Importing 3D models into the Unreal Engine is a straightforward process that allows you to bring your models into the engine and use them in your projects.
In this blog we'll cover some of the crucial steps for importing 3D models and your models corresponding textures.
Make sure your model is exported in a .FBX (preferred) or .OBJ format.
Check that:
The model is UV unwrapped.
It’s scaled correctly (UE5 uses centimetres).
The pivot point is where you want it (e.g. base of the model).
Any textures/materials are in a folder and named clearly.
Click here to view how to export models from Maya
Launch Unreal Engine 5.
Open an existing project or create a new one.
Go to the Content Drawer at the bottom.
Right-click → New Folder to keep things organised.
Double-click to open the folder where you want to import the model.
Right-click in the folder → Import to /YourFolderName/.
Browse to your .fbx or .obj file and select it.
A window will pop up with import options:
Tick "Skeletal Mesh" if it’s a rigged/animated character.
Tick "Import Materials" and "Import Textures" if you want UE5 to create them.
Untick "Import Animations" if the model doesn’t have any.
Click Import.
Drag the imported Static Mesh from the Content Browser into the Viewport.
Use the move/rotate/scale tools to place it.
Drag and drop your texture files into the same folder.
OR: Right-click → Import to /Your Folder/ → select image files. (These will be the files exported from texturing the model in substance painter)
Examples of common texture maps:
YourModel_BaseColor.png
YourModel_Normal.png
YourModel_Roughness.png
YourModel_Metallic.png
In the folder, right-click → Material.
Name it something like M_YourModel.
Double-click it to open the Material Editor.
In the Material Editor:
Drag your textures from the Content Browser into the graph.
Connect them to the appropriate pins on the main Material Node:
Base Color → Base Color input
Normal → Normal input
Roughness → Roughness input
Metallic → Metallic input (if using)
Click Apply and then Save.
Double-click your Static Mesh to open it.
In the Details panel, go to the Materials section.
Click the dropdown next to the material slot.
Choose your new material (M_YourModel).