Blender to Unreal Gold - Experiment - #Blocktober 2020
Watch to the end, I definitely didn't expect that.
Modeled and sculpted in Blender, applied the Decimate modifier to reduce the sculpted polygons, exported to ASE format, used a converter to convert ASE into T3D, then imported that T3D as a brush in Unreal Gold.
UnrealEd tells you when importing not to have over 500 polygons (or is it triangles?). This whole canyon is one brush/mesh, about 350 polygons after Decimating.
There are glitches when you do this, either a surface won't have proper UV or some surfaces will just vanish. UVs had to be fixed by changing the mesh, disappearing surfaces can sometimes be fixed by subtracting/adding another brush in the affected area, or just cover it up with scaled boulders...
There are drawing glitches in UnrealEd that didn't happen while playing the level (like depth drawing issues).
If you are interested in this sort of thing, check out https://www.oldunreal.com/.
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