VR scramble

so with all my cross dis out of the way I have a week to knuckle down and fix up my UE4 vr environment. This thing needed some touchups with the cinderblock walls needing a reconstruction to fix topology as the first big hurdle. once that was sorted I then proceeded to bring in the bit and pieces I had deliberately not created for the block out.

it was during this process I realized that I had not chamfered my models and everything had this razor sharp edge to it.

after running a chamfer mod over the top of the original uz modifier I then had to overcome the lightmass issue that I had created by doing things that way I had.

to do this I created a 2nd UV channel and flatten mapped my objects to this once put into unreal engine I then upped the lightmass resolution and this solved a lot of my issues.

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