Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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kat:
That a better way to unwrap if the seam can be hidden under the Window frame (wasn't clear originally how the section of the mesh was constructed), you will get some stretching (as you note) but it won't be significant.

Re:seams and smoothing: depending on the model format it may be possible to export and set up the mesh in UEd to ignore UV based seams and instead use actual split vertices - not familiar enough with UEd tools to know how that can be done but I know it is possible.

Incidentally if the outer edges of the mesh are just there for front-to-back depth (not seen in-game) you can reduce their respective UV's to a minimal size to free up space they would otherwise being using, making it available for something else. Also make sure your major structure is mapped to the texture edge-to-edge so model units tile properly without texture cutoff.

silicone_milk:
There originally wasn't a cut hiding behind the woof frame. I only added one to have a place to stick the seam.
The outer faces of the mesh are just there because meshes with holes in them bug me. Years of Radiant editing has me wanting everything to be volumes lol.
I unwrapped them and just let the islands fall wherever since I don't care what's going to be on the face (it won't be visible).
I'll force them to not be overlapped in the secondary lightmap uv channel.

There're are some interesting tools posted over on Quake3World that may be exactly what I've been looking for (Blender plugin) so I'll be playing with that tonight before deciding to just call it good and move on to modeling more assets or not. I gotta say, I was pretty proud after seeing the mesh in-game after the latest UV changes and seeing how well it looked with a third-person camera + character model next to it.
I'm still torn between making the game first person or third person. I may make it primarily third person with an option to zoom in to first person like you'd see with Zelda camera controls (Wind Waker, Ocarina of Time).

Next on my list of stuff to work on are mesh pieces for use in spline modeling inside the UE4 editor. Roads, rivers, trees, fences, clotheslines, and all kinds of pipes and what not would be super easy to throw together using the UE4 splines. From brief play with them about a year ago they were pretty fun and powerful.

kat:
Not entirely sure those techniques can be used without some modification because they don't UV map elements in a way that's usable in game (the technique works Blender to Unity because Unity is able to parse the *.blend in a usable way, else some additional steps to 'make real' are likely going to be needed); it's projecting image data rather than relying on the presence of a functional UV map, i.e. it's 'generated' data (arbitrary) rather than being 'fixed'. .

iirc UEd prefers 'closed' meshes so unless you have a lot of faces being wasted leave them in, it helps the engine analyses and process the tessellated structure of the mesh.

silicone_milk:
The UV Project modifier in Blender lets you assign multiple projecting objects and pretty much replicate cube projection. However, once applied, UV islands are created. Islands overlap but it's ok since I'm just tiling a texture across segments of a mesh. The islands can't overlap for the lightmap uv channel though.
Example of the UV Project modifier:

This was prior to scaling the empty projector objects so that the 1024x1024 texture fits (horizontally) to the mesh since a wall of 300 cm in height would use about a 1024 texture based on a dimension-to-pixel guide for UE4 I've been looking at.

kat:
Ah good, wasn't sure/clear what the modifier did to 'make real' the projection it maps to a mesh - the video linked above made it appear like the objects are left in the raw state, which would mean Unity was able to parse that information (not entirely sure how complex the *.blend importer/loader is for Unity so don't know what it can or cannot use beyond traditional mesh/UV's etc.).

For lightmaps just create a second UV layer and map everything inside bounds (shrink the edges/bits not visible down in size so they don't use up too much space).

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