Well I think the convention for UE4 is 1uu=1cm, so you can model with that in mind. Your reference will determine what size things are so you might as well use real world scale.
I suppose the process would be to gather reference, break down what modular parts you will need (pillars, windows, wall sections, booth seats like in the link etc...). Block it out, make some tileable textures and a trim sheet or 2 and then start filling it in with the more unique assets.
The are many ways to do it, and the link you posted seems to have a good breakdown, are you looking for other sort of specifics?
Make sure to set up a simple scene in UE4 with a character, so you know what size the door needs to be. The character has to fit through the door, and between the tables in your interior.
Replies
Well I think the convention for UE4 is 1uu=1cm, so you can model with that in mind. Your reference will determine what size things are so you might as well use real world scale.
I suppose the process would be to gather reference, break down what modular parts you will need (pillars, windows, wall sections, booth seats like in the link etc...). Block it out, make some tileable textures and a trim sheet or 2 and then start filling it in with the more unique assets.
The are many ways to do it, and the link you posted seems to have a good breakdown, are you looking for other sort of specifics?
http://wiki.polycount.com/wiki/Modular_environments
Make sure to set up a simple scene in UE4 with a character, so you know what size the door needs to be. The character has to fit through the door, and between the tables in your interior.