I have some questions about crating a level.
a open World
- when crating a “open world” and crating content for it such as a building, are you best to create a blank model in MAX, import it then Texture it in UE4 so you can change the look of any model or are you better to texture the models inside MAX and import it over then go back and change it if need be. what’s best and what’s more practical.
- when crating a Models how much detail is too much? poly count and so on
- I’ve seen a lot of vids of how to build a landscape as a they uses a lot of props to build one cliff am I best to try and crate a whole cliff face in MAX and import it or just use a combination of props. the videos never show how it plays.
- how many props is too much let say on a 1027x1027 map (on average)
crating a the inside of a house
- again would it be best to crate it in UE4 and just crate the props inside the house for it or the whole thing
crating a cave,
- use props for the walls and roof, or try to crate a terrain/hallways in max and import.
of curse there other reasons that would effect the game, bad scripting and so on.
anther question that’s a bit off this topic is there’s also of animation for the blue man, when you cerate a custom person for you game do you just import anther mesh over the top of the blue man using all his assets or do you import it back to anther program then import it back, what happens to all the animations for the blue man? what is more imported when animations or the scripting that makes it work. I guess there is a product for sale on the marketplace the “Movment Animset pro” it’s just animations, nothing to make it work. when you compare it to other projects with the scripting with it and you can uses the hole thing for different people for you game or other games.