Dear Adam,
I have just bouht Your great online course 3ds Max +Unreal Engine 4: Easy VR for Arch Viz.
I do not work with 3ds Max but with Rhinoceros. I need to export model with textures from Rhinoceros to Unreal Engine 4. How can I do that? I tried myself to solve this problem, but I could not export model with textures. I had to create textures again and put them manually again to the model.

Markéta Gebrian
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Exporting a 3D model with textures to Unreal Engine requires using the FBX format, which preserves materials, UV maps, and textures. Here’s a step-by-step guide to ensure a smooth import:
1️⃣ Prepare the Model in Blender/3ds Max/Maya:
Ensure the model has proper UV unwrapping for textures.
Apply PBR materials if needed.
2️⃣ Export as FBX:
In Blender, go to File > Export > FBX (.fbx).
Enable "Include > Textures" and "Embed Media" to package textures with the model.
3️⃣ Import to Unreal Engine:
Open Unreal Engine and go to Content Browser.
Click "Import" and select the FBX file.
In the import settings, enable "Import Textures" and "Import Materials".
4️⃣ Fix Materials in UE5 (If Needed):
Sometimes, materials don’t transfer perfectly.
Open the material editor in Unreal and assign the correct Base Color, Normal Map, and Roughness Map.
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To export models with textures from Rhinoceros to Unreal Engine 4, ensure you use the proper file format (like FBX) and check the texture mapping. For a smoother workflow, explore plugins or tools. It’s like handling a Pokémon Fusion Game Android—careful merging required!
Exporting models with textures from Rhinoceros to Unreal Engine 4 can be tricky since Rhino doesn’t natively support Unreal Engine’s preferred formats for textures. To simplify the process:
Export your model from Rhino in a format Unreal Engine supports, such as FBX.
Before exporting, ensure your materials and textures are properly applied in Rhino.
Use a plugin like Datasmith (if available for Rhino) to streamline the transfer process and retain texture mappings.
If you’re still facing issues, consider baking textures in Rhino before exporting or exploring third-party tools to bridge the gap.
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Sorry I didn't see this post earlier. I am not familiar with Rhino, so I don't know what its exporting capabilities are. With Max, there is a game exporter that will convert everything to .fbx and also bundle the materials together. The materials remain attached to the .fbx. You can also just export directly as .fbx and check "include materials." They will be attached when you import to UE4 that way. So, I don't know what Rhino can do, but I do know that .fbx can maintain the proper models with materials attached. If Rhino can't do .fbx, see if there is something that it can export as that maintains materials. Cool model by the way.