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Captain America Image Link : https://github.com/hommeyosh1/Captain... Discord: / discord Itch.io: https://christopher-hoffman.itch.io/ My Portfolio Website: GitHub Site: https://hommeyosh1.github.io/ Welcome creators! In this tutorial I’m going to show you how to model a shield in Blender and export it to Unreal Engine using FBX while keeping the materials intact. This is a simple workflow that beginners can follow, but it’s also a useful technique for experienced creators who want a fast way to build props for Unreal Engine projects. In this video I demonstrate how to quickly shape a shield using a UV sphere, apply smoothing with subdivision modifiers, create materials, unwrap the UVs, and export everything correctly so Unreal Engine reads the mesh and materials properly. A lot of creators run into problems when exporting from Blender to Unreal Engine. Sometimes the mesh imports correctly but the materials are missing, the shading looks wrong, or the orientation of the model is flipped. In this video I walk through the exact export settings I use so the mesh imports correctly in Unreal Engine. The process starts in Blender with a clean scene. I remove the default cube, keep the light in the scene, and add a UV sphere that will become the base shape of the shield. By scaling the sphere along the Z axis we create a flattened disc that forms the foundation of the model. From there we enter edit mode and enable Proportional Editing, which allows us to move vertices while smoothly affecting the surrounding geometry. This is extremely useful when shaping curved objects like shields. By moving the top and bottom vertices we can easily create the curved profile that gives the shield its depth and shape. After shaping the mesh we add a Subdivision Surface modifier to smooth the geometry and give the shield a cleaner, more polished look. Once the modifier settings are adjusted, we apply the modifier so the geometry becomes part of the final mesh. Next we move into the Shading workspace where we create our materials. The front of the shield uses an image texture connected to the Principled BSDF shader. This allows us to add the design or emblem directly onto the surface of the shield. Metallic and roughness values are adjusted so the material has a slightly reflective metal appearance. To place the image correctly on the mesh we switch to the UV Editing workspace. In edit mode we select only the front faces of the shield and use Project From View to unwrap the UVs based on the camera perspective. This allows the texture to align perfectly with the front of the shield. The back of the shield uses a separate material. By selecting the back faces of the mesh we can assign a second material slot and apply a simple metallic surface without the texture. This keeps the front design clean while maintaining a realistic material on the back. Before exporting the model we apply all transforms to make sure the mesh scale, rotation, and position are correctly reset. This step is important because Unreal Engine reads the object transforms during import. Finally we export the mesh using FBX export settings that work well with Unreal Engine. The important settings include exporting selected objects, using mesh object types, applying modifiers, and setting the axis orientation to -Z Forward and Y Up so Unreal reads the model correctly. Once imported into Unreal Engine the shield will appear with the mesh and materials ready to use in your project. From there you can add it to props, characters, environments, or game mechanics. This workflow is useful for creating many types of assets, not just shields. The same technique can be used to build props, armor pieces, environment objects, or game items that need to move between Blender and Unreal Engine. On this channel I focus on game development, 3D design, and animation workflows using tools like Blender, Unreal Engine, Character Creator, and iClone. My goal is to help creators learn practical pipelines that turn ideas into real game assets and interactive experiences. If you enjoy learning about game development tools and creative workflows, consider joining the community and connecting with other creators. You can also check out my game projects and experiments on my Itch.io page where I share playable builds and prototypes. Thanks for watching, and as always: Stay inspired and keep creating. — The Hommeyosh