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UE4 Modelling best Practises?

polycounter lvl 6
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Bletzkarn polycounter lvl 6
Hey guys, 

Building my first interior scene and wondering which model configuration is best for UE4's lighting system. 

Examples below:


1 color = 1 mesh. In this example the meshes are separated by material (floor is separate mesh too)

total mesh = 4



1 color = 1 mesh

total mesh = 12

In this example the meshes have been split up and are unique for UV purposes. However this creates visible artefacts around some of the scenes edges. However in the first example it feels as if the GI isn't as good.

I'm worried my skirting (red) wont look good as a separate mesh butted against the wall, it's a separate material however so I've left it separate. 

Any thoughts? I want to make sure I'm getting into this project with the best process. Thank you!

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  • Blitzwood
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    Blitzwood polycounter lvl 9
    Hey.

    As far as I know UE4 light works better with separeted meshes.
    This way the engine will work with separated light maps for each mesh and bake light better. If you use 1 single mesh you would need to increate lightmap resolution to get the same result as multiple small lightmaps.



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