About UnrealEngine4: some tips to create the right meshes? (beginner)

I know that here is for Blender Engine but maybe someone here could know about UE4.
I am a beginner, I’m able to create characters and to animate them (ok, the result isn’t perfect but obliviously I need pratice).

Assuming that I want to learn about adventure 3D videogames in 3rd person, what are the right ways to proceed?
Let’s imagine a world like an old Tomb Raider level, with ledges on the wall, rocks, blocks that we can hop over, ecc, being in a very interactive environment. What are the tips?
Have I to create the whole area like an unique big object with some separated objects like doors, plants ecc? Or it’s better to subdivide all in parts, like 4 different irregular walls instead of the entire room? Pro and cons?
I’m looking for basic tips like this, so, “structural” only!

Thanks

I have worked with the UE (not the UE4) before.

I recommend you watch this:

And look at this (even though it isn’t UE4):

Here in the bge, we also a thing called occlusion culling, where we don’t render objects that aren’t visible to improve bge performance. In this case, I would recommend creating several “pieces” instead of creating one giant map. But really, it depends on what you want. Another thing is - your level might not be entirely connected as one big mesh anyway (although you might be able to pull it off). I’m not sure how the UE4 works though, but it probably works the way I’ve described.

For level design, I like to start with the ground, then build up, then build inside to outside (for structures). When building, I like to establish a “main” character first and experiment with his/her physics on the ground/space/environment. But before you start building anything, you should have a semi-concrete plan in mind of what exactly you want to build, and how you want your objects to interact. This may change of course, but it makes the later process much easier.

Hope that’s what you’re looking for. Also, please try joining a UE4 forum to ask your questions there (if you don’t have an account for that). Thanks.

Polycount is the place you look…

Polycount is the place you look…

Polycount is just another thing to consider in pros and cons. As a level designer/game creator, you should consider “how detailed do I want my meshes to look?” and “how much fps am I willing to sacrifice?”

If you’re creating (a) simple level(s) with a few simple collisions and polys, polycount and collisions won’t be an issue. If you want a graphic intensive level with elaborate collisions, you will need to consider your polycount as well as render performance (which may include using things like lod, and occlusion). You would also need to consider those physics collisions in that case, etc.

:eyebrowlift: Haha, my bad for not being clear…
just click on it… is linking to the Polycount Newsfeed & community forums:wink:
they also have it all laid out on their Wiki

is linking to the Polycount Newsfeed & community forums:wink:
they also have it all laid out on their Wiki

Neat, this has a lot of good level examples and even some other general tips and tricks. I would recommend this resource to a beginner.

Oh! Haha. I just got it. My mistake for not realizing that was a link you were talking about.

I suggest to ask a the according unreal forums. It is very likely that you will find UE-users there. Mostlikely the questions you ask are already answered in some form.