Unreal to Maya - Blocking out

Brucel33t0
Fri, 14 Oct 2022 04:52:53 +0000
World Creation

I guess this could also be seen as a level design pipeline question.
So my process that I want to do atm is

Block out in Unreal

Export to Maya

Refine the block out, Bevels, edge loops add more detailed things to a model etc.

Zbrush for some things then to Substance painter

Back to Unreal

My issue is though.

I am no expert but it seems everything gets optimized in game to be triangulated. Which for example if I want to bevel an edge I now have to say select all the faces of the floor. Whereas that same asset made in Maya would be one face. Or I have to delete the extra edges.

Because as the last image shows I can not just click on edge and say bevel it as it will cause issues.

I have a feeling that this is more an issue of my workflow being crap but w/e
I mean when people blockout more simple scenes they still use the blockouts right but add detail to them?

5 posts - 3 participants