Skip to main content

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:

  1. Precision: Use the numeric transform values to ensure sockets are perfectly centered or aligned to edges.
  2. 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.
  3. 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).