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:
| Command | Description |
|---|---|
| Export .obj | Writes 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 mesh | Writes 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 → Brush | Converts every Grey Boxing object in the scene into an equivalent brush. One undo step. |
| Mesh → Brush | Turns 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.