Hi, I'm currently creating an interior scene using UE4 and modular parts. The issue im having is that my modular parts are architraves and skirting boards, of which all go around corners. I have made these assets sliced at a 45 degree angle to allow functionality and joins but have a few queries should I want to make high…
Afternoon! Sorry for the delay in response to this thread. Firstly I'd like to say thanks to both throttle and Eric for answering my question. In regard to just upscaling on U for Uvs, is it a case of scaling up until it just exits the 1-0 space on the none-straight edges? Meaning this would still look "straight on the…
Yeah, just make the high-res model go beyond the edges on U, so it makes a tiled texture when baked. Then your pieces can be UV'd to tile. Also you don't need so many round edges for a trim piece, unless your player is a mouse.
Open faces are preferable for any pieces that loop; as you say, nobody will see them. I'd UV map all of them as in your top example. The texture should be tiling horizontally. You only need to work at tiling #2 as well as how it joins with #1 and #3. The 90deg corners would be made of separate pieces of wood, so there's no…
I just map each trim piece Planar, and uniform scale it to fit vertically within that section of my atlas. It doesn't matter if the trim UVs go outside the UV square, I want the pixels to be square on the model. Sometimes planar UV isn't good enough, so a Relax is needed, or a Pelt. If so I make sure to keep the piece…