I have modeled the building below and exporting it to Unreal. Thing is, it is big and wanted to have enough room for my UVs. so i broke it into pieces.
![Image: https://us.v-cdn.net/5021068/uploads/editor/if/j8vb6mm91zgr.jpg](https://us.v-cdn.net/5021068/uploads/editor/if/j8vb6mm91zgr.jpg)
And theses are some of the pieces
![Image: https://us.v-cdn.net/5021068/uploads/editor/98/rhiv85kcwfpf.jpg](https://us.v-cdn.net/5021068/uploads/editor/98/rhiv85kcwfpf.jpg)
this is supposed to be the brick wall.
![](https://us.v-cdn.net/5021068/uploads/editor/aw/036bwvt3oq69.jpg)
And these the windows and more.
I did unwrap them (every element) and "GROUPED" everything into one single mesh.
![Image: https://us.v-cdn.net/5021068/uploads/editor/5h/wcsfqq870xix.jpg](https://us.v-cdn.net/5021068/uploads/editor/5h/wcsfqq870xix.jpg)
And exported it to Unreal. So, my question is, is this the right way for doing this or there is a better way?
P.S. If i didn't make sense, you could ask me again and i try to explain it. English is not my first language. Thank you.
Replies
I will give it a go. Thanks fam.
If you're making large scenes all by yourself modularity is probably best as you will be able to build a lot quickly and reuse your assets.
http://wiki.polycount.com/wiki/Modular_environments
The second link in the list in particular is quite recent and done in UE4.