Home Technical Talk

Custom Static Meshes to be used in UDK: One mesh or multiple pieces?

Hi, i'm new to modeling game assets, I know how to model but i am confused when it comes to games, Should i make my assets one single mesh or can i do separate pieces and when i do should i combine them in maya? And I am still unsure about how high to push the poly count and when to smooth etc. i am importing my meshes via ActorX. Any information would be much appreciated, thanks.

Replies

  • monster
    Offline / Send Message
    monster polycounter
    I haven't used UDK very much, but as with most game engines It should be fine to model them as separate object in Max/Maya. Static Meshes are probably combined on export.

    That being said, it wouldn't be hard for you to place a few thousand of your model in UDK and check the frame rate/ms. Then do it again as a single combine mesh in Maya.

    If you know how to check the number of draw calls that would be a better indicator. The fewer the better.
  • sprunghunt
    Offline / Send Message
    sprunghunt polycounter
    the best way to make an environment is to make modules which are re-used

    http://wiki.polycount.com/CategoryEnvironmentModularity?highlight=%28%5CbCategoryEnvironmentModeling%5Cb%29

    Are you using actor X because you are making characters? if that is so then you should be importing your models as one piece.

    Also you shouldn't use actor X - it's no longer supported by epic. Use FBX instead.
  • Slaysha
    Thanks for the replys. Actually i'm using Actor X because i couldn't get the smoothing groups to work with FBX but that may just be my own mistake. I did notice that Maya 2012 does not have an Actor X plugin, That must be why.. So UDK really doesn't support it any more? Interesting. I just have so much to learn :poly122:. So right now i am working on a magic themed set of buildings, like a single tower or a bridge.
  • sprunghunt
    Offline / Send Message
    sprunghunt polycounter
    Slaysha wrote: »
    Thanks for the replys. Actually i'm using Actor X because i couldn't get the smoothing groups to work with FBX but that may just be my own mistake. I did notice that Maya 2012 does not have an Actor X plugin, That must be why.. So UDK really doesn't support it any more? Interesting. I just have so much to learn :poly122:. So right now i am working on a magic themed set of buildings, like a single tower or a bridge.

    If your smoothing groups/normals aren't showing up when you import your mesh in UDK have a look at the maya FBX export settings.

    Click the 'edit presets' button then have a look in the 'geometry' menu. There's a checkbox there that says 'smoothing groups' - make sure that's checked.

    Even if Actor X works it'll only create skeletal meshes. For environment work you mainly want to make static meshes.
Sign In or Register to comment.