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!