Importing, editing and exporting a Brush with Blender
This tutorial is about how to export an original terrain brush from Unreal 227 (UnrealED2.1 or higher), preparing the ability to edit it in Blender and reimport it in to Unreal 227.
For this tutorial I'm using the terrain from Dark Arena.
Part 1) Intro
Part 2) Converting the brush as StaticMesh and export it as .obj
Select your brush by pressing shift on your keyboard and left click with the mouse on any surface of the brush you want to export or select your brush in any viewport.
Right click on any edge of your selected brush and go to Convert/To StaticMesh.
Save the created StaticMesh temporary into MyLevel, choose any name you want (e.g. DarkTerrain).
After converting the brush to a StaticMesh export it from the MeshBrowser as .obj Save the .obj in any folder you want.
Part 3) Importing the .obj into Blender and prepare it for editing
Open Blender and delete the cube which is always in your empty scene. Simply select the object and press x to delete it
Now import the .obj over File/Import/Wavefront (.obj)
After you have imported the .obj you will notice that the brush is way to huge for Blenders space. This will be fixed in a few steps later
but first you have to join the groups to make it one object.
To do so press shift to select multiple objects in the object list. Move your mouse back to the 3d viewport and press "ctrl + j" to join them.
Note: If a group is selected it has an orange circle around the triangle as visual feedback.
Now scale the huge mesh down by factor 100!
[IMG HERE]
After the scaling procedure the mesh should be completely visible in your viewport.
[IMG HERE]