I am trying to port an architectural visualisation scene designed for static rendering from 3ds max into UE4 and I am not sure what is the correct way to handle the walls. The structure of the walls in the building is a bit odd (see image below). In the 3ds max scene the walls are simply modelled as a single mesh. That does not seem to be ideal for a UE level because the level needs to be navigable using a first-person controller.
I can think of 3 ways to handle this:
- Use the mesh as is with complex collisions
- Decompose it into convex fragments in 3ds max (this seems to be the way it is done in the sample scenes)
- Recreate it from scratch in UE editor using brushes
I was wondering if there is an accepted way to approach this? In particular if I try to decompose the mesh, how do I make sure that there are no visible seams in the UV maps and the lightmaps?