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Setting up Interior - Exterior Walls

Hi all

I’m new to UE4 but I have a fair understanding with 3ds Max. So Exporting FBX files, unwrapping UV channels etc is a new thing to me.

I’ve started a new project; it’s a small apartment I’m working on. I need some advice setting up my walls. Below IV created 2 methods. Id would like to know which method is the best going forward when working with UE4.

Method 1

I created individual boxes for each wall. I use proboolean to create my door and window openings. From there i convert my boxes to editable mesh and unwrap.

alt text

Method 2

I extrude my interior splines. I also extrude my exterior spline separately (hidden in image below), but this can get tedious when creating my openings for my doors and windows. I use the shell modifier when working with a single room but it’s not the same when working with several rooms.

alt text

Any advice would be appreciated.



Product Version: UE 4.8
method-1.jpg (145.0 kB)
method-2.jpg (131.5 kB)
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asked Aug 25 '15 at 09:54 AM in Using UE4

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2 answers: sort voted first

Luckily, you can use any method that you want to create meshes. The end result going into the engine will be the same. You just choose the workflow that works best for you. It sounds like Method One is your choice =)

Hope that helps.

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answered Aug 25 '15 at 10:26 AM

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avatar image neilcross Aug 25 '15 at 11:14 AM

Cool thanks, One last question. Its a noob one too :P Wont faces hidden behind an object cause issues in any way? For examplealt text

or am i getting confused with uv maps overlapping...

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avatar image Singetsua Aug 25 '15 at 11:19 AM

I would suggest to remove hidden faces. The players wont see them so it would be unnecessary to use the computer resources to render the hidden face.

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I suggest you just build this wall by 1 object, dont using extude from spline, and just extude poly face from 1 box

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answered Aug 25 '15 at 12:11 PM

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Alex Dai
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