Guys I’m confused…What program do you use to build houses? ue4 in-house tools or blender/Maya LT?
Any modeling software of your choice, 3D Studio , Maya, Blender, Modo and so on.
Ok…Thanks.
Additionally you can simply download completed models of buildings/houses and import them to your project -
but you posted this thread in the “Content Creation” forum so I guess that’s not the solution you’re looking for
Like Sitrec stated, just choose the 3D modeling software you feel most comfortable to work with and start modeling
Theoretically you can also use the geometry tool but it’s recommended to do it in a 3d program -> blender, 3ds , maya
Hi ,
I would absolutely recommend using an external program to model your assets in. There are known issues with BSP especially when using a lot of them in a scene that would probably lead to more headaches than not. If you’re having trouble with modeling you can always ask questions here and everyone will gladly help guide you.
Something to consider though. And I do recommend the use of BSPs here would be that you could do a box brush BSP and get the general scale of your house > Convert that to a static mesh > export from UE4 to FBX > import into your modeling program for size reference.
This, in my opinion, is a good way to keep the scale there for your reference. It’ll give you a good starting point.
If you have any questions let us know!
I use 3Ds . Easy to learn and great to build content to your project with. You have a free 3-year license at Autodesk` website: ://www.autodesk/education/free-software/all
Thanks guys (Friends). I feel bad asking so many questions. But having to do everything myself gets to be very confusing LOL… . Thanks, Scale is my BIGGEST issue… I’ll try your advice… I can model really good, Just need scaling right. Also I’m having HELL figuring out terrian size and modeling skydome ect…Assests are easy but Terrian and skydome scaling/size is my issues…
Not sure if this is exactly what you’re looking for, but UE4 uses 1 UU= 1 CM. So setting your scale inside your modelling tool of choice should help you out with that aspect. If what you actually mean, is the ratio of your created objects to character size, I recommend getting a known object size (i.e. import a basic human model) and use that as your reference for creation. Alternately, you can do it the mathematical way, and measure everything
Edit:
Nevermind.
Man, I’m 0 for 2 today. That’s what I get for posting soon after waking up and not completely reading.
LOL!!! Its ok Zer Thanks bro
Guys What’s the best way to build a Brick wall?? Do I model the brick then copy it lots of times then texture it after joining them? OR is it best to have a flat wall and just texture and bump it? I want it to look beautiful and real but not crash someones computer LOL…I am building a Ancient City with clay bricks and dryed mud walls…What way should I go?
A common way is to create a high poly model (so copy the bricks) -> then generate your normal, bump and diffuse map -> create the low poly model -> assign the material
bump offset material: ?v=P-5Qzi-ljsc
Bro I need to set and just watch all your videos LOL…Everything I need you got LOL…Going right now to do that…
I have gametextures files and my brick walls come with 9 map types, If I send you a copy, Can you show me how to link ALL 9 together? Its very confusing because theres one with 3 diffrent difuss maps and some come with mask maps and normal Y maps and ect…
Unfortunately I dont have any modelling videos That’s just a basic parallax shader setup that I show -> you have to use that after you have generated the maps (bump, normal, diff,…)
I can just link you the ones which I know what they are for But I can try it out
ok LOL Give you a Challange LOL
So just send me them and I will see what I can do for you
Hi - my recent thread might be of use:
https://forums.unrealengine/showthread.php?22230-quot-ProBuilder-quot-for-Unreal-4-Marketplace
I’m gearing up to port “ProBuilder”, a tool designed specifically for this sort of thing (low to medium detail modeling, in-editor, very quickly), from Unity over to UE4. Should be a big help for houses, walls, early prototype work, etc