Completed Walls for Engine
- Daniel Whyatt
- Nov 25, 2020
- 2 min read
The walls for the project have now all been completed. unwrapped and placed in Unreal to replace the blockout model frame.
Making the North Wall for the front door was probably the trickiest.
Originally Chrys made the blockout out of loads of little pieces in order to fit all the windows and doorframe together.
I knew this would have to be one whole piece for texturing though, but the measurements were spot on on the original after a little stretching for space, so in order to save a little time I had to get creative with remaking this.

First I created a rectangle that was the right thickness for the wall then overlapped it with the existing one. Then after joining all the window edge shapes together using Connect in Maya I created a few basic rectangles that were thinner than the window frames themselves.
After they were placed inside the areas of the windows I used 'Boolean' to cut the rectangles into perfect window shaped molds. Same process for the doorframe.
Once this was completed I applied the revers effect to the original whole wall rectangle, using the new window molds and Boolean to cut out the exact windows, doorframe shape and positions needs. Afterwards I just had to add a few edge-loops to help with tidying up the vertices around the windows and it was completed.

The South Wall that leads to a corridor needed a similar process but was much quicker as there is only one doorway to cut out.
The UV unwrapping was fairly simple for all the walls here obviously by comparison to so many other models that have, and will need to be done, but there were some considerations that needed to be made. The main instinct is to try and use as much available space as possible in the UV editor square, but if the walls are all different sizes and they might all be using the same texture set, then you have to usually make sure that the visible UV sets are close to being the same scale as the other walls. Otherwise this could require further correcting in engine when it comes to texturing.



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