I’ve been reading about scaling and I see people having trouble with units and scaling. My question is similar. Imagine that I use both the UE5 editor and Maya, my question comes now:
What are the measurements of the UE5 BSPs like and what quality are they?
Usually when you import you have to adjust the tiling and I wonder why behind it.
I mention this because I have exported a mesh from Maya in meters “the same meters as the BSP created in UE5” but it seems that the BSP needs less “tiling” than the imported static mesh as it needs 100 times more.
It is a long mesh (not scaled) in distance in meters exported from Maya.
I have tried in two ways:
A long mesh in meters (with their respective meters)
A long mesh in cm (with their respective cm) and scaled 100 times.
The 2 static meshes look the same…
Why does BSP look gorgeous with less replay quality tiling, while static looks like a chip?
The static mesh in meters has the same measurement as the BSP in meters.
The mesh in cm, scaled 100% has the same distance in meters as the previous two.
Obviously, there is no better way than to make everything static for better optimization, and the house itself warns you
Notice:
Geometry Brushes are not recommended as a final method of level design. It is not required, but can be useful at the early stages of creation.
What do powerful static meshes have to make them look pretty?
Of course, they consume like an expensive engine to have many.
The documentation tells you nothing.
I understand and intuit that UE5 uses its own unit measures. I guess the BSPs “take advantage” of their own measurements to the fullest.
If it looks the same from m to cm, we can do everything in cm and forget about meters. For example, a hypothetical example if we want something 100000x100000 m we can do 1x1cm 100000% scaling.
I understand that it is to scale therefore 1m of UE = 1m (relative regardless of reality) = 100cm.
How do you deal with BSP textures and measurements in UE5?