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.
Looks like your lightmap UV's in channel 2 are not snapped to the grid. Change the size of the grid in maya (or whatever software) so that it matches your meshes lightmap value in UDK. It's indicated by the checkers behind your UVs, in your case it's 20x20 right now. So if you intend on having lightmaps of 32 or 64+ on…
The units are just generic units. UDK uses snapping in power of 2 grids though (32, 64, 128, 256 etc) so you might want to adjust your grid in max to that. iirc the default room height is something like 160?
1 unreal unit = 1 centimeter in maya for the grid, it would really be your preference, i have it at length/width at 1024.00 units grid lines at 16.00 units, but it really depends on how big/small your assets are and what grid options you're using in UDK. check this too http://www.kylerives.com/wordpress/?p=105 as for…
Hi Can anybody point in the right direction for the correct grid/Scale settings in Maya to translate to UDK? Is it still the same as unreal where it was around 96 units for a character height ( I remember the Gears editor was slightly different in terms of character height). With grid divsions at soemthing like 16/32/64…
Thanks for the tips guys. I'm not noticing any flickering edges with this model, mostly just bad shading that must be caused by the t-junctions. Going to export as multiple separate models and re-assemble in the editor. Next time I will make everything modular and set up the unreal grid in max. Anyone had a look at the…
@Rib: For a portfolio environment you can do it either way. However when building a level "for real" you would want to use static mesh instancing for all it's worth. In which case you would assemble the level in Unreal out of modular parts that snap/fit together easily using Unreal's power of 2 grid snapping system. You…
i'm runnin into an issue, i wanted to make a tileset of chunks to rough out my level with, then i can go back and update the meshes with more fleshed out pieces and then replace the ones that are in the rough, i am working on 12 foot chunks or 192 unitis, everything snaps well onto the grid, but after lighting most all of…