Creating a big floor using BSP or static mesh?

Hello.
I’m trying to create a map like a stadium, so I need a big floor and I’m using 1 unit = 1cm.

I’m not sure how to go. I mean, if I make the model of the floor ( a flat face ) on my 3d application then I need to make a texture for it. But the texture, I believe, should be very big for have some detail when I see to the floor, in a first person perspective. I was thinking about make some little modular meshes for the floor and join then in the unreal editor, but in other project I did, I had some problems whith light ( I’m completely sure I did well the lightmaps ).

Instead, I could use BSP, but in some forums people says that BSP are not very optimised, or that you should use BSP only on blocking.

So I wonder how pros do this kind of maps?

Hi Sauruxum,

You’re right, BSP are not optimized to be a final game asset. They are meant to be used to block out a level and then swapped out for Static Meshes or, like you said, used as collision in their volume form.

There are a couple of ways you can go about this. One is you can create a static mesh for the floor and unwrap so that a tileable texture can be used (much in the same way BSP work). You can then use either planes or decals to create the pattern on the field and any variations that are needed.

Another way is to create a static mesh and then use a large texture. Since the stadium is likely your center piece you may be okay to do this. You can then overlay any other textures of the grid lines, variations, etc. through the material you create.

I would not suggest using modular pieces for this because with large flat areas you can sometimes have odd lighting effects. Tiled pieces work best if you have a way to hide the seam. Take a look at our Reflections Demo to see a good example of this.

Thanks, TJ

Thanks you very much. This made me understand a couple of things I didn’t well from the UDK times. I think I need to study more about materials and decals.