Author : jdvi


Reply
Reply
 
Thread Tools Display Modes
FractaL's Avatar
Old (#1)
I want to recreate a scene in UDK but I am struggling to decide whether I want to just use meshes that I will create in 3ds max, or if I should be using brushes to create the most simple geometry. Obviously if I were going to make a simplisic building I'd use brushes, but the scene I want to re-create is a bit more complex than that.

I've got a bit of experience with brush based editors such as Valve's hammer editor, and I like it, but it feels like there is too much limitation.

What do you guys do when doing environments?
Offline , spline, 184 Posts, Join Date Jan 2012, Location Toronto, Ontario  
   Reply With Quote

Joopson's Avatar
Old (#2)
BSP is more for blocking out, these days. I'm not sure it's ever really used in final games, anymore.
I would suggest using meshes.
Andrew Leslie - Environment and Prop Artist
My Portfolio
Works In Progress
Looking for freelance work.
Offline , polycounter, 1,102 Posts, Join Date Dec 2006, Location Los Angeles  
   Reply With Quote

FlynT's Avatar
Old (#3)
As Joopson already said BSP is mostly used for blocking out and even that is nowadays rather done in a 3d modeling package than inside the editor. But if you look at the maps that epic ships with the UDK you can see that they use BSP sometimes for simple flooring or straight walls.

Besides that im always encounter heavy problems when working with BSP. Whenever i start blocking out a level with pure BSP the editor becomes more and more laggy, so that i have to rebuild the lighting as soon as i make changes to a BSP brush. Im not sure if im the only one that encounter this kind of problems, but you see that it could slow your workflow down rather than speed it up.

And last but not least, meshes will give you way more control and flexibility, like vertex painting, controlable lods, far more details, destructions, poly-reduction and so on.
Online , line, 67 Posts, Join Date Jun 2010, Location Germany  
   Reply With Quote

FractaL's Avatar
Old (#4)
thanks guys, I'm gonna just hop into 3ds max and start working at this.

Question though, say that you're working on a building off of undefined reference such as concept art, what is the best way to establish proportion? I'm struggling to start this small project that I want to do because I don't know where to start!
Offline , spline, 184 Posts, Join Date Jan 2012, Location Toronto, Ontario  
   Reply With Quote

gsokol's Avatar
Old (#5)
Quote:
Originally Posted by FractaL View Post
thanks guys, I'm gonna just hop into 3ds max and start working at this.

Question though, say that you're working on a building off of undefined reference such as concept art, what is the best way to establish proportion? I'm struggling to start this small project that I want to do because I don't know where to start!

Well, keep in mind that an average character in UDK is usually 96uu tall. I'll usually make a box or something that is 32x32x96 to represent the shape of a character, then model things in relation to that person. Also, it will help to just drop stuff in UDK and run around to make sure it all feels right as well.
George Sokol
Environment Artist @ Volition-Inc
Portfolio
Art Blog
Offline , dedicated polycounter, 1,411 Posts, Join Date Feb 2010, Location Champaign, IL USA Send a message via Skype™ to gsokol  
   Reply With Quote

Joshua Stubbles's Avatar
Old (#6)
For scale, you always need to start with character height. Default Unreal character height I believe, is 96 units.

From there, just make sure your Max units are set the same way. Then start building your modular bits as proxies - simple box shapes - just to get proportions down. You can either import and test those in Unreal, or just use grid snap in Max to make sure everything lines up before continuing with the main meshes.
[vassago] env artist, Turn10 Studios
portfolio - linkedin -
polycount.wiki
Offline , Moderator++, 6,234 Posts, Join Date Nov 2004, Location Richmond, TX Send a message via ICQ to Joshua Stubbles  
   Reply With Quote

FractaL's Avatar
Old (#7)
Thanks to the two of you, I appreciate the help!
Offline , spline, 184 Posts, Join Date Jan 2012, Location Toronto, Ontario  
   Reply With Quote

ambershee's Avatar
Old (#8)
FYI, you should also be able to do a blockout in the editor, then export that as OBJ as reference when modelling.
+++MESSAGE ENDS+++
Offline , dedicated polycounter, 1,548 Posts, Join Date Nov 2005, Location Newcastle, UK  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch