[Level Design] Pointers?

Hey guys!

Before you think I ask for a tutorial, I don’t, so don’t worry :3

But I ask for pointers.
Lets say you have to make a detailed mountain cave level. You make a base model in Maya and have the finished thing. Now you need to texture it and litter it in the UE4 right?

Would this even be a viable way to do it, or would it be better to do what EPIC did with the Effects cave? Simply building the cave out of rock objects.
One issue I could see with that, would be that the shaders and massive amount of objects I would require, could cripple the games performance on lower systems (within system requirements of course) and to some extent, medium-range systems too.

Any pointers?

Hey Vipar!

  1. You will need to create the textures in a program like Photoshop or GIMP. The littering and material creation will all be done inside of UE4.

  2. If you are creating a single cave for a specific purpose you can create just that cave exactly the way you want it. But for most games if there is one cave there are 30 others too. That is when we see them ‘kitbash’ rock assets together to make new caves and add variety.

Both options are viable so long as you watch your memory and fps during development.

So really it is just what your project / game is calling for. There isn’t really a ‘Best in slot’ option.

Hope that helps.

Can you build a Entire Level in a 3d program and just import it into ue4?

In theory yes…Though it is not recommended to import it all as one mesh since the engine will not be able to cull(hide) objects as needed to keep frame rates up.

thanks :stuck_out_tongue: Was curious…