hey all,
I'm starting work on a modular environment, first step is to block it out within UDK using the BSP brushes. I then want to model all assets/textures in 3DS Max, Photoshop.
I would appreciate advice on how you use the BSP block out, do you import tha blockout into 3DS Max or is it purely a visual tool within UDK?.. do you somehow link the blocks created in UDK to the assets in 3DS Max so the BSP model updates automatically?.. do you actually use any of the geometry created in UDK, presumably floors/walls may just need textures applied and therefore you don't need to model them in a separate 3D package?...
..how should it be done?
Cheers
Martin
Replies
1) Block out the abosulte general scene in UDK with bsp brushes.
2) I start with modeling the floor and walls in 3ds max, texturing them and bring them into UDK.
3) More specific assest like support beams, doors, etc. Then go even more spacefic like props(barrels, trash cans, etc)
4) After I get all the basic assets into my scene I'll then do things like break up tiling where needed, maybe some vertex blending, post process tweaking, until I get it how I want it.
Number 2 and 3 depend on the environment your working on however. Like instead of walls and floors, your doing an outside environment so all you need is the floor, etc. This is what I would do. Prorobly not the best tho cuz I'm not that expierenced myself. Just thought I'd put my 2 cents in. Hope this helps! = )
it's under File>Export>Export Selected (select the BSP face you want to export)
I do it all the time to ensure that I have the right measurements for modular pieces I'm making.
,,and yeh I had also wondered why you couldn~t just block out in Max if you use the same grid, the BSP brushes feel a bit clumsy.... I'll be giving it a go later so should clear up a few things.
Doing it in udk means you can playtest right away. This is very important. Especially in a production environment where you would have a separate designer.
http://www.hourences.com/tutorials-ue3-modeling-2-advanced/
Can I model the entire level?
Yes you can. You do not need to use BSP if you do not want to. However, even while modeling an entire level may be possible, an incorrect approach will make performance suffer heavily. Meshes that are too large will be hard to occlude, as mentioned before, they will put a huge burden on the system when lit with dynamic lights, and they will eat considerable amounts of memory. If you want to model an entire level, you should split it into many small parts, and reuse as many parts as you can. Unreal instances meshes so if you have the choice between placing a crate in the level in your 3D package, or in Unreal, you should go for Unreal.
If you do not, the crate will be rendered as an entirely new object, where as if it were placed as a mesh in Unreal, it would be remember from the last time the crate was used, which is obviously faster.
Bottom line is, create the hull of the level in your modeling package of choice, and anything else that is large and unique. All small details however, should be placed as much as possible in the editor itself. Refrain from already placing trees, lamps, pillars, crates and so on in a 3D package, but keep them as separate individual models and place them after importing. This will also aid your workflow on the long term, even if it may feel limiting at this moment.
In unreal 2.5 (UT 2004) this is true. However unreal 3 (udk) uses a per-poly occlusion and all meshes occlude.