I am quite recently started to work with Unreal Engine and I obviously have a lot of questions. Most of them are brilliantly covered by the documentation, but for one particular I decided to create this thread.
What is the appropriate and common way of making fairly complex objects like houses, for instance? Bacause of the fact we need lightmaps for everything it becomes really important to know how people usually manage this
Let’s have a look at the example below.
I have an object that was made for Unity and it was part of the static geometry, just one mesh with three textures.
If I import if to UE I won’t get proper lighting due to the abscence of the lightmap.
But if I unwrap the whole mesh to make a second UV channel, that will be a complete mess that you can barely handle: an enourmous amount of faces you need to fit.
So to make things easier I separated the mesh into several pieces and tested it.
The lightmap was crappy though: some weird black lines and shades. Mesh pieces were still very large.
So I made another iteration and separated the object to a whole bunch of smaller meshes that turned out into something normal. Yes, there are still some weird dark corners on the mesh, but not much visible.
And should I make a collision mesh for every single part of it? So now if I import it into the editor my house model is a list of different parts that just occupy space in the inspector.
We can not just make a prefab and put it there to work with the object a bit easier. At lease I haven’t found anything about that. What if I have dozens of objects?
My question is as follows: what I did wrong or what should be done instead for my particular case? Should I make pieces larger or try to handmade one lightmap for the whole mesh? (that is next to impossible I think)
While surfing the internet and Marketplace I noticed that such buildings are built by using small modular blocks and not taken as a separate large mesh.