Creating big objects for a game level

Creating big objects for a game level

Anonymous
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Creating big objects for a game level

Anonymous
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Hi! I've got this rather stupid question: I'm planning to create a big game level that involves some buildings, surroundings (live paths, vehicles, etc.) so I thought that I make a big futuristic city in a sea (like an oil platform, kind of). The only problem with that is the size of it...it should be probably a couple of kilometers long. So the platform itself is the thing I want to create. How an I do that in Maya? I mean regarding the size, which is bigger than usual...and most importantly, how do I export that model later on to, say, Unreal Engine 4?

 

Thanks in advance!

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Message 2 of 6

Anonymous
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For that kind of ambitious (way to go! 🙂 ) project, I would suggest a few common practices:

- First, make a rough, a mock up prototype IN Unreal editor, to both set the overal size and proportions of the biggest buildings/features that you envision. You can do it with Unreal BSP if you want, or basic static meshes, your call. The later would have the advantage of being easily exportable to Maya (well you can also convert and export BSP, technically, but I'm digressing).

- Two: In Maya, set the grid scale to an equivalent of the one you just used in Unreal (there's a couple of easy to find youtube tutorial to sync' Maya and Unreal's grid).

- Three: import your Unreal "draft level" in Maya. And start remodeling things properly. My adice: do NOT do ONE huge single model platform, but instead work in a modular way. ie: split it in regularly size chunks, of relatively similar dimensions, that you can assemble and (most importantly) SNAP together without seam. That means modeling them so that their edge (or bounding boxes at the very least), fit grid lines, letting you snap them as easily in Unreal later on as in Maya. This also makes UV unwrapping a simpler affair.

- Four, speaking of UV, this brings up texturing: consider them and how you will use and scale them early on, in your modeling. For almost any kind of architectural projects, since buildings/road/landscape feature are generally very large assets, TILING Textures are almost always a given. Here too, a modular approach in your modeling will be most helpful.

Check tutorials for modular modeling, and as for exporting from maya to unreal, there are several on youtube too, or on Unreal Ed forums. If you don't have acquired this knowledge yet, check them and I'd advice making a smaller test projects, similar to yours but for self-teaching purposes, at first.
Message 3 of 6

Anonymous
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Thanks so much mate, this'll definitely simplify things 😃
It's more of a "learn-by-doing" kind of project since I'm more of a programmer and most certainly not a level designer...but you gotta do what you gotta do, right 😃 especially without a level designer haha.

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Anonymous
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Although, I've got another problem with a lot of triangles in the object in maya, what should I do?

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Message 5 of 6

J450NP13
Advisor
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Create the platform in parts and import them in separately then put them together in UDK.

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Message 6 of 6

Anonymous
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It's been a while since I exported from UE4, but there should be some option in the editor to export without auto triangulation, maybe?

Otherwise, in Maya, you might select the imported object, CTRL+F11 to convert to Faces, then shift+right-click to pop up the contextual polygon menu: 'Quadrangulate faces'. Though it will only help you starting the actual and proper (re)modeling of these draft models, as I implied before.

Happy modelingv 🙂
-Fred.
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