Did a bunch more props to add clutter. Materials are all -VERY- WIP and this isn't the real scene. It's just my test chamber. Gotta start some furniture and walls and stuff soon ... All in UE4.
Thanks! this method is pretty neat and can be used in every software that does physics simulation. Now all my scenes will be very messy for some time :)
All looking great, the extra polys really helped too as I was focusing on those too much in each render. Nice colour scheme in the latest render too, very slick!
Blasting on there Warren, its weird seeing all those old computer bobbins from my childhood but if I'm getting the right impression it feels like you are making a throne to your youth or something maybe which is awesome
Hey ... well, basically just have a series of convex meshes in your scene that are named with a UCX_ prefix. When UE4 imports the mesh, it converts those into collision. Easy. So if you have a mesh in your FBX called "chair", have another one called "UCX_chair" that is the collision. You can have multiple UCX meshes of the…
Actually, I use "Simulate Phyics". Add collision to a static mesh, place it in the level (above the ground), and turn that checkbox on in it's properties. Click the Simulate button on the toolbar and it'll fall to the ground, using physics, and come to a rest. Press "K" (or right click the static mesh and tell it to keep…