Been looking for nice road models in that service and spotted this:
Would it be hard to get that working in UE4 (is importing enough)? What kind of problems come if using Polygonal Quads model in UE4. Is it possible to triangulate those models easily without messing up with textures? I am quite rookie still to use blender, only made lods with it.
I see a few bumps in the road (pun intended ) with this.
The model is way too large to be considered as as ingle mesh.
Unless you go for a very repetitive tiling on everything (with a different texture of course) , you wouldnt get enopugh detail, even from a 8k texture.
For an object like this, the polycount is just obscene :rolleyes:
You would have to preprocess it in a 3D application to reduce the geometry.
From my expierience, the turbosquid models are mostly not “game ready”. It means that the geometry is using fancy Ngons, a high polycount (see above) or the UVs are all over the place, etc.
Especially since its such a “simple” asset, you would be easier off just creating your own little modular set of pieces…
Ok, thanks good to know. Was worried it really is not very game fitting. Will need to keep looking and maybe it would be time to try creating some own models in blender. By brain is just already full with UE4 project.
hmm…my vote goes for no too, though for different reasons than KVogler:
I don’t think that the poly counts numbers are actually prohibitively high (ignore the total polycount–the description says each element is 4-8k polygons, which isn’t too bad for the large pieces—it’s just bad for the small ones. Most of the wasted polygons are in those metal poles and lamps and rivets and such. The streets being so dense isn’t bad, since that’s useful for vertex painting in UE4. And, on a positive note, at least manual polygon reduction looks like it would be trivial for these meshes, since they decent edge flow and the scene looks nicely broken up.
Another positive: Ngons are a big worry here. The scene looks like it’s mostly quads from the screenshots, but either way: it’s not designed to animate–and everything gets triangulated in the end, so as long as a mesh shades in editor correctly then you should be good.
Which brings me to the downside: that texture usage…man there’s a big red flag there: tons of textures…and they’re mostly weird non-powers-of-two sizes…and a lot of high-res stuff. That means you’d be redoing a lot of UVs and textures…which can get messy. The scene is not built for games, that’s for sure…and UVing something with proper tiling can be more work than the modeling itself…especially for such simple meshes. That alone is a reason to shy away from the model. The other big reason is that I don’t think the set looks very appealing, personally.
Anyway, I don’t think you’d have a very good experience using these meshes unless you don’t mind doing the Re-UVing, Re-Texturing, and polygon reduction steps.
Thanks for comments. Good you mentioned the non-powers-of-two-sizes. Just have been trying to set some texture to stream but those cannot since they are non-powers-of-two.
Bit offtopic, but having 2,4Gb non-streaming textures listed (with stat streaming) that I dont know what those are. Been filtering all textures with never stream true, but there is 100mb at most of non-streaming textures listed. Are substance materials taking much GPU memory? Only having street barriers with substance and vehicle pack vol.1 assets that use those, but no way those take 2,4Gb. :S Using level streaming.