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Export and Conversion

Scene Export​

Brushes need no extra step to ship. When a scene is exported, the brushes are baked into plain geometry:

  • every solid brush stores its final mesh, with all cuts, materials, texture projections and smoothing applied,
  • cutters are removed,
  • static brushes inside a brush group with Merge On Export enabled are combined into one mesh per material and output settings (collision, navmesh, occluder). Brushes with Merge On Export disabled keep their own object.

A loaded level therefore runs no CSG at all. Play-in-editor keeps the live brushes, so what you play is what you edit.

Output Commands​

The Output section of the Modeling panel moves geometry between brushes and other formats:

CommandDescription
Export .objWrites the selected brushes, as rendered, to an OBJ file with an MTL file next to the scene. The file is in world space and uses the OBJ convention (right-handed, Y up) that modeling applications and the mesh importer's default settings expect.
Bake to meshWrites each selected brush to Blockout/<scene>_<name>.obj in the project, creates a mesh asset for it with the brush's materials, and replaces the brush with a mesh component using that asset. One undo step.
Grey Boxing → BrushConverts every Grey Boxing object in the scene into an equivalent brush. One undo step.
Mesh → BrushTurns the mesh components of the selected objects into editable brushes that keep the mesh's triangles, UVs and materials.

Use Export .obj to take a blockout into a modeling application as a reference, and Bake to mesh once a part of the level should become a regular asset.

See Also​