for the windows i made sure each window was UV, i tried to be more efficient with the UV space by overlapping the window planes and the wood framing as the backside of the window would be the same as the front. As well as the UV i created an extra UV map and called this the lightmap and made sure i used the layout in the UV editor to have 2% space between each shell. I also made a simple cube collision box for each of the windows, I didn't make a collision box for the plywood that would go behind the broken windows as the window collision box would stop the player reaching these. I named the collision box the same as my window names and making sure it started with the prefix UBX_ and ended _01 for the pivots I placed them in the bottom left corner and for the plywood that goes behind the window I made non modular and shared the same pivot as the broken window so it would snap right into place when placed into unreal engine once I imported the windows into unreal engine I first checked to see if they fit flush into my window modular walls, which they did and I got my scale right for the windows and walls. After that I took each model into Substance painter and give it own unique look, made a glass texture in unreal with adjustable transparently so I can adjust how much outside light can come thought the window planes.
I choose different texture sizes from 4k to 1024 depending on the size and how viable it was to the player, so the frame and window planes, plywood are 4k and the bar of wood on the plywood and the smaller windows are 2k while the bolts and less visible parts are 1024.
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1/8/2024 12:08:53 pm
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December 2016
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