View Full Version : Fracturing a mesh?
06-23-2010, 01:19 PM
So I need to make a collapsed/broken ceiling for a project I am working on. I was wondering which method I should approach. I was thinking of actually modelling the broken/collapsed ceiling, or, making the non-broken version, and using the fracture mesh option in UDK.
Which would be best? If you know of an even better way to do this, then please, I'm all ears!
Here is what I'm trying to do: (the collapsed part where there is a god ray coming through. http://img718.imageshack.us/img718/2808/blockout002.jpg
06-23-2010, 02:03 PM
just model it unless it needs to break in real time or something.
06-25-2010, 09:00 AM
Hey this is my first post on this site so sorry if it doesn't help a great deal. I suppose it depends on what program your using also, which was it?
If you have to animate it doing it manually would be a nightmare, even modelling it would annoy me unless you did it basically. Personally i would simply add a few rough blocks then a jagged plane that intersects them all with a rubble/debris like texture, and a simple bump map, the blocks would represent the actual ceiling and the textured plane would be the sand like debris etc.
If it were me after modelling it i would simply shatter a select piece of geometry, add gravity and let that do the rest, unfortunatly this may not work greatly as the fallen pieces would most likely be flat planes based on how you modelled it.
Hope this helps
06-25-2010, 12:32 PM
Thanks for the help guys. I'm modelling in Max 2010, and this will be going into UDK. Fortunately, the breaking does not need to be animated. Just modelled. The reason I was asking is because UDK's fracture mesh tool is pretty nice and gives some interesting results. But I think I'll simply model the broken/collapsed ceiling in max and import it afterwards.
06-25-2010, 02:34 PM
Do it by hand. Gives you much better control, textures, and performance.
06-26-2010, 01:41 AM
You could also use pro cutter in max. It works really well for creating broken/damaged pieces to use as static meshes or to use in a reactor simulation.
06-26-2010, 02:16 AM
Max? Grab the demo of Rayfire. Even if you are not animating it, you'll get great fractured geo (with auto uv mapping on the new faces!)
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