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🧵 Modular Wall help
Anonymous at Sun, 19 Dec 2021 13:37:31 UTC No. 870821
I'm learning how to make modular wall meshes. I've been using stuff off the internet for reference. Can someone explain why there's "smaller" cut up pieces of the mesh used here? I'll post what I've made in the next post.
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Anonymous at Sun, 19 Dec 2021 13:40:26 UTC No. 870822
>>870821
Here you go. Any tips?
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Anonymous at Sun, 19 Dec 2021 13:48:35 UTC No. 870824
>>870822
So now that I deleted some faces off my mesh to make it smaller like in that pic, wouldn't I have problems making floor meshes? Wouldn't overlapping floors clip and look weird if I were to put them in Unity like that?
I'm really confused :/
Anonymous at Sun, 19 Dec 2021 21:19:05 UTC No. 870889
I don't know but I'm interested in resources you used/found to do this.
Anonymous at Sun, 19 Dec 2021 21:40:59 UTC No. 870891
These are sometimes needed when you have slightly larger modular pieces like e.g. 3x3 and then 3.5x3. Then you need small ones to fill the gaps like in that pic with the floors.
It can get annoying to deal with, but I don’t have a ton of modular projects behind me so yeah.
My problem with these is how to deal with seams, because it seems impossible to avoid it if you stack slightly different walls on top of each other and the one is a bit longer while you have e.g. vertical wood planks. They just don’t align.
Anonymous at Sun, 19 Dec 2021 23:17:19 UTC No. 870912
>>870891
I've never dealt with modular projects like this, so take it with a grain of salt, but wouldn't getting things to look fine without seams be dependent on having the correct texture scale?
Like say your repeated texture is 2x2m, as long as you use a similar factor with your modular elements ( i.e. 2,4,6,8m long walls) you shouldn't get any elements that have noticeable seams since the seams are at the same point that it loops. At least that's how it works in my head.
Obviously you'd run into issues with elements that don't fall into that, like say a 1m wall, but with some trickery with the UVs, like having the UV centered on the edge of the tile, cropping out the middle area, or some kind of weird trick that I'm just not thinking of, you should be able to get those elements to look seamless.
Plus, depending on your scene, you might be able to mask any issues out with decals or geo.
Of course, I'm just thinking about all of this, so I've got no clue if it'd work in practice. But that's my educated guess anyway.
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Anonymous at Mon, 20 Dec 2021 20:18:36 UTC No. 871077
>>870824
Use the proper outside corner piece and things might line up better.
Anonymous at Tue, 21 Dec 2021 11:30:08 UTC No. 871200
>>870912
Yeah, the problem is with those tiny pieces that don’t have the similar factor. Maybe there is some trickery, but I haven’t found a good solution for it besides hiding it a bit with decals and vertex painting. When various slightly different walls can fit in different ways it seems to be impossible to control it all. I’ve noticed this issue with seams even in AAA games. For some materials that are fairly uniform it’s fine, but for anything that has a distinct pattern it becomes a problem. I mean, it isn’t horrible, but you can see how lines start to move away from each other slowly until you reach a column with walls of the same factor stacked on top of each other. Then it fixes itself again.