I've been making some modular assets lately and I've been running into some weird cases that I've had to handle in weird ways. I tend to deal with individual "cells" in which the roof or walls or ground are given different their own modules to just wedge together similar to how a 2D tilemap may work but when it comes to…
I had similar issues with my first (and only so far) set of modular pieces. After trying and failing with several attempts, I decided to lay down one grid for all my pieces (for example 256x256 units). I then made modules (for example a wall) that have exactly this length and a certain thickness that is suitable for a…
Oh I've read that before from the wiki as well as some of Philipk's and the Unreal engine articles on the subject and such. A lot of tutorials and information out there don't really talk of cases that I had mentioned though which extends onto designing how wall are set up or having contact points beyond just the sides that…
I've been working and experimenting with modular pieces a bit lately. The best method i found seems to be to start with an imaginery block and place walls on the outside of that block. That way all your inner pieces (like floors and ceilings) can have the same base dimensions and you only need special pieces for outside…
Yeah, that is how i did it. It might be personal preference and might depend on the situation (e.g. size of the structure), but I would not shift the modules away from the grid but rather make corner pieces. However, in contrast to what you showed with the blue modules, I would just include the very edge to them.…
Blocked out a quick test. It seems like with the double-wall method the corners just make themselves. Even if I decide not to make a unique corner piece. Even that one convex case could be gimmicked into a corner at the cost of receding from the other part of the grid and shifting everything after that wall that lost space…