I am picking up modeling again (using zmodeler2). I will then be exporting models to UE4.1 later once I’ve proven to myself I can sit down and model like I used too.
So I am making a go-kart. The frame of the kart is made of tubes and cylinders (all 20 sided). I am working on joining a tube and a cylinder at a 90 degree angle. The cylinder is smaller than the tube.
As you can see in the pictures below, the vertices and edges don’t line up to the tube. I started deleting the sides on the tube and then was going to model the polygons to attach the tube and the cylinder.
After asking on a forum, they said to just make the cylinder go into the side of the tube slightly. No need to remodel polygons or give myself a headache. As much as I like this simple solution, it doesn’t sit well with me.
So when I import my go-kart into UE4.1 (zmodeler2 -> 3DMax -> UE4.1) will I have issues with textures because one object collides into another? Will a jaggedy white line form at the seam of the 2 objects? If I want to potentially take my idea farther and make a real game, is this type of modelling poor practice?
- What is the standard practice when vertices and edges don’t line up.
- I’ve used UDK before, it wasn’t very good for object creation in my opinion, is UE4 better? Can it replace a 3D modelling program?