Been reading about the whole issue with modular designs and seams and making sure your UV’s and lightmaps are in tip top shape. While I’ve done the best I can with that, I’m starting to feel like I just wanna scrap all my walls and floors and just design the entire architecture in Blender and port it over as one big FBX, even after I went through the trouble of building modular pieces that fit together nicely.
If I for example, design the entire architecture in Blender and send it over to Unreal, how will my collisions be when the entire thing, walls, floors and ceilings is one big mesh? Will it autogenerate properly or will I have to manually place collisions all over the place in the object editor? (Which is super, super laggy for me)
It really depends on what Im doing and how expandable I want it to be. If I am making some small test environments, where layout and such isnt so important then I use modular. But I will generally always use the unique approach, where I model out the walls, floors, ceilings, ect as separate unique meshes, this gives me much more control of the look I want, as well as it reduces the issues with seams and lightmap errors that come with the modular approach.
I see, thanks for the replies . Do you guys have any examples of how the UV’s of a modular floor or wall model should look for reference? This is how mine look for example:
I get seams with this, of course I allowed blender to make the UV itself automatically. I’m thinking though, I want each side of the floor to have its own UV map occupying the entire space of their own map. Does that make more sense for seamless modular walls and floors?