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[UE4] Modular Building Set Breakdown

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  • jacob07777
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    jacob07777 polycounter lvl 15
    This thread just leveled me up. Took a while for me to understand but now I realize that this answers a lot (if not all) of my questions I've been having lately! Thanks a lot!
    That's awesome man! I'm really happy to hear that even after 2 years this is still useful :smile:
    Thanks for checking it out Daniel
  • Klo Works
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    Klo Works polycounter lvl 10
    there is one question came up in my mind.
    when you do the grid snapping.
    in unreal, there are different values in snapping like 100 - 50 - 10 etc...
    sometimes you need to make the wall 2 meter and another wall 2.5 meters.
    so if you put it in unreal the first wall which is 2m and the second wall which is 2.5m it can't be snap because the value snapping is 100 so you need to change it to 50. 
    what if you have different walls modular you will get confused and if you give it to someone to handle the level he will need to change the snapping grid value each time.


    and another question what the meaning of naming your modular like( 1x2,2x2_3x2).

    thanks
     :) 


  • zachagreg
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    zachagreg ngon master
    Klo Works said:
    when you do the grid snapping.
    in unreal, there are different values in snapping like 100 - 50 - 10 etc...
    sometimes you need to make the wall 2 meter and another wall 2.5 meters.
    so if you put it in unreal the first wall which is 2m and the second wall which is 2.5m it can't be snap because the value snapping is 100 so you need to change it to 50. 
    what if you have different walls modular you will get confused and if you give it to someone to handle the level he will need to change the snapping grid value each time.


    and another question what the meaning of naming your modular like( 1x2,2x2_3x2).

    thanks
     :) 


    So to answer your first question the Unreal Units(UU) are equal to 1 centimeter(cm) so if you were to make a wall 2m by 2m that would be 200cm or 200 UU. When bringing into the engine even if your snapping were 100 UU you would still be able to snap the walls together because the length of the wall would be 200 UU. That being said I don't know if a lot of people use 100 snapping as their default as it's a large grid that would span literal meters. Most work with either a 10 snapping or a 5 snapping setting as this would equate to 10 and 5 cm. So like your example if you had a 2m wall and a 2.5m wall you'd simply use a snap amount like 5 or 10 so that you could snap at either 200 or 250.

    For your second question I believe he names the modular pieces like that in terms of it's dimension. 1x2 is 1m by 2m, 2x2 is 2m by 2m, etc.. It's simply a naming convention for clarity when quickly selecting different modular pieces.
  • jacob07777
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    jacob07777 polycounter lvl 15
    zachagreg said:
    Klo Works said:
    when you do the grid snapping.
    in unreal, there are different values in snapping like 100 - 50 - 10 etc...
    sometimes you need to make the wall 2 meter and another wall 2.5 meters.
    so if you put it in unreal the first wall which is 2m and the second wall which is 2.5m it can't be snap because the value snapping is 100 so you need to change it to 50. 
    what if you have different walls modular you will get confused and if you give it to someone to handle the level he will need to change the snapping grid value each time.


    and another question what the meaning of naming your modular like( 1x2,2x2_3x2).

    thanks
     :) 


    So to answer your first question the Unreal Units(UU) are equal to 1 centimeter(cm) so if you were to make a wall 2m by 2m that would be 200cm or 200 UU. When bringing into the engine even if your snapping were 100 UU you would still be able to snap the walls together because the length of the wall would be 200 UU. That being said I don't know if a lot of people use 100 snapping as their default as it's a large grid that would span literal meters. Most work with either a 10 snapping or a 5 snapping setting as this would equate to 10 and 5 cm. So like your example if you had a 2m wall and a 2.5m wall you'd simply use a snap amount like 5 or 10 so that you could snap at either 200 or 250.

    For your second question I believe he names the modular pieces like that in terms of it's dimension. 1x2 is 1m by 2m, 2x2 is 2m by 2m, etc.. It's simply a naming convention for clarity when quickly selecting different modular pieces.
    That's exactly right!! Sorry for the late response, but yes exactly what zachagreg said. The second question is related to simply a naming convention. So that when you select an asset you already know how big it is and what piece will fit where.

    The answer to the first question is also great. Generally when working in the engine, I use a snapping grid of either 50 or 10cm. 50 should work for most pieces. Since the pieces are either 1 - 2 meter or 1.5 - 2.5 meters, but it's uncommon to have something at 2.25 meters. In that case I use a 5cm snapping or 25cm.

    I hope that helps and thanks again for the response zachagreg
  • Tea-Rexx
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    Tea-Rexx polycounter lvl 4
    hey Jacob sorry for the late question but i've only just seen this now.

    How you do determine what type of UVing your going for with buildings, with the way unreal does its rendering 
    1 mesh = 1 draw call and 1 material = 1 draw call
    wouldn't it be easier having the outside and inner walls as one material to reduce draw calls.
    I'm little confused with your UVing since i was taught going out of the boundary is bad

    I'm learning how to do buildings myself for a game i'm creating and probably way overthinking it which is leaving me stumped.
    I'm doing mine modular like you have done here, but getting confused on which way i should do my UV's since with UE4 has like 4 ways you can do it

    UE4 overlapping UV's Assigned with Materials which act as different Texture sets, UDIM's ,  having different channels UVs or Atlas

    I have the inner and outer walls as one mesh, but i'm fusing both the textures together into one material, due to the unreal devs saying using memory is better than accumulating draw calls with equal balance.

    tho I've seen UE4 packs of buildings just use the UE4 overlapping method but then you have the issues with the draw calls since some have like 8 material nodes on the one model of the building mesh which is insane.

    People have said that doing Atlas is the way to go but then you lose the ability of tiling and the ability to have damage textures fused into the material

    I have my buildings like the Sims with premade building layouts with some walls destructible and has a transparent roof while having decay over time, but is also being seen in a TP view after leaving its construction mode
  • OBlastradiusO
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    OBlastradiusO polycounter lvl 17

    texture_grid1jpg

    I understand the 10 x 10 but I dont understand when you mean 0.5 x 0.5 and 0.25 and 0.25 on the grid. Do you mean in the UV grid or the viewport? Is the 0.5 x 0.5 for some of the separate trim? Sry if I dont get it.




  • toxicsludge77
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    toxicsludge77 polycounter lvl 5

    texture_grid1jpg

    I understand the 10 x 10 but I dont understand when you mean 0.5 x 0.5 and 0.25 and 0.25 on the grid. Do you mean in the UV grid or the viewport? Is the 0.5 x 0.5 for some of the separate trim? Sry if I dont get it.





    The way I read it, is everything snaps to either 1:1 UV ratio, 1/2 UV ratio or 1/4 UV ratio so textures align correctly. I could be wrong though, I'm a bit dense.

    BTW @OBlastradiusO I like the stuff in your Artstation portfolio :)

  • binapple
    I am a beginner in making trim textures. I am still so confused about making the roughness/metallic map. Did you paint the roughness/metallic map in Photoshop? 

    Can I unwrap the high poly model and export it to Substance Painter for texturing, then just export the roughness/metallic map for low poly to use?

    I searched in google but counld not find any tutorials about making and exporting the roughness/metallic map in Substance Painter.
    I will so grateful if you explain in detail how to make the roughness/metallic map or just provide a link about making them. 
  • zachagreg
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    zachagreg ngon master
    It can be done in either, I like to make my trim all the way through as an entire material. Essentially the trim can be treated as a hero prop in terms of workflow. Highpoly baked to lowpoly with all texturing done in substance painter. You don't have to do this however and you can just use the bake information from the highpoly (Normal, AO, Curvature, etc.) 

    But if you want the trim sheet to have its own roughness/metalness then bring the lowpoly plane into substance painter.

    Below is a video by @PixelMasher he goes over this a bit. 

    https://youtu.be/IziIY674NAw?t=370
  • fu_films
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    fu_films triangle
    zachagreg said:
    It can be done in either, I like to make my trim all the way through as an entire material. Essentially the trim can be treated as a hero prop in terms of workflow. Highpoly baked to lowpoly with all texturing done in substance painter. You don't have to do this however and you can just use the bake information from the highpoly (Normal, AO, Curvature, etc.) 

    But if you want the trim sheet to have its own roughness/metalness then bring the lowpoly plane into substance painter.

    Below is a video by @PixelMasher he goes over this a bit. 

    https://youtu.be/IziIY674NAw?t=370
    thanks for posting this Vid, very helpful!
  • jacob07777
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    jacob07777 polycounter lvl 15
    Sorry that the links were broken for a while everyone. I didn't realize that my webhost changed a few things on me and it broke my links. Everything should be back up and running soon again. Thanks for understanding!
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