generally.. any argument i hear about UDK not being able to support the geometry is complete rubbish. here's a few notes. 1. UDK occludes all nonseen geometry, therefore if you are inside a building, in a room, nothing else is being rendered on the outside of that room until you walk out of it. an object behind another…
just give the meshes no back-face and make your equivalent indoor pieces to the same dimensions so it all fits together nice. What would giving them no back face do? I like the idea of modular walls with BSP floor all inside a proc building or modular outside. Building the inside would be simple. Would it be good to start…
Well for MOST of my buildings i would want to go inside them. For scenery and filler buildings i would just use different ID's or proc buildings. But to have people say, live inside the buildings or do actions in them i would use modular. Maybe make the outside one mesh and modular inside with a hole for a door in the mesh.
I am starting a portfolio and work on a game design document ive been making and have some questions. My game uses a lot of buildings and will require many many of them to be entered. When making a building in 3DS do I: A) Make the building shell in 3ds with outside UVed, import to UDK and BSP the inside and texture it…
I am convinced of the advantages of modularity. But there are cases where making a single building in mesh, should not be disregarded as the buildings that are distant and close the background. Another thing. Anybody here seen as the building of Mirro's edge were made? Most of them are only a mesh with a large lightmap and…
I understand the modular building part and ive made them before. I have the hardest time thinking of how to do the interiors. I can make exteriors just fine but if i want my players to enter almost all the buildings how do i go about that? I could create multiple floor plans, walls, ceilings etc based on a set grid and…
In the case of this building: Uploaded with ImageShack.us I do not see why make it modular. I think it would be better to use a different ID for each material (three at most) and import the entire UDK, as well as the buildings are made of Mirro's edge. Or am I wrong?
generally.. ive always found you need a backface to prevent light coming through the model, but if you build modular pieces to not have any openings, then you should be fine.
These aren't too different things. You can use either techniques wherever they're appropriate. while you could make the entire building one static mesh this is unrealistic workflow for a proper game. This is because if you're using Unreal the design team will probably be creating the spaces in BSP first. And it is much…