Meshes or Models?

Hey guys. Just out of curiosity, what’s more conventional? Creating maps and architecture using the meshes given in the Unreal Engine 4 editor, or using custom models? I realize that UE4 doesn’t come with meshes like curved walls, etc., so would it be best to just model those? If I’m going to be modelling one part of the map, should I just model all of it? Should I model, for example, a house all in separate pieces (one model for one wall, one for the other, one for the other, one for the other, one for the ceiling, etc.) or just the house all in one piece? Thanks!

Create all your meshes in a 3d tool -> for a house you could use modular pieces which you will put together in the UE4 :slight_smile:

Okay. I assume that by ‘a 3D tool’ you mean a 3D modelling program like 3DS , Blender, or Cinema 4D?

Yep, that’s what I mean :smiley:

Okay. Sorry, new with this stuff (obviously). Thanks!

Meshes given in the UE4 editor? I assume you mean geometry created with the BSP tools.

Nowdays these aren’t used very often in finished maps in Unreal Engine.
Allthough some ppl still use them for creating the basic layout of a map (blockout),
export that Layout to their 3D app and create their models with it as a guide for size and shape.

Also sometimes you only need a flat wall or floor to close a gap in models and you don’t want to
create a model just for that purpose.

But when looking at example maps in UE3/4 with static meshes turned off,
you’ll realize how few of it was done with BSP.

Once you want your models to be a little more complex, you’ll need to learn modelling in a 3D app anyway.

The editor also provides some basic shapes (cube, sphere, etc) as meshes.
If they are used as is, there is no reason not to use them.
The sphere is perfectly UVd and if you dont overdo the scaling…
Some things just cant be improved :stuck_out_tongue:

But for any other piece of geometry, you should definitely model them yourself ina 3D application.

Actually, I would. If there is a gap, c hange the model, or create a gap filler model.
BSP has more issues than being resource consuming: It doesnt play too well with physics.
Just take a small mesh, activate physics and shoot it into a BSP wall. Chances re good it gets stuck in the wall, or completely traverses it to the other side.
You dont want that in your game, right?