i’ve been trying for make a building in Unreal Engine 4 for 1 month 2 weeks…
and all gone…because it’s not going to the right way…
first i’m using BSP box for wall and floor, but that’s make so much LAG… because i’ve using 400 BSP box… many people said i should using static mesh then BSP box…
i realize BSP box was soo difficult, so much error, the grid isn’t match each other, Error lighting when i input the lightning lamp…
So. all i need, is your opinion, your support…
“How should i make this Building” ???
if the answer like : U should use static mesh…
right, but when i use static mesh, i create all building in GoogleSketchup, Export it to Maya, Export again to UE4…
No smoothing group error, No UV’s overlapping, but. the shadow become crazy…
then i think, i should use other way…
need your guys suggestion…
Should i make 1 Static mesh, like Floor , and i copy it to make building in unreal? (*when i create floor static mesh, and i want to create material like tile ceramic… the ceramic become very huge when i scale it).
When i make whole building in sketchup, and import it … i should make all of UV’s…
Anyone have the Video to make UV’s more better and simple??
because i’m totally newbie, and i’ve watched much video on youtube…
it’s not much help…
You should make the entirety of the building with static meshes, UV map them in Maya, and then export to UE4. UE4 will take the UV map channel 1 and generate a second UV map channel that is used for lightmaps. Personally, I wouldnt bother using Sketchup for modeling at all and would stick to either Blender of Maya (or 3ds max if you have it). UV maps shouldnt really be done in Sketchup because the amount of file conversions you have to do to get it into UE4.
It really depends on what you want to do. When you have separate walls, floors, ceilings, ect thats called a modular approach, where you can build what you want with those pieces. The other way can lead to much more unique buildings and layouts. I personally use the single mesh type approach, because I deal with unique environments and dont want the problems that the modular approach has.
If you do decide to go for the single mesh, then its generally advised to split it up before it gets too large and complicated.
For the UVs, both require the same methods, and so are the same flexibility.