Is there a way to create and use a simple 3d model on the Unreal Engine?
Is it possible to programatically create a simple 3d object on Unreal?
588 Views Asked by TheXP At
1
There are 1 best solutions below
Related Questions in UNREAL-DEVELOPMENT-KIT
- Can MVC.NET prevent SQL-injection at razor or controller level?
- SQL server not returning all rows
- When dealing with databases, does adding a different table when we can use a simple hash a good thing?
- Creating a parametrized field name for a SELECT clause
- Combine two rows based on common ID
- Column displays each count
- Slick query for one to optional one (zero or one) relationship
- Aggregate and count in PostgreSQL
- MAX and GROUP BY - SQL
- SQL statement for a tricky 2 table query
Related Questions in UNREALSCRIPT
- Can MVC.NET prevent SQL-injection at razor or controller level?
- SQL server not returning all rows
- When dealing with databases, does adding a different table when we can use a simple hash a good thing?
- Creating a parametrized field name for a SELECT clause
- Combine two rows based on common ID
- Column displays each count
- Slick query for one to optional one (zero or one) relationship
- Aggregate and count in PostgreSQL
- MAX and GROUP BY - SQL
- SQL statement for a tricky 2 table query
Trending Questions
- UIImageView Frame Doesn't Reflect Constraints
- Is it possible to use adb commands to click on a view by finding its ID?
- How to create a new web character symbol recognizable by html/javascript?
- Why isn't my CSS3 animation smooth in Google Chrome (but very smooth on other browsers)?
- Heap Gives Page Fault
- Connect ffmpeg to Visual Studio 2008
- Both Object- and ValueAnimator jumps when Duration is set above API LvL 24
- How to avoid default initialization of objects in std::vector?
- second argument of the command line arguments in a format other than char** argv or char* argv[]
- How to improve efficiency of algorithm which generates next lexicographic permutation?
- Navigating to the another actvity app getting crash in android
- How to read the particular message format in android and store in sqlite database?
- Resetting inventory status after order is cancelled
- Efficiently compute powers of X in SSE/AVX
- Insert into an external database using ajax and php : POST 500 (Internal Server Error)
Popular # Hahtags
Popular Questions
- How do I undo the most recent local commits in Git?
- How can I remove a specific item from an array in JavaScript?
- How do I delete a Git branch locally and remotely?
- Find all files containing a specific text (string) on Linux?
- How do I revert a Git repository to a previous commit?
- How do I create an HTML button that acts like a link?
- How do I check out a remote Git branch?
- How do I force "git pull" to overwrite local files?
- How do I list all files of a directory?
- How to check whether a string contains a substring in JavaScript?
- How do I redirect to another webpage?
- How can I iterate over rows in a Pandas DataFrame?
- How do I convert a String to an int in Java?
- Does Python have a string 'contains' substring method?
- How do I check if a string contains a specific word?
Your best bet would be to create the initial 3D asset in a third party tool and import it into the IDE. From there you can change the texture map, and manipulate the aesthetics in one way or another, but the initial 3D model should be in an external 3D format, and then placed as a prefab into your world.
Creating an object dynamically in UDK is cumbersome and requires lots of tweaking, and won't save much in terms of cost of resources. Especially if you want it to look good and more than just 3D meshes thrown together rudimentarily. It is possible, but almost not worth it, especially if you have 3DSMax, Maya, Cinema4D, MotionBuilder, or one of the other hundred tools available to do the grunt work for you.
Most 3D Engines (IE Unity, UDK, Torque, Cry and now Havok) support many formats, and especially the unversal FBX. You could even use google sketchup and export to DAE or FBX format to get it into your Engine. Grant it you lose a lot of the elements, but the basic 3D mesh stays relatively in tact.