going to change the location 2D desktop. I'm going to change the name of this exports. So unreal exports dot FBX and click on Export FBX. To confirm my exports. Now, I need to go over to Unreal engine. So we are now in Unreal Engine. And I've just created a very basic setup here with a few folders added. So in the content folder, we have a materials, mesh and Textures folder. We're going to go into our mesh folder. And in this empty space, we are going to right-click to bring up our context menu. And we are going to import into unreal. We are going to locate what we want to import. So go to our desktop and select unreal exports. Left-click and click open. We have a variety of options here. The only one that I'm going to change this time is this options create new materials. I prefer to do this separately, so I'm going to go do not create material. You also have the opportunity to import textures if you wish. If there are textures that can be imported. We're going to click on the Import button. And you'll see this message pop up for our objects. So it says no Smoothing Group information was found in this FBX seen last absolutely fine because we didn't do any smoothing in blender. So we're just going to close that. And now if we click and drag, we have our Suzanne object in unreal. The only issue here now is as expected, no texture. So we're going to need to deal with that in the next video. 12. Textures To Unreal: So we've been able to import our mesh object into unreal engine. Let's now import our texture and create a material. So what we're going to do is once again, we're going to go to the appropriate folder, which is this time going to be the Textures folder. Right-click and import assets. Then locate the appropriate texture. So for us, it's Suzanne diffuse. Left-click, and then select open. Give that a couple of seconds and you now have your texture. Now there is actually a hidden issue with this texture that I have exported or imported wherever. If you take a look at the metadata, you will see that it has been assigned the texture group World normal map. So it's being treated by Unreal engine as a normal map. If we click and drag onto our model, it's going to automatically create the material and apply the texture. But you can see it doesn't look the same as it did in Blender. There's a lot of these green smears around because as we now know, this is for whatever reason being treated as a normal map. So how do we change the assigned texture group of an imported image texture? Well, double left-click to bring up this separate window which has just the image texture. Then go to the compression settings. You will see did it probably says something like normal map here. Left-click and change this to another option. I'm going to change it to default. You'll see the image texture changes and looks a little bit more and like it did in Blender. From here we're going to click Save, to save the asset as it is. And then close this window. You will see that the texture now appears different. I'm just going to delete this material that was created previously. And then click and drag the diffuse texture onto our model. The texture now looks exactly as it should. The only thing left is to move the material over to the appropriate folder. So we're going to move that material into the Materials folder. And now we have our imported mesh objects. We have our imported texture, and we have our created material. 13. Export Models Into Godot: In this video, we are going to demonstrate how to export a 3D model form blender to the Godot game engine. To export to good doe. Go file exports. You can choose several of these options. The main free that you can choose, our collider, FBX and GeoTIFF. In the previous game engines, we used FBX. This time we are going to use GeoTIFF 2. So left-click. And then we're going to go to any project that we have for good dough. So in this case, we have created a project titled as blender exports. In other words, open up, good, DO, open up a new project and name it as blender exports. Then when you go to export your model, locate that same folder to export your model two. This is going to make importing the model a lot faster. To the side, we have a series of options. So we go include first of all, you will see that we have selected objects, tickets. If you don't have it's Hecht, makes sure it's ticked, and make sure you have the correct objects selected. For transform. Keep the plus one up option ticks the geometry, choose which of these you want to have applied. I recommend keeping you these are normals, ticks at all times. If you have modifies, you may wish to apply them here. But it is recommended that you apply those modifiers in a blender itself that you don't need to take this box as this will prevent the exporting of shape keys. For materials. Make sure you have it set to export. If you have materials that you want to export into Godot. For images, it is currently set to automatic. You can choose either automatic or as a jpeg formats. The only exception here is that any JPEG images that require alpha channels are instead saved as PNGs. We're going to keep this setting as automatic. You can choose the format up here, but bear in mind that we're probably just going to keep it as GeoTIFF binary. You can also go imbedded and you can also go with dot bin and textures with the separate option. For now, we're going to stick with the binary formats. So making sure you are using the correct folder, which is the same folder that you created when creating your new podo project. Make sure the name is what you want. So in this case, Godot export and exports GO TO THE 2. Now it should be exported. Let's go into the ghetto game engine. As soon as you do that, the assets will load into the dough and they will normally load fairly quickly. So here you can see we have material, that material and get DO Export dot GLB. Now if we attempts to click and drag and position in, we will get an alert saying that there is no parents to instance a child ads. Now what this means is we need to create a new root node. So we have four options here to the scene, 3D scene, user interface and other node. We want to create a foodie scenes, a left-click to create the appropriate spatial node for the 3D scene. Now, we can click and drag our imported model into our scene successfully. We can then left-click and position it wherever we want. 14. End Of Class Challenge: Congratulations on completing this class. We are now going to finish with our end of class challenge to test the knowledge of what we have learned. So in this challenge, you must complete the following tasks. Create a scene in your game engine exclusively using objects made in and exported form blender. Make sure to how textures and materials for your models. As a bonus, can you create a city street scene with lamps, buildings, trust bins, et cetera, using objects exported form blender. So to clarify the first bullet point, you can create any scene that the tube want. But once you have created the scene that you want, the additional challenge at the bottom here is to create a specific scene with specific objects. This is to give you plenty or practice in being able to successfully export your objects and material. We will form blender over to the game engine of your choice. You do not need to export all free game engines, just whichever one you want to use. Complete that challenge. Thanks for completing the class. I hope you've been able to learn some valuable new skills and I hope to see you next time.