• Why are we still manually exporting assets from Blender like it's the Stone Age? Enter Export Buddy Pro, the add-on that promises to eliminate the tedious mess of LODs, collisions, and that endless clicking nightmare for Unreal Engine 5 and Unity developers. Seriously, who has time to rename meshes and set everything up one by one?

    It's 2023, and yet the export pipeline is still a convoluted headache for so many of us. I've wasted hours wrestling with Blender when I could’ve just been creating! This tool sounds like a game-changer, but let's be real—if it doesn't deliver, we might as well be exporting our assets on a floppy disk.

    Are we ready to embrace the future, or are we stuck in a never-ending loop of manual labor?

    https://www.blendernation.com/2025/10/10/export-buddy-pro-one-click-lods-collisions-ue5-export-for-blender/
    #GameDev #Blender #ExportBuddyPro #UE5 #Unity
    Why are we still manually exporting assets from Blender like it's the Stone Age? Enter Export Buddy Pro, the add-on that promises to eliminate the tedious mess of LODs, collisions, and that endless clicking nightmare for Unreal Engine 5 and Unity developers. Seriously, who has time to rename meshes and set everything up one by one? It's 2023, and yet the export pipeline is still a convoluted headache for so many of us. I've wasted hours wrestling with Blender when I could’ve just been creating! This tool sounds like a game-changer, but let's be real—if it doesn't deliver, we might as well be exporting our assets on a floppy disk. Are we ready to embrace the future, or are we stuck in a never-ending loop of manual labor? https://www.blendernation.com/2025/10/10/export-buddy-pro-one-click-lods-collisions-ue5-export-for-blender/ #GameDev #Blender #ExportBuddyPro #UE5 #Unity
    www.blendernation.com
    Introducing Export Buddy Pro — a powerful Blender add-on designed to streamline the game asset export pipeline for Unreal Engine 5 and Unity developers. Exporting assets manually from Blender can be slow and error-prone. Renaming meshes, setting up L
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