I feel like Andrew Price is a good resource even if his focus isn’t in games particularly (generally creates finished renders). This is an intentional technique and should not be confused with issues caused by strange badly unwrapped meshes where a single island is overlapping itself.Įdit: This is a good place to start if you want to learn blender and get into poly modeling.
Overlapping UV’s is normally allow separate UV islands to use the same texture data. This is because there is normally a massive resolution discrepancy between the textures and the lightmap lightmaps are typically a much lower resolution image so your UV islands need more empty space between each other. You want extra spacing between UV islands to prevent shadow bleeding in the in the lightmap. Also yes you can get away with having a single UV layout for your lightmap, however that would lead to inefficient use of texture space. When modeling directly with polygons nothing has to be “created solid.” A wall can be made (and often is) as a single plane right from the start. I think it will give you greater control of how your asset turns out in-engine. I think you should look into polygonal modeling in a package like blender. Reference images - added unlit version the first picture was so dark oops.
If anyone could take a look at these and tell me if what I am doing is working/suitable. I made it too quick so there was a mistake or two in there :P. It was my very first time even unwrapping anything so it was bad. The railing i modeled after the realistic rendering example just to see if rhino could unwrap properly. I also attached two practice items I have made. blender looks so “easy” you just mark the seam on the edge, but in rhino not every edge has an option for a seam which is kind of ridiculous.Īlso anyone who happens to have good advice on converting rhino nurbs (or nurbs in general possibly) models to a suitable polycount or whatever to use for this engine i’d love to know that as well. Also rhino’s unwrapping is not friendly at all. I could probably replicate the scene in rhino fairly easily but, I have never textured stuff before, and everything would be solid and probably somewhat high poly when I get it into UE4. If you create your first UV with no overlapping, couldnt you just use the same UV? I noticed in the sci fi hallway there were some with overlapping UVs which i thought were a no no. Also I really don’t quite understand the second uv for lighting. I don’t have the privilege of owning or accessing 3ds max or maya but possibly the techniques in that program could probably translate.Īny advice or tutorial links to how stuff is made for games? I would need to know best ways to model like that for performance or whatnot. I model mostly in Rhino3d which isn’t THAT friendly for unreal engine but I have had small success so far… I also have blender & zbrush but have not learned it to where I would feel comfortable modeling within the programs. What I would think is you kind of model it solid then cut out the back facing faces… The Hourences solus project guy had a bunch of assets like I am thinking.
I know this may be over simplifying it and I am sure they made it solid when they were modeling it… My question is HOW do you model like that? I would assume these types of models are way easier to uv unwrap!? I have some ideas but I am not sure what the best way to go about it is. Essentially a piece of paper with a texture applied. I noticed that a lot of the environment is what I would call “Cheated”.
I was really trying to study the sci-fi hallway example to learn how they did everything, specifically the models & assets used. I have not come across one that addresses this though. I have been lurking this forum and soooo many tutorials on unreal and related tools & techniques.