Asset Preparation
To get the best results from the D3kryptions Building Generator, your 3D assets should follow a few standard guidelines. Consistent pivots and grid-based sizing ensure that pieces snap together perfectly without manual adjustment.
Pivot Points
The Pivot Point of your static mesh is the most important factor in how pieces connect.
- Foundations: The pivot should generally be at the bottom-center or a bottom-corner of the mesh.
- Walls/Connectors: The pivot should be exactly at the point where you want the "Parent" socket to attach.
- Consistency: Ensure all similar pieces (e.g., all walls) share the same relative pivot location.
Grid-Based Sizing
For modular building pieces, it is highly recommended to use a consistent grid.
- Standard Grid: Many modular packs use a 400x400cm or 500x500cm grid.
- Height: Maintain a consistent wall height (e.g., 300cm or 400cm) so that floor increments work correctly.
- Snap to Grid: When modeling in Blender, Maya, or 3ds Max, always keep your connection points snapped to the grid.
Socket Placement
When adding sockets in the Unreal Engine Static Mesh Editor:
- Precision: Use the numeric transform values to ensure sockets are perfectly centered or aligned to edges.
- Rotation: The Forward Axis (X) of the socket determines the direction the next piece will face. If your walls are spawning facing inwards, rotate your sockets 180 degrees.
- Naming: Use a clear, consistent naming convention for your sockets (e.g.,
Socket_Top,Socket_Left,Socket_Right) to make setting up Socket Rules easier.
Materials and Slots
- Multiple Slots: If a wall has a frame and a panel, use two material slots. This allows you to use a Fixed material for the frame and a Building Palette material for the panel.
- Vertex Painting: The generator supports meshes with vertex colors if your shaders use them for variety.
- Merging: Remember that during the Bake process, meshes with the same materials are often merged. Avoid using too many unique materials per building to keep draw calls low.
Collision
- Ensure your static meshes have proper collision set up.
- The generator places actors based on transforms, not physics, but the final baked building will need collision for gameplay (character movement, line traces).