Home Technical Talk

Basics question. Modelling a table for Game Engine.

Coffeehouse
vertex
Offline / Send Message
Coffeehouse vertex
Hello again,

if I make a table for UE4 in 3dsmax, what is the way to do it right?

The easiest way seems to me to just make a cube for the top and 4 cubes for the leg and attach them. Maybe delete the top polys where the legs meets the bottom side of the top cube.

Another way would be to cut the plate so that I can extrude 4 legs from underneath it. After making it quads/tris I would have a lot more faces though than with the easy way, especially if the legs are round. So would it even be cleaner to do it this way?

Would it be okay to just add the pieces together as a Boolean object and then convert it to a poly? (Then maybe deleting interior faces that cant be seen, and weld vertices)

Thank you,
Coffee

Replies

  • musashidan
    Offline / Send Message
    musashidan high dynamic range
    Just model it as separate parts as it would be in the real world: 4 legs and the tabletop. You don't need to complicate it by trying to stitch the geo of the tabletop to the legs. They don't have to be 5 objects, they can all be elements of the same mesh.

    It won't matter in UE as it's still just a single static mesh. Even if it were 5 objects in 1 .fbx file it would still be read in UE as a single static mesh.
  • Coffeehouse
    Offline / Send Message
    Coffeehouse vertex
    Once again, thank you, good sir. :)
Sign In or Register to comment.