Hey! I just started using ue4, and I can’t get my head around the level design. I don’t know how I should make it. Should I use blender or the internal meshes? I’m making a horror game, and i would at least a house, and maybe some terrain. I made the terrain, but I just don’t know how I should start making the house. Any suggestions? And how does the dimensions work in ue4? I just can’t know how big the objects are.
UE4 uses metric scale: 1 unit = 1cm.
as for creating a house and models you will need to learn a modelling program really
But just realise that this is a big investment in time and you need to start off with simple models and work your way to more complicated models as you gain in skill.
Okay, thanks for the answer! So should i start building the house with blender, and then starting to model other objects in it?
I had some problems before with the house material and collision when I made it with blender. Any recommendations for some tutorials or any ideas to create the uv and collision box around it?
Yeah, starting with building the house in Blender is probably your best bet. Just make sure that you’re setting the units to metric and the unit scale to 0.01 (this part isn’t quite as important for static meshes from what I can tell, but prevents some issues when you eventually move on to skeletal meshes).
Generally, the only material stuff you’ll do in Blender is assigning specific materials to specific sections of the mesh (try to minimize the number of separate materials though). It’s generally not best practice to import the Blender materials, and instead use UE4’s material editor. If you assigned the materials correctly in Blender, they should appear as separate slots in the static mesh editor in Unreal.
As for collision, it depends on what you need to do and what issues you’ve run into. For convex meshes, you’re generally okay just using UE4’s generated collisions (or tweaking which kind to use in the static mesh editor). For concave things, you’ll usually want to make a collection of collision primitives in Blender Tim’s post here should help a bit.
And lastly for UVs, it depends on what you mean. Are you not sure how to create a UV map in general, or are you running into a different issue? This is a decent overview of basic unwrapping (here). Although using ‘Ctrl+E’ to find the Mark Seams option and ‘U’ to find the Unwrap option is a bit faster. If you knew that stuff already, then you’ll need to be more specific about what you’d like to know.
Hey! I’m just wondering how to get a texture on an object with uv unwrapping. I have no idea how i should make ex. door texture(uv) with the lock and knob and such in it. I don’t know how I would find the right position for the lock and such . It’s just a pile of mesh. Any ideas how to create and edit it?
Ps. Thanks for the other helpful answers! I appreciate your help!
Well, in Blender, there are ways of determining which face is where in a UV map (basically, after it’s unwrapped, you select the face, and it should appear on the map somewhere). I don’t really have a ton of tips on the actual creation of the texture itself, since I’m not really an artist, but you should be able to figure out where on the UV map each face is and react accordingly. Editing the map itself is done in a similar manner to editing meshes, you just switch to the island selection mode (the little square in the UV Editor with the grey rectangle and the orange rectangle next to each other), then select an island and manipulate it in the same way one would manipulate a face in the 3D View. Creating the UV map in the first place is described in the video I linked to earlier, which I’m hoping you watched.
Blender has options for exporting a UV layout as an image, as well as a built-in texture painter, so that might help with some of the texturing aspect. Even if it just helps you with the association between the mesh and the map.
I cant help you with blender as I don’t use it
but the concepts may be the same . think of the mesh as scrunched up wallpaper .you need to break it down in to parts and relax them so the textures can be applied to them.
you have limited space so the more you parts you try to fit in an area the lower the quality of the texture, hence why you will never get everything in a complex model in a UV area (break the parts up Each part can have its own UV template)
look on youtube for some basic guides . start with something very simple like the door you mentioned