It might a bit too hasty for a “newbie” to just watch a couple of videos.
Not really. BSPs should really only be used to block out and sketch your level. Like tweaking and judging how wide a corridor needs to be or how big an elevator shaft needs to be.
After you have set these proportions, then you start builing your level assets in a 3D application.
From your blocked level you know then exactly how high and wide youir walls need to be, etc.
BSPs are paying for their flexibility with “inefficiency” (compared to static meshes).
I tried how far I can push this once. with 2400+ brushes, the geometry build took over a minute plus then 4 minutes light building
I created the same again as static mesh geometry. No rebuilding geometry time and 30 seconds lightmap building time.
For your other assets (unless you leave the rooms totally empty) you would need a 3D software package anyway.
I wouldnt like to model a chandelier as a brush in UE4…
But in your case you could get away, as it was already suggested, by converting all your brishes to static meshes.
If you have more brushes of the same size, you obviously only need to do that with one of them…
That could be done rather quickly.
The tedious part would be in your 3D software (like max):
- Add texture UVW unwrappeer.
- Flatten UVs
- Add another UVW unwrapper for the lightmaps (optional. UE4 can also create lightmaps. but for now, the max ones are prettier)
- Flatten with 0.05 spacing. (also optional as step above)
- Save fbx file.
- click on “reimport” in UE4
But if you already spent 150+ hours on this model, a few more wont killy, right?