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I’m currently learning Unreal and Blender to fulfill an idea I’ve had for a while, kind of do it myself thing. I knew going into this it would be incredibly difficult learning two new programs simultaneously, but for now I’m just focusing on blender and creating assets. I’m learning on the go which is the only way I can, and it’s been two weeks since I started.

My project will be a horror themed action/thriller stylized as an early 2000s game. I’m not emulating a specific console for graphics, I’m emulating the data storage techniques used so I can minimize RAM usage altogether, either for universal playability across any type of device and also to have it available for later use with in-game mechanics and huge levels. I don’t want a graphics card to stop any player from being able to play this, while maintaining compatibility within reason of eachother.

I say all that to ask this, so far I have some hard set rules for every single modular piece I create, as I’m currently in the very beginning of “grey boxing”. Every unit is in cm to match unreal.

Every floor, ceiling, and wall piece fits in a 400 x 400 x 400 box.

Every single wall must be 20cm thick.

The origin point must be at the bottom left corner of each piece.

Before exporting each piece, all transforms to scale 1,1,1.

Ensuring faces are pointing correctly, but I’ve opted for boxes for every place instead of a plane to mitigate this just for simplicity and shading/lighting in unreal.

Every box must be solid, any doorways or holes punched through must be made with Bool Tool or a manual Boolean Mesh. (?)

Upon finishing touches of each piece, triangulate to prevent texture warping (?)

UVs are snapped to grid edges (?)

From what I understand these are industry standards, and I’m only using them for ease of use and to “learn it the right way” the first time. Am I missing anything? Is there something else I should be doing for each piece? Thank you for your time!
+Showing all 13 replies.
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Double post, but the (?) are for things that I am aware I have to do, but don’t fully understand yet. Maybe someone could explain it better or shed light. Thanks again!
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Whats up with you nostalgia ridden beginner ngmis flooding the scene
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>>1024108

Nostalgia has little to do with it. Building a low-poly world is easier to learn and do solo than building an industry standard AAA title. Breaking news for you, I’m sure.
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>>1024110
>he thinks that
lol
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>>1024104
Sometimes you just have to go for it. I forgot how it went, but I remember a historical anecdote about a paranoid prince who spent all of his time preparing for every possible contingency that could lead to his downfall instead of conquering his enemies. He spent his life stressing over sealing every crack and plugging every hole, but ultimately the problem he was unaware of was what got him since he couldn’t react in time. You could come to many conclusions about this story, but the one I will point out is that problems will come your way no matter what, and you never know what will go wrong. Sometimes you have to jump into action and have the flexibility to deal with problems as they come. This doesn’t mean you shouldn’t plan or organize things, and you do seem to already have a clear idea of what you want to do, but as a beginner, there’s not much of a point in excessive preparation since you don’t have the experience to know what to prepare for.

>>1024110
You can just ignore that guy. We have a resident schizo on this board who’s assmad over the fact that modern games suck and people want to emulate the classics. If anything, you should be honored that he was bothered enough by your post to type something intelligible instead of babbling incoherently.
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>>1024116
>fact
Yes, the nostalgia ridden NGMIs who get filtered by modern tech. It's time to register for bluetroonsky to show off your work there.
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>>1024118

Wow you're so cool bro, you’re just so different from everyone else it’s like there’s a green wavy transparent aura surrounding you with little dots flying around it
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>>1024118
>unable to tolerate other people's opinions so he shits up the board in an effort to enforce his preferences
>can't view the world through other people's perspectives so he assumes malicious motives based on his own understanding of the world
>quotes random words because he's schizophrenic
>brings up trannies out of nowhere
>bad taste in media
Geez dude, save some of the ladies for the rest of us.
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>>1024120
>green wavy transparent aura
That's because he doesn't shower
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>>1024127

I’m not even asking “how do this”, I’ve already started I’m just asking if my checklist is solid going forward so I can build the world in a modular way with minimal backtracking. Learning how to function with the program is obviously up to me, just seeing if anyone else has other things they do for each asset to make it more seamless for this type of project.
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>>1024118
You say that like AAA studios aren't also infested with trannies
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>>1024104
I would strongly advise you to use Godot due to it being much LIGHTER and LESS BLOATED. Just open it and see how fast it runs compared to other engines. But more importantly it is MUCH EASIER to learn and use.
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>>1024104
one thing to keep in mind is instancing your objects in the game world rather than duplicating redundant geometry.
if you modeled a house in blender, for instance, you might make a bunch of windows duplicated around it. In a game engine you want a single window model that is instanced in multiple places around the building. You can build scenes directly in the engine to make sure, or you can figure out some way of building scenes with instanced geometry in blender and then transfer it to unreal engine.

Also keep the models light and let your textures and normal maps do the work. you would be surprised at how low-poly the models actually are in highly detailed big budget games.

I don't know what you're doing with the real-world measurements. that's going to slow you down trying to make everything the perfect size. What matters is that the thickness walls in a particular environment are consistent, so you can snap together instances of walls together in a modular way.

You don't have to use booleans to grey box it, but it can make it easier. personally I would just model the walls i'm eventually planning to using, because they are so simple, and grey box with those

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