For the floors and ceilings I started off with just a basic square 400 by 400 and 10 height, and imported the texture I wanted to use inside of unreal. I did this so I can get the UV scaling right as I want to make these tileable and don't want that much of a seam. I adjusted the UV so that they would snap to the grid.
Once I did this I created a new UV map and called this lightmap and used the 'layout' function to give them 2% space between shells. I imported the meshes into unreal created the materials for them and tired out the materials to see if there was a seam or they didn't line up, the tile floor texture took a while to line up and had to apply a 'texture coordinate' to the UV in unreal to make them scale properly. While in unreal, I also added a 'square collision box' around the meshes.
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1/8/2024 12:08:02 pm
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AuthorWelcome to my blog about my game design and 3D modelling work Archives
December 2016
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