Hey Lionhart, thanks for your answer.
I’m talking about game levels yes, so a good detail level is required.
In your way of doing it, do you model the level “as a whole” in 3dsmax, or do you create “parts” like room by room and export each one to a different fbx ?
And how do you handle large UV maps when your static mesh contains lots of textures and materials ?
I don’t understand in which cases i should use UE4 brushes and texturing tools, besides prototyping.
Sorry if these are newbie questions, but i’ve been looking and don’t find satisfying answers about the global process of creating levels.
Thanks