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Because BSPs approach is significantly faster than traditional modeling tools when it comes to modeling of certain kinds of architecture.
BSP building handles automatically texture unwrappings, snapping and takes care of many other things, which you’ll be doing by hand with traditional modeling tools.
Try quickly modeling a city block with interiors, you’ll quickly run into issues with “polygonal” approach.
Please don’t turn into another “I oppose all kinds of BSP” thread. You’re moderator, after all.
The tools need to be at level where level can be done without 3d package.
People are not lazy.
3D package is a suboptimal solution for situatiosn where you need to quickly make a lot of structures. Blender is actually not a very good tool for architectural modeling, because you can’t quickly put blocks, resize them, snap to each other in such way that would automaticlaly assign proper 3d coordinates in such way that material would tile. You’ll be working at quarter of speed compared to editors like hammer. Just try it yourself, really. Free up half of a hour and try to model a city block. Assembling that from meshes will be major pain in the ***, you really want blocks and CSG for kind of things.
Those tools are badly needed in the engine. And the guy who promised to port over ProBuilder to unreal is currently silent.
The point is, if YOU specifically don’t need those tools, then the best idea would be to walk away instead of arguing to death with people who need them.
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If you want games to look good, then bsp is not an option. Many props require high res mesh to low res mesh baking for textures. You get into an area where the tools of a full 3d modeling package are needed, and to build that into the engine just for convenience is a huge waste of development resources. What would be the best option is a tool where you could link your 3d program with UE4 and be able to update the level instantly with changes. That’s much more doable and useful to