I'm having an absolute nightmare right now.
So I've been heavily avoiding creating environments for a very very long time... the few I've done recently have been so lucky because it's somewhat avoided the issues I'm about to state but I've reached an impasse and desperately need reassurance/reeducating on how to go about creating an environment...
This is my problem and my questions to it.
I've built an entire level in 3dsmax, the floors/walls/ceiling are not built modular, they are one big fat piece exported together with UV's tiling to no end using a UVW Mapping modifier and I'm having issues with my light map baking phase even using auto generate lightmaps in UE4... I'm already fully aware that this approach is wrong, or at least it seems wrong.
Can someone tell me how they would go about building an interior environment, the floors/walls/ceiling?
I've read so much about how modular building pieces have issues with lighting when you bake them, it requires you to hide seams using parts that break up each segment, etc correct me if I'm wrong.
What is the correct method with least risk when it comes to building an interior level like I have right now?
Should I be building a modular piece and reusing it? or was my previous idea where I used a UVW Map to map my texture to the correct scale that I like and then uniquely unwrap it for the 2nd Map channel for lightmap purposes and going about it like that?
I've been overthinking a lot on how to go about things and it's only raising more questions right now.
It's gotten to the point where I've questioned the use of tiling textures, like if i'm building everything for modular use and there's still going to be seams and lighting errors then it defeats the point of a procedural texture other than the use on terrain, etc... how would I apply it with the methods to build an environment?
I may be extremely exhausted and overworked right now and things may not be clicking but this has rattled my brain for the entirety of this evening and I'm actually flat out confused/uncertain with my pipeline right now.
This is how I've gone about building my level.
- I export every category as a separate group and reimport it into UE4 afterwards
- I populate the scene within 3dsmax, export everything together as one group which I then reset back to 0,0,0 in UE4 so everything sits back in its rightful place e.g. all the windows in my scene are exported together as one .FBX as a big group.
Should I not be over scaling my model's UV's outside it's UV grid just to get the scale I like? or should I be relying on correcting tiling texture scales within the engine itself? I have no clue if anyone gets what I'm asking for because it was actually really hard to just write this out because it keeps leading to more questions.