At the moment I have determined the number of objects, their baseline characteristics and an exemplary appearance. The standard section of the corridor has a length of 3 meters, a width of 4.6 meters and height from zero to z 2.6 meters. The thickness of the walls in the narrowest place should be 0.4 meters.
Update 2:
Checked how models with standard Trim Sheet Decalmachine will look. And I liked the result.
Now I work on creating my Trim Sheet. There will be two of them all. One for the environment, the second for cases and barrels.
Update 3:
Trim is almost ready. It remains only to add inscriptions and signs. Now I am trying to deal with how correctly blend Trim with the material on the second UV Channel.
In general, I really liked how new trim works. Almost all models turned out as I wanted. The only miscalculation of the angular sections of the wall. It turned out that on the round surfaces of the line of trim looks not as good as I would like.
Tested the level in the UE5. Workflow with the use of the second UV channel turned out to be compatible with Nanite, which allows me to significantly increase the level of detail. Now I look forward to the release of the UE5 to fully use new opportunities.
The end is already close. I finished with modeling and now fight with collisions. As a result, I decided to abandon the trim for the props. Because when I started planning it, I realized that it would largely duplicate the main trim.
I like this illustration of “trim” workflow, but this fundamental assumption violates basic modular building rules.
Specifically, it means that two corridors won’t line up, if one of them goes through a “plus” intersection, and one doesn’t.
You could fix this by making the width be some shared multiple of 3 – perhaps 4.5 meters – and then making both a 3m and a 4.5m corridor bit, or a 3m and a 1.5m corridor bit.
4.6 this is the actual width of the corridor from the wall to the wall. But the section itself is inside the conditional cube with a width of 5 meters. I always try to calculate the size of the inner space between the walls at the earliest stage of work that eliminates the many problems.
It looks like your overall grid is 1.5m meters then, with most pieces being 3m, 4.5m, or 6m?
I’m looking mostly at the floor sections.
How many of the smallest floor section (furthest left in the picture 013) does it take to span the biggest floor section (rightmost in the picture 013) or the extent of the curved section (center 90-degree turn)? I would expect 4, and 3?
My approach is based on setting the minimum size of which everything else is built. In this case, it is 1 meter. Therefore, the length of the walls of the floor and the ceiling is 3 and 2 meters. Arches of 1 meter long. And the intersection is long in 5 meters. This value is directly related to the corridor width that is completely 5 meters. But at the same time, the perpendicular portion of the corridor will be shifted by 0.5 meters away. Therefore, in the UE4 I use binding 50. And the turn is the same intersection only instead of four passes with him two. Therefore, he also fits into square 5 x 5.
Final update:
Lighting gave me a lot of problems, but in the end everything turned out as I wanted. One trim, several tiles and face weighted normal. Trim is mixed with tiles through the second UV channel. One of the main advantages of such a workflow, I consider the opportunity to use Parallax Occlusion Mapping to impart the illusion of depth. Potentially, it opens up very interesting opportunities for creating very detailed premises like narrow compartments of a spacecraft or a futuristic vehicle cab. Despite the differences in the basic principles, the main example for me was Star Citizen. In the following projects, I plan to get closer to their workflow even more.
Gotcha; I understand now! As long as the different sizes add up to common multiples, I can build without worrying too much about it not lining up further away.
Thanks for sharing.