I was reading about the modular asset technique used by Philip Klevestav on his article at Vertex 2 and i ended up with a few questions about it. Maybe some of you, with more experience, can help me sort it out!
- The screenshots show walls with at least 2 units of thickness. Is this important so you can create a bevel at the borders? Should all walls be like this, or i can get away with a simple plane and a normal at the top and bottom?
- What's the most popular unit conversion rate? 1 cm = 1 game unit? And do you guys keep your modular assets sized at power of 2? I mean: 32, 64, 128, 256, etc, for segments.
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For the wall thickness I don't think it is super important, but if you are making an actual level set for a game and not a room as portfolio piece, you would want something with thickness. That whole vertex article is about keeping things standard, so figure out your base units and stick with them.
I know in the default UE4 content it is intended that 1 UU = 1 cm. The scales can vary from engine to engine, but it doesn't really matter. I am personally used to the power of 2 scale but now UE4's grid defaults to decimal grid and I think Unity's does also but just keep whatever system works best for you.
Regarding units, i was asking in order to know what's the best ratio. I've seen some engines using 1 meter = 1 unit, but that sounds very difficult to work with. Since there's no standard, i'll keep with cm.
Thanks for the tips!
Like I say I prefer the power of 2 grid because you can keep breaking things down in half before everything turns into a mush of decimals (.25 .125 .0625 etc..) This also ends up lining up well with textures. No matter the grid system, you have to think of them in terms of real units in the end, so whether 64 units=1ft or 100 units=1m, so do whatever the project standard is or whatever you're comfortable with.