If you all like the direction this is going, I can make more. are some log fences, I textured them with blender and Photoshop. I can do a water color style hand painting the textures. This style is easier and faster for me to contribute.
In the meantime, could you provide me with some proper meshes for testing this. I think you can import any two of the Building you created (Barrack and Barn?) with all the 4 stages? I really like it test it properly. Some audio and particles would be great too. PLease push them to the master branch if possible. Oh and I dont need any textures, just the mesh.
@Issac: Those fences looks great mate. Any download link available?
@: is the download link for Barrack and Livestock farm with all 5 stages. I dont have any audio or particle systems. If the project was not crashing then i could have migrated some effects from Strategy example by Epic.
Dropbox link for fence. Diffuse map and basic normal map if you like. I added a bit more to the fence so it isnāt free standing.
I just forgot, on my own project I am not using lightmass. Can UE4 create appropriate shadow maps now? I heard they where working on it. If not I will attempt to uv map a shadow map. I had trouble with it in the past, not quite exact with some artifacts.
Thanks. BTW, about the āDockā model. I think those 2 big pillars should be of a different style. It doesnāt go well with the rest of the model (too curvy). I think if it looked more like the supporting pillars on the bridge, that would be great.
I am also a bit worried about ply-count. Anyway we can do simplificaations later if needed so not a big issueā¦
UV mapping is not going work like this. If we do UV mapping for each of the 4 stages seperately, that is a lot of work and we will need 4 texture as well. I think the best way to do it is to create the full model, UV map it. Then hide parts of the mesh and export it. DO it for 3 stages and export the full mesh as the final stage. This way we only need to UV map once and we can use the same texture for all stages if needed.
We wont be using Lightmass for this because all the buildings, trees are all Blueprints and they are all dynamic. So theres no point for Lightmap UVās. We are spawning buildings in runtime, we destroy trees in runtime etc so everything is dynamic.
YES! Iām not a fan of lightmass right now. I know it will get better in time but for now I avoid it.
Glad it helps! I should have a few more barricade options to add too. By the way if you go to my soundcloud page you should be able to download the music to test out. I forgot about the download option.
You talking about this model? You want to change those dark grey round pillars?
All of these models are under 5k. But as you said we can do simplifications later as we go on.
Dont worry about the 4 stages. They are just preview only. Once you UV map the full model you can remove the other parts easily by looking at the preview images i posted. I posted those construction stages image so you will know which parts to remove.
Exactly. If you look at the other pillars and the tower, you can see those 2 large pillars looks out-of place. Anyway its just an opinion
Alright, that should work. However I wont be doing any exporting. I still havent found a way to export from Blender to UE4 without artifacts. So I guess I will uplaod the final .blend file and someone from the community can export it properly.
Iāve added some effects and sounds to my branch. Since they were taken from the Strategy example they wonāt be really useful for anything but testing building construction.
I managed to do it without artifacts⦠I mean, my UV map sucked, so textures werenāt pretty, but I didnāt noticed any artifacts⦠I could give it a go once you upload it , but anyone else more experienced with Blender -> UE4 should do it as well, just in caseā¦
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Iām tomorrow going to be behind my PC, so whatās the latest branch I should download, yours?
One problem I am having is with hidden geometry. There a lot of hidden polygons in this model. For instance their a full-pillar inside the big tower geometry. While you can selectively hide/unhide sub-meshes within Max, this is not easy in blender. Since I am using the FBX file, there is no sense of sub-meshes. All I have is a bunch of triangles and I have to hide/show them one by one. Sometimes I miss some triangles. So I decided to UV map only the visible polygons in the final model. However I have tried my best of make sure polygons visible in sub-stages are also mapped - but I could have missed some
All the files are now available in the ghoogle drive folder :
I have also exported it to UE4. The assets can be found inside āUE4 Contentā sub-folder.
NOTE: The current texture named āpianted.ā is just for experimentation. I assembled it using a number of small images found over the internet. SO there might be copy-right issues. So dont use it.; instead make your-own using the UV_LAYOUT. file as a reference.
PROBLEM: When exported the model contains 7 elements. That means 7 materials are needed per mesh. This will increase rendering time and draw calls significantly.