So, I’ve yet again decided to try UE4 as a more powerful replacement, or at least subsidiary, for Source and Hammer, the main drawback being that it relies on meshes for pretty much everything, the creation of which I know pretty much fuck all about.
So I read and watched a couple of guides, fired up blender, and exercised by creating some of my first 3D-models. In blender they look fine, but as soon as they’re imported into UE, and especially once the lighting has been built, the flaws become pretty apparent:
Unbuilt scene, looks pretty okay, although some wonkery can be seen
Built scene, lots of strange blotches and broken shadows
Close-up of blotches on the wooden strip thing:
Wooden strip thing with alternate material applied to showcase the shading problems it also suffers from:
Window with unbuilt lighting, looks alright
Lighting built, window turns into some sort of double slit experiment
I’d assume that the shading problems are due to improper smoothing , while the strange blotches and corrupted shadows are due to the UV maps?
But what is it I’ve done wrong?
Link to the models:
(And yes, they’re complete masterpieces from a geometrical and optimization standpoint. Especially the wooden strip, crème de la crème).
I also have no real idea of how I’m supposed to properly manipulate the textures on a mesh. The information I’ve gathered from the web are sort of conflicting, some say the textures should be applied and baked in Blender, others say Blender/3DSMax, etc. should only be used for creating the geometry, while the textures should be applied in-Engine. I found texturing to be relatively straight-forward in Blender, but I can’t get UE to import them, and texturing in UE has been a complete nightmare so far.