My first post!
I'm completely new to Blender so you'll need to ELI5 I'm afraid lol
I've created a model in SketchUp then exported it as an obj file so that I could UV Map it using UV Layout Pro. I've then exported it in Maya as an fbx file and textured my model using Substance Painter. I've gone through this process using a student version of Maya which I can no longer use because I'm no longer a student so I've switched to Blender.
Now the problem I have is this:
I'm going to be using procedural generation to build my levels but as you can see from the pic above the pivot point is in a corner. I need my models to be rotating with the pivot point in the middle of the bottom face so that the corridor module can rotate 90 degrees clockwise or anti-clockwise without moving the corridor.
When I import the corridor into Blender I've worked out that I need to translate the model in the X and Y axes to bring the middle of the bottom face to the origin (0,0,0) but I don't know how to get this exactly in the right position. In SketchUp you need to have things 100 times the size so that you have the correct measurements in the Unreal Engine, so the cube that the model is made from is 300m x 300m which equals the model in Unreal being 3m by 3m. Is there a way of finding the middle of the bottom face:
And dragging that to the origin? Or am I thinking about this all wrong? Can I just move the pivot point to the center of the bottom face instead without needing to translate the model at all?
Sorry for all the n00b questions, I'm new to this modelling and game development lark and I need all the help I can get lol :D