I’ve searched around a bit and haven’t found any definite or concise answers on some things I am wondering about Unreal Engine.
I am looking into creating something similar to Wolfenstein 3D complete with the low-res appearance (64x64 textures)
I’ve done some experimenting in the editor with this concept and now I have some questions.
Also: I do not do 3D modeling. I am using the pre-supplied cube/triangle/etc. for meshes.
Here are my questions:
Is it best to take the cube mesh and size it down to the actual 64x64 size, and essentially build VERY tiny maps with the camera set to be small/low/zoomed up to compensate for this?
Or, is it better to use Sprites and essentially drop paper thin walls and build it that way? (the “build it in tiny proportions” question still applies). I noticed when I tried this that the texture edges did weird things (fuzzy coloring?) as I moved and rotated, and the lighting was all gone. I assume this is because there is no lightmap on a sprite, but the cube mesh had them.
I have to take my 64x64 pixel texture and apply a TexCoord node to my material blueprint for the cube mesh, with U and V tiled at a rate of 3 in order for each face of the cube to have the texture rendered to it properly. Why is this? I get that it has something to do with the UV mappings for the texture that goes around the mesh, but I don’t quite understand the relation. If anyone has a quick/clear explanation, that would be great. I looked at the UV things for both channels (why are there 2 channels?), and… it’s just squares and triangles, so I was like “welp. that’s stuff”.
With regards to resolutions, the editor is 1920x1080. I wanted to do a low-res game, say at 640x360 or something. Like the DOS 640x480 era days, but at 16:9.
Do I just build the levels and such in 1920x1080 and have it downscale to lowlow resolutions in code (or with blueprints), and hope it looks OK because the textures are all at that sort of size when drawn initially?
Or, do I build at 1920x1080, launch at insert whatever player chooses here, and have the camera do all of the work to make it look super low-res ?
I have a new question:
- Does anyone know if the performance difference between using the default cube size vs. shrinking them down significantly is something to even bother with? It feels like it might be a microoptimization compared to the Unreal Engine’s general minimum requirements.