*Wir passen den Kursaufbau und die Inhalte an Ihre spezifischen Anforderungen und relevanten Anwendungsfälle an.
Module 1: Pipeline foundations from Blender to game engines
- Understanding the role of Blender in a production pipeline for Unreal Engine and Unity
- Comparing shared workflow principles and key differences between the two engines
- Setting up Blender projects with correct units, scale, orientation, naming, and collections
- Organizing files and assets so export and handoff stay predictable
Module 2: Preparing static meshes for export
- Building and cleaning game ready props and environment assets
- Managing pivots, transforms, origins, hierarchy, and object separation
- Checking topology, normals, smoothing, and triangulation strategy
- Preparing collision related structures and reusable modular asset sets
Module 3: UVs, materials, and texture pipeline considerations
- Creating UV layouts that support texturing, baking, and engine side readability
- Structuring materials and material slots for efficient import behavior
- Preparing texture naming and channel logic for cross engine workflows
- Avoiding common issues with seams, stretching, and material inconsistency
Module 4: Export settings and validation from Blender
- Working with FBX and other common export formats in a controlled way
- Choosing export settings for transforms, axis conversion, smoothing, and animation data
- Creating a repeatable pre export checklist for static assets
- Validating exported files before import into the engine
Module 5: Importing and organizing assets in Unreal Engine
- Importing static meshes, skeletal meshes, and animations into Unreal Engine
- Managing folders, naming, reimport behavior, and asset dependencies
- Reviewing mesh settings, collision, materials, sockets, and LOD behavior
- Structuring imported assets for level building and gameplay integration
Module 6: Importing and organizing assets in Unity
- Importing Blender derived assets into Unity with consistent settings
- Managing prefabs, mesh assets, materials, rig settings, and animation import options
- Reviewing scale, axis, avatar setup, and asset organization in project folders
- Structuring assets for reuse across scenes and gameplay systems
Module 7: Characters, rigs, and animation workflow
- Preparing rigs and skeletons in Blender for engine friendly export
- Handling skeletal meshes, animation clips, root motion, and retargeting considerations
- Comparing animation setup expectations in Unreal Engine and Unity
- Avoiding common rigging and animation import problems across engines
Module 8: Scene integration and real time asset behavior
- Placing and testing imported assets in gameplay and environment contexts
- Checking shading, lighting response, materials, and scale consistency in engine
- Reviewing collision, navigation relevance, and basic interactive behavior
- Identifying engine side adjustments that should remain outside Blender
Module 9: Performance and optimization across the pipeline
- Understanding polygon budgets, draw calls, material count, and texture cost
- Using LOD thinking and mesh simplification for real time performance
- Making practical decisions about asset reuse, modularity, and scene efficiency
- Balancing visual quality and technical constraints across both engines
Module 10: Troubleshooting common Blender to engine issues
- Solving problems with scale, axis orientation, pivots, normals, and hierarchy
- Fixing material mismatches, broken references, and import inconsistencies
- Diagnosing animation, rig, and root motion issues after import
- Building a structured troubleshooting routine that reduces repeated errors
Module 11: Team workflow, standards, and handoff
- Defining naming rules, folder structures, export presets, and review checkpoints
- Supporting collaboration between artists, technical artists, designers, and programmers
- Documenting asset expectations for static meshes, characters, and animations
- Creating shared standards that work across Unreal Engine and Unity teams
Module 12: Practical cross engine production workflow
- Moving from Blender source asset to validated engine asset in a structured sequence
- Choosing which adjustments belong in Blender and which belong in the engine
- Building a repeatable workflow for asset updates, reimport, and version control
- Creating a practical checklist for future Blender to Unreal Engine and Unity production work