Hello, i try to find out whats the best way to make buildings for my level.
Should i create a Modular system?
I saw a lot of posts where that didnt work that well with the lighting (bleeding etc.)
Or should i create whole buildings, unwrap an texture them?
If yes, how should i handle the UV unwrap and the Textures/Materials?
Replies
What you are asking is not going to be answered with a straight answer. This totally up to you. Think about the scope of the project. Will the modular pieces be reused for another building? If you are building one level and the house is going to be the only focus of the level, go nuts. Divide up walls, floor pieces, ceiling, for better result on lighting.
I am currently in the situation that you are in. I have created the main building from scratch, one big mesh, and the rest of the game will be modular pieces. In my case, I had to divide up the main building into different pieces, room by room in order to get accurate lighting.
This might be some useful information regarding lighting:
https://forums.unrealengine.com/showthread.php?88952-Lets-make-Lightmass-EPIC-(and-understandable)
http://polycount.com/discussion/188536/ue4-lightmaps-rules-and-guidelines-for-creating-rooms#latest
About texturing and UV unwrap, DO NOT unwrap or texture anything until you are happy with your result of how your models look. You will definitely save a lot of time, (personal experience).
In 3Ds Max, there is something called UV Map. You can select all meshes and add the UV Map that will set the texture resolutions on all of your meshes to the same size. Very handy when you want everything to be the same size.
I did a quick search on google and found a tool that can help with texel density: http://polycount.com/discussion/184043/blender-texel-density-addon
Hope this helped!
Also, if its a complex building like in the case of Elias, yes you will have hard time and you should consider forgetting in engine modularity, and it will be a headache to work with. But if its a simple house with a few rooms, I don't think its a problem, if you treat it as something non modular and you just build it in your 3d application.
With something more techy/ non real life, you can hide those bleedings and seams much better. So it still happens though but its much less apparent. Especially when it has some grungy material.
These are my thoughts. In short, if you are trying to make a real life / realistic house with clean surfaces, you shouldn't try making walls and floors from modules inside Unreal.
Please learn the basics before giving other people wrong advice.
Harddrive: The mesh will of course only be taking up space once on the harddrive, since you are reusing the mesh over and over again.
Unreal Engine 4 Level: I am a bit unsure, but I believe that UE4 Levels / maps store the data of mesh placements. Which means it stores a mesh and it's properties, such as rotation, location, if it shall cast a shadow or not, and so on... If you are using multiple meshes in a scene, the level needs to remember where all of those meshes are placed and it's properties.
@Vollgaser since it's something that is not on their documentation, can you please share your researches with us?
As far as I know, static meshes don't work the way you said they do but maybe this "common belief" is wrong...