Renzatic
Egg Nog King of the Eastern Seaboard
- Joined
- Aug 14, 2020
- Posts
- 4,154
In the First Hour in UE Tutorial, there are square flat tile pieces of textured floor, they have been using to define the floor of a space. These meshes have thickness, but would be something you might use as the floor in a building, that serves as both floor and ceiling. In the video referenced above, the plain which the author above constructs, is a flat plain. without any perceivable depth to it. I'll assume this is something that can be made in Blender. Is it any different than one of the floor pieces with depth, or is it just, I'll assume a flat 2D mesh. Would that be defined differently than a 3D mesh?
Are you asking why it is that it looks like the flat plane has a front and back in Maya, but only the top side in Unreal? That's because Maya, Blender, etc. always display their meshes as being doublesided by default, while game engines like UE usually only show faces as single sided unless told to do otherwise. It's all about surface normals, or which side a polygon's face is pointing.
And the reason why it looks flat, without depth, is because, well, it is. That doesn't make it 2D, rather no one has added any depth to it yet.
See, modelers like Maya, Max, and Blender work with something called manifold geometry. It's like you're working on a shell that's empty inside. A sphere in one of these programs doesn't have any thickness or volume to it. Rather, it's a contiguous manifold.
And yes, Blender can do what you see in the video above. Here's a quick example I did for you. It's all loop cuts, edge bevels, a couple of scales, and moving some faces/vertices (or transforming them, per the parlance).