I am just getting into UDK and want to build my own modular environment. Just have some questions I'd like to ask, I hope you can help. 1. In your 3D app (3DS max for me) do you create only modular parts for your scene and then fix them together within UDK? ...or fix up your scene in Max using instances and then import it…
..and on the subject of reusing models, can you scale different modular assets individually without affecting all of them?... for example if I have a column that I want to use but at 3 different sizes, are they treated like instances in that they can not be individually scaled?
If you import it in one go you'll just get a single giant mesh. It's better to import individual meshes. The grid is so you can snap edges of objects together easily. If an object doesn't need to fit perfectly with another object then it's not important to make it fit the grid. Rocks are an example of an object which…
yeh I had thought that, planning how you can reuse models and textures is a real skill. I know that UDK comes with a few sample levels, is it possible to export that to 3DS Max to see how it was made?.... or else do you know of other sample environments that can be brought into 3DS Max?.. I think looking at how they have…
yes you can scale and rotate each instance of the asset. it is very common in epics maps to just have 3 or 4 different rock models that are all rotated and scaled differently. to make them all look new. and yes on the latests udk you can export pretty much everything out to fbx and open it in a 3d package most people use…
you should also be putting some thought on how you can reuse parts of the model and texture space. it's a pretty common approach to make things like vent grates and little added details in a way that you can add them to multiple props and have them all use the same texture.
Hey, thanks for the reply. You've pretty much confirmed most of the things I suspected. I was checking out your stuff earlier, very impressive, hope to have you critiquing mine in the future!