Im trying to make modular parts for houses in blender. With what I have now, the objects are in powers of 2. My walls are 2.5m high and 2m/4m/8m in length and 10cm thick. My floors are 10cm thick, 2x2m/4x4m/8x8m. I can make a room just fine out of the walls without any issues, but when I start to cover it over with a ceiling for example, I end up with results like in the images below. I cant think of a good way around this and would really appreciative some help in getting my sizes right so i can simply drag and drop around in the UE editor. What am I missing here
Simple objects don’t need to be modular, so for walls/ceiling/floor just make those in Blender as-is rather than trying to make something simple out of parts. The purpose of modular workflow is to reduce the amount of memory used and to make the library easier to navigate. While it does add more unique objects to make walls and such specifically, the amount of memory used is almost nothing. It also allows you to avoid some other issues like increased draw calls from many objects and some lighting issues that can arise.
Thank you for the response. I would prefer all the parts to be modular as I will be using the parts to build several different houses and sheds along with the ability to make several misc alterations to the primary house(which will be a very very large mansion). Being able to simply move the parts in the editor and make live changes would make a world of difference when it comes down to speed in designing the level. Im trying to just get a very simple walk through started so I can really comeup with a proper layout to suite the style im aiming for. My blender workflow is also quite slow currently as I am a little less than 2 weeks into learning it for this. I just feel like im overlooking something stupid here as its the only thing really keeping me from working on the level.
EDIT: for the most part it is now fixed by creating dedicated corners that are the size of the shortest wall + .1m
You’re going to run into issues if you have edges that overlap, it will create a shadow on the area that’s covered which is saved in the lightmap and the pixels of the lightmap can’t line up exactly where the object is so you end up with shadows in the corners of the room. The way to avoid this is to make the ceiling/floor/walls all meet up exactly in the corners so that they don’t extend beyond each other. But it also helps to have an outer surface so that you can more strictly block light from coming in (the exterior doesn’t need much if the player can’t go outside so it’s not visible).
Getting the ceiling/floor/walls right is much easier in a 3D software than it is in UE4, and like I said there’s a number of other reasons not to do walls in a modular way.