I have been lurking this forum and soooo many tutorials on unreal and related tools & techniques. I have not come across one that addresses this though.
I was really trying to study the sci-fi hallway example to learn how they did everything, specifically the models & assets used. I noticed that a lot of the environment is what I would call “Cheated”. Essentially a piece of paper with a texture applied. I know this may be over simplifying it and I am sure they made it solid when they were modeling it… My question is HOW do you model like that? I would assume these types of models are way easier to uv unwrap!? I have some ideas but I am not sure what the best way to go about it is. The Hourences solus project guy had a bunch of assets like I am thinking. What I would think is you kind of model it solid then cut out the back facing faces…
I model mostly in Rhino3d which isn’t THAT friendly for unreal engine but I have had small success so far… I also have blender & zbrush but have not learned it to where I would feel comfortable modeling within the programs. I don’t have the privilege of owning or accessing 3ds max or maya but possibly the techniques in that program could probably translate.
Any advice or tutorial links to how stuff is made for games? I would need to know best ways to model like that for performance or whatnot. Also I really don’t quite understand the second uv for lighting. If you create your first UV with no overlapping, couldnt you just use the same UV? I noticed in the sci fi hallway there were some with overlapping UVs which i thought were a no no. I could probably replicate the scene in rhino fairly easily but, I have never textured stuff before, and everything would be solid and probably somewhat high poly when I get it into UE4. Also rhino’s unwrapping is not friendly at all. blender looks so “easy” you just mark the seam on the edge, but in rhino not every edge has an option for a seam which is kind of ridiculous.
Also anyone who happens to have good advice on converting rhino nurbs (or nurbs in general possibly) models to a suitable polycount or whatever to use for this engine i’d love to know that as well. I also attached two practice items I have made. The railing i modeled after the realistic rendering example just to see if rhino could unwrap properly. It was my very first time even unwrapping anything so it was bad. I made it too quick so there was a mistake or two in there :P. If anyone could take a look at these and tell me if what I am doing is working/suitable.
file: assets.rar - Google Drive
reference images - added unlit version the first picture was so dark oops.