Creating Buildings Question

Static meshes are definitely the most recommended route to take. Even if you use the geometry brushes, converting them to static meshes is high recommended. You can get much more flexibility out of your static mesh than you can geometry brushes.

As ReddWine suggested Modular workflow is the best option.

Here a few links regarding Modular Design and workflow (Two of these are paid tutorials, I am not suggesting you buy these unless you want but they are good for reference from the vid and images):

http://kevinjohnstone.com/Help.html: get the Modular Environment Design. It’s a power point from a talk he has done several times. There may not be context for some of the things, but it is great information to use for setting up the grid and building objects so that they snap like lego pieces.

http://raphaelfortin.blogspot.com/2011/02/game-modular-workflow.html

http://www.digitaltutors.com/lesson/21294-Building-a-window-texture

In regards to setting up the UVs this comes down to personal preference to some degree, what target platform you are designing for, and just ultimately what gives you the best results. There are multiple ways to UV and object for textures that it can be hard to say “This is the way you need to do it.” I prefer using overlapping UVs and multiple materials for some of my stuff because I can get a higher resolution and my objects don’t need Unique UVs necessarily because they are modular pieces.

With Substance Painter what you’re seeing is that you need unique UVs that are only good for that one mesh. This is the way Substance Painter works. You’re painting your texture there for that particular mesh. For things like walsl, it may be better to use tiling materials that you can then just add decals to have cracks, graffiti, and dirt applied to.

It can be difficult to find things when you’re just starting out. This is just the way it is when you’re learning. Once you get more familiar and start asking the right questions or searching the right terms it becomes much easier to locate the information you’re looking for. :slight_smile:

The video you’re referencing is a good start for those who have not using modeling software before and want to make simple objects using the BSP/Geometry brushes. However, these are good for simple structures and even though the video doesn’t mention it these are great for mostly prototyping your level and making sure it is playable. I’d recommended taking a look at the Content Examples Project > Open Map > LevelDesign_Workflow.umap to see Epics process for development.

We start out with blocking out using BSP then move on the meshing the level with assets created in 3Ds Max/Maya.

I know this is a lot of information and if you have any questions or anything seems confusing feel free to ask! :slight_smile:

Tim