Hi, I'm trying my hand at making some modular medieval buildings, I just started and this is what I have so far. I'm making the buildings so that they would suit a strategy game or something isometric so the polycount is supposed to be pretty low but atm the count is fairly high due to lack of optimization, I'm gonna keep doing other versions using these and similar parts so that I might make a nice little collection that would suit my portfolio. The maps are currently just diffuse.
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But these days, poly count isn't nearly as big of a deal as drawcalls and shader complexity. What do your texture maps look like?
As far as the normal maps go, I'll try to see where I should use it, might add it on the roofs especially.
I have no prior experience with UE for the record.
I usually turn that box off on import, and do all the material setup myself for each texture. if you want to do that, you'll have to learn a bit about the material editor to do that, but it's a nice system and it's worth learning.
Cool, I'll take a look at it, I did some searching before but couldn't find anything along those lines. What I did now though was just to remove the duplicates manually and assigned the one i kept to the ones that lost their material, but there is probably as you say a better way. I'll put up a video of how it looks in engine in a while, don't really have much time to spend on it today but hopefully it'll be up by tonight.
https://www.youtube.com/watch?v=EGs-h64lGmY&feature=youtu.be
[ame]http://www.youtube.com/watch?v=EGs-h64lGmY[/ame]
And I think it's looking great! You're picking this up fast, and your models are looking solid in engine which is a good sign.
As for baked shadows, if you're baking shadows in ue4 you need to make lightmaps. You can either have UE4 do them for you (which doesn't always get good results), or you can make your own in Maya using a second UV map, which can be kinda tedious. More information about that here:
[ame]http://www.youtube.com/watch?v=-sJsR0y7R8U[/ame]
Thanks for all the feedback!