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Modular Environment Pivot Question....

StormyBA
polycounter lvl 10
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StormyBA polycounter lvl 10
I'm about to start digging into building my first modular environment and was curious where it was best to put the piviot point in relation to the depth of the wall. 

Do people tend to build ontop of the center line with geo in front and behind (A), Behind that center line on the grid (B), or infront as seen in (C)

I've marked on the pivots in red and the arrow represents which way the wall is facing. I hope this is clear! 

Replies

  • Benjammin
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    Benjammin greentooth
    A is by far the easiest, but may not be suitable if you need precise control over interior dimensions (ie: tile/grid based gameplay). You want this pivot to be as universal as possible so you can swap modular components on the fly, add pillars and trim pieces etc.
  • ZacD
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    ZacD ngon master
    I've always done B for walls and C for things that go on walls, and A for things that are in the middle of spaces. 
  • Ghogiel
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    Ghogiel greentooth
    Epic games will reject A for modular assets. That's mainly because modular pieces should work inside their grid and hopefully never outside into the next grid space, or they will potentially intersect with things outside their grid. So a walls thickness is always into the room it's facing and never extends out beyond.

    C is mostly correct. There is no benefit to B imo, just causes unnecessary edge cases where the kit intersects with adjacent grids maybe limiting the kits use or causing you to have buffer pieces etc, ie 2 corridors running parallel might not be possible if they intersect too much.

    A is useful for certain things though. (been pretty annoyed not being able to use it on some projects even when it made sense to use it, Epic for example only allow A to be used on things that rotate about it's own axis or props etc)

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