Fbx exported from Blender is Low Res in Unreal Engine - blender

I have a photogrammetry model that I edited in Blender, exported as fbx and imported to Unreal Engine. I also am exporting a png texture image from Blender and importing to Unreal Engine.
Once in Unreal Engine, the model looks decent from a distance, but when I zoom in more closely, the resolution is very low. I assume I'm making a mistake somewhere in the Bender export / Unreal Engine Import process.
Any idea where I'm going wrong? Thanks!
enter image description here

Related

Why cc1 fbx model imported into blender, part of the body is broken and transparent

blender render result of the fbx
original CC model
I use Charactor Creator 1 default human model, save it as ccProj.
Then I open it using Charactor Creator 3 and export the model as fbx file.
In blender, I import the fbx but the appearance is broken and transparent.
I want to know what is the problem?
I tried various version of CC.

Importing new Animations to a Existing Character from Blender to Unreal Engine

So I'm building a game and I've run into this problem.
I built a character from scratch in Blender with 5 animations.
I successfully exported the .fbx file and implemented it in Unreal engine.
There are no errors and the game works fine, all 5 animations working.
I now need to add more animations to the character. It's here I'm a bit confused.
I built 5 additional animations in Blender saved the .fbx file but when I try to import it to unreal I get a message saying successful reimport, but the new animations don't show up in the unreal engine file browser.
I am trying to avoid having to rebuild the animation blueprint from scratch. Is there any way I can add animation to unreal and use them with the same character.
I've looked up animation retargeting but is doesn't seem to be working in my case. I have not tried everything but i'm looking for solutions online and keep running into dead ends. Can anyone please help or point me to the correct direction i will be greatful.
The entire project was built in blueprints. There is no Custom C++ Code.
When you import the animation fbx files there should be a dialog box asking you which skeleton you want to apply the animation to, in most cases this should be enough for targeting the animation to the specified skeleton. You just want to make sure all of your skeletal meshes are targeting the same skeleton.
To answer my own question, you simply ensure the Root bone in Blender is named something other than "Armature" and export it as .fbx file. Import it in Unreal using your existing Skeletal Mesh.

Blender 2.8 - Export to FBX not available?

I have started using the ALPHA 2 Build of BLENDER 2.8
I created a model and rig with some animation 'actions' that I would like to export to FBX for use in UNITY 3D.
How can i export to FBX in Blender 2.8 alpha 2?
I enabled the ADD ON but there is no such Export As option?
Blender 2.80 is currently under development, it is undergoing large changes. Some of these changes include the python API, which will lead to the python addons needing adjustments to work with the new version. The python API changes have not been finalised yet, the API will be finalised one month before the stable release, right now that would appear to be in the next two or three months.
The current builds of 2.80 save blend files that previous versions do not completely read. While 2.79 initially appears to fail opening a 2.80 blend file, the data can be found it just isn't linked to the current scene. Some manual fiddling or python usage can make the data available in 2.79.
At this stage 2.80 has two import/export options, collada and alembic, both of these are C/C++ code based which is why they have not broken with the python changes. I'm not sure if unity can import a collada file, if it can't then you can import the collada file into blender 2.79 to export it as fbx.

Lighting (to add lights) in gltf 2.0

I´m using Blender 2.79 and I´ve been exporting using the addon provided by khronos. How possible is it to light the scene with the model, and export it?
My model has textures appearing too dark. Facebook posts appear darker.
On sandbox babylon the environment helps to light the model a little but there´s no real light source setup. How do I export my model with lights?
Also: I´m using very high value spotlights, and point lights..none of which appear at (.gbl) file export.
Please help.

Correct way to export Ogre from Blender into jmonkeyengine?

I'm learning Jmonkeyengine and I'm still at about the same stage as in this question where I ask about loading models
Enabling materials and textures for OGre 3D model in jmonkeyengine?
Now I looked more at Blender and now at least I can get the basic usecase to work, export to Ogre 3D from Blender and then loading it in jmonkeyengine. But for more advanced models with textures, it won̈́t work.
I'm trying to load an Ogre 3D into jmonkeyengine but I think the conversion to Ogre format is not working. I can open the model in Blender but when I try to export it all I can get is a .scene file and no .mesh.xml
Could you tell me what I'm doing wrong?
For instance opening this model in Blender and exporting it to Ogre doesn't work for me.
For what it's worth: after hours of trying to figure out why JME wouldn't locate the materials, esp. when using submeshes, turned out you need to rename your material file to .material. If you use more than 1 material, append all material files to that one file.