@nick2730: There are two approaches to this. 1. Apply two materials to your diner one for the building and one for the glass. Import it into Unreal as one object, then apply the glass material to the glass and the building material to the building. 2. Separate the glass polygons from your diner and import them as a 2nd…
Hi everyone, I've successfully created a custom modular pawn and made it the player character. It's working fine, the animations from my custom animtree are working as expected, yet I'm unable to properly change the modular pawn's skeletal mesh components during the game (on runtime). Right now, I'm able to add new…
I have a few questions. Hoping you guys can help! 1. When using a prefab, can you move the prefab origin so when you duplicate it, you don't have to mess with moving the object origin all over again? Im talking about the square P symbol. 2. Is there any other way to group objects other than using a prefab? I'd like…
It is modular already, i was just gonna put everything on 1 uv map. Best approach is probably a 2nd material, how do i do that in max? set it to a diif uv channel? never understood how to
@DarthNater: I am trying my hand at modular buildings, I could have two meshes, if that's recommended. It'd just be more slick from a level-design standpoint to have it one object. Ignore obvious smoothing group issues.
What is the best grid size to use? I'm trying to build everything modular on a grid, and most of the videos ive seen say to use a grid size of 32, but that seems to make everything huge from a in-game perspectie. Seems like a grid size of 4 is much more flexible.
Making a small enviro, having problems with lightmaps tho. Try to keep everything somewhat modular, so im 'tiling' the stairs etc., just cant get the light map to render without seems. Do the ends connecting eachout need to be 100% planar with hard edges or something?
i'm getting weird shadow separation between my modular pieces, I hope someone can help. this is a shot of lighting only, each piece of floor and the facing wall show my problem. all i have in the scene is one directional light. -thanks for any help!
Well if that door isn't going to be opened, you could close that hole, re-use that wall and just overlay the door frame and door over the wall bits. If you want to get REALLY modular (Always look for ways to reuse!) you could even make the door a separate mesh and re use the door frame as window frame too :)