Guide - UE4 Modular Pipes Project Breakdown v1
Guide - UE4 Modular Pipes Project Breakdown v1
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Modular pipes have been on my mind for over 5 years. A project that has
been ongoing since 2013 when I first bought "Mirror’s Edge". Since then I
fell in love with industrial, modular pipes.
I reached a point that I’ve had enough and finally decided that I have to
complete this project, once and for all.
I can no longer have open, unfinished projects that clutter my mind for
years. If I begin a project, I must finish it. Otherwise I shouldn’t even start.
“It doesn’t matter how many projects you start, it only matters how
many you finish.”
So after many years I decided to finish it. Here is the project breakdown for
starting, working and completing the “Modular Pipes Project”.
SOFTWARE USED
I will be using the following software:
• Maya LT 2018.3
• Photoshop CS5
• Quixel 2.3.2 (NDO and DDO)
• UE4: Unreal Engine 4.19.2
PREPRODUCTION/PLANNING
Idea: create a set of clean, modern and semi-realistic modular pipes.
Something I can re-use within many other projects.
Research and Reference: collected reference and studied what pipes look
like.
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Sketch: sketched what I will be creating. This helps me to pay attention to
forms, shapes and detail.
Inspiration: the many games and environments I see that contain any sort
of pipes. Some of these games include “Mirror’s Edge”, “Dishonored”,
“Wolfenstein: The New Order” and “The Division”.
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Walking Away: after a couple of intense focused sessions I walk away. I let
the information soak into my subconscious so it can do whatever it does to
give me ideas and a plan of action.
Asset List: coming back refreshed, I created an asset list. What pipe assets
am I going to create?
• Large pipes
• Medium pipes
• Small pipes
Here is the full pipe asset list. I originally had way more than this, but had
cut some out due to time.
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• Materials and Material Instance
• Lightmaps
• Collisions
You don’t need to answer any of them. Many will be answered automatically
as you work. Writing this list helps to expect problems early so they don’t
surprise you.
PROJECT SETUP
I have to setup all the project folders first. It will minimize time looking for
assets, deciding where to save and what to backup.
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I created one main project folder and named it. This one folder will contain
all the software files and projects.
• MayaLT
• Reference
• Textures
• UE4
• FinalTextures
• PSD
• Quixel
• SourceTextures
Then, it’s time to setup 2 working projects. One for Maya LT/Maya and one
for UE4.
UE4 Project: I created a new project, included Starter Content and Third-
Person Game Template.
Project directory to save this project was assigned to the Main Project folder
and into UE4 folder.
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Quick Overview for Project and Scene Setup in UE4:
After UE4 engine opens the project, I always go through the following steps:
Maya LT/Maya Project: I created a new project for Maya LT to keep all
modeling related files.
Project directory to save this project was assigned to the Main Project folder
and into Maya LT folder. Everything else was left at default.
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Inside Maya LT, I setup interface the following way:
• Disabled Time Slider, Range Slider, Command Line and Help Line
(Windows > UI Elements)
• Setup Grid Size/Settings to match UE4
• Created a cube for Character Scale Reference with dimensions
60x60x180
I spent a couple of hours testing and deciding on pipe lengths, widths and
number of cylindrical segments.
• Radius: 50
• Subdivision Axis: 24
• Length for straight pipes: 500 and 200 or 5 and 2 meters
I will do the same thing for medium and small pipes later. For now I’m only
focused on creating 11 large pipe assets.
PIVOT POINTS
Pivot points are extremely important for modular geometry. Control them
early and decide where they are going to be placed.
For most of the pipes I positioned at the center vertex of the pipe cap:
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For some other pipes such as 3-way and 4-way pipes, they will be placed at
the center of the object:
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Pivot Point Shortcuts in Maya LT/Maya:
Straight Pipes:
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To create 90-degree geometry, place 2 straight pipes like so:
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Combine them into a single object. Select the faces and run Bridge:
Bridge Settings:
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180-degree pipe was created by using 2 90-degree pipes created earlier.
For 3-way I positioned two pipes like so. Modify the vertices and move them
to meet half way up the horizontal pipe:
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Select both pipes, Mesh > Boolean > Union:
Angled Pipes:
One simple angle pipe and one angled pipe that has some geometry curves
to it:
SOFT/HARD EDGES
Not all edges on your geometry will appear smooth. To control your edges,
select them then go to Mesh Display > Harden Edge or Soften Edge:
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Enable Soft Edge Display for all objects under Display > Polygons > Custom
Polygon Display:
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• Triangulation: Off
• FBX Version 2018
Inside the Content Browser, make sure you have the folder selected where
you’ll be importing into then click Import:
Import Options:
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MODELING LARGE PIPE SUPPORTS
Supports help to distribute the weight of the pipes, making them appear
more believable in the environment.
For large pipes I decided to have 2 pipe supports. One taller and one
shorter.
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Both can be used with 2 different 90-degree angle pipes by moving the
supports into the ground:
Lugs were a simple 6-sided cylinder. I deleted the back faces on the lug and
used Shift + D to Duplicate with Translate for 8 total lugs at 45 degrees
around the cap.
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Some tests in UE4:
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Second with a space between each
pipe cap with a bolt/lug on each
side.
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Pipes come with their own set of problems when it comes to UVs. Straight
pipes are simple to do but when the geometry begins to curve and twist,
that’s when you need to know some techniques.
You can of course use “Checker Map” that comes default with Maya LT/Maya.
I like using my own texture because I get to see the numbers, different
colors and with it, it’s easier to spot irregularities.
Variations of the steps above were used for all the pipes.
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Here is the link to the video: www.youtube.com/watch?v=dahgVetfUZg
I will have 3 different pipe sizes and a total of 32 meshes. All these pipes
can be used together within one view and within one environment. For this
to work, you have to maintain the same texel density between ALL pipes.
Texel Density is the size or resolution of a UV shell. You have to keep each
UV shell size across all Static Meshes the same. You could have slight size
difference but nothing drastic. Otherwise the player will notice the texture
resolution difference between each mesh then they are next to one another.
To match all UV shells to the same texel density across every mesh, do the
following.
The UV shell will now have the same Texel Density as the one you chose to “Get”
from.
Do this for all UV shells on your meshes to maintain a consistent Texel Density.
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UV LAYOUT
There are different ways to layout pipe UVs.
• 1x1 Texture: this is where you use 0-1 UV space and place each UV
shell within for unique UV space
• Trims/Tileables: this is where you utilize tileable textures and trims
then you place your UVs within 0-1 space; for this you have plan your
textures ahead of time to know where they will go and have at least a
workable texture created before UVing
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Here is the completed UV layout:
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I saved the UV screenshot to be used in Photoshop later.
In UV Editor:
I took the low-poly meshes, duplicated them and used them to create the
high-poly.
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I did the same for the caps and supports:
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COMBINING CAPS AND PIPES
After UVing and baking Normal Maps, I can now duplicate the pipe cap for all
the pipes, combine and merge so they are a single object.
The odd in-between limbo stage of the pipes and pipe caps is over. The
assets now finally look like pipes.
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TEXTURING WITH QUIXEL’S DDO
I exported all the pipes and pipe supports as a single object for DDO. This
way I can see all the assets at once.
For project setup in DDO I used the exported mesh, baked Normal from
Maya LT and Color ID map that I created manually. Color ID map is how you
texture parts of the mesh that require different materials in Quixel’s DDO.
I went through few different material variations. Here are some of them:
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In the end I will end up using the standard painted steel with light scratches.
After the texturing I exported all materials using UE4 Preset in Quixel.
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IMPORTING TEXTURES
Once I had the textures generated by Quixel, I imported them into UE4.
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Now since I’ll be using a Material Instance to control Roughness Intensity
and Color change on the pipes, I had to set up the material network to allow
for that.
Note that I used Blend_Overlay node but Multiply can also be used.
Roughness Intensity:
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I used the Metallic texture’s Red Channel as a mask to remove effects of the
lugs and supports for the Roughness Intensity. I didn’t want to change
Roughness for pipe supports or lugs within the pipes. For that I need a Mask.
Luckily, the way Metallic texture was created in DDO, I can use that as my
Mask. Simply drag the Red Channel input and use that as a Mask.
I can now change the Color of the pipes and adjust Roughness Intensity.
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CREATING COLLISIONS
You have 3 options for creating collisions.
Open up the Static Mesh Editor for any of the pipes and under Collision,
choose any of the available presets.
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For more complex geometry you’ll need to use “Auto-Convex Collision”:
Adjust the settings for Hull Count, Max Hull Verts and Hull Precision. Keep
the collisions to a low hull count, low hull verts while still maintaining
accurate hull shape to do its job.
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Save and test.
Collisions created in UE4 will not always work. Sometimes you will need to
create custom collisions inside your 3d modeling software.
CREATING LIGHTMAPS
Lightmaps are used to display shadow and light information on your
meshes after you bake lighting.
If meshes don’t have a lightmap UV channel then after baking lighting you
will get light/shadow artifacts.
If you are going to be using dynamic lighting, then you don’t need to worry
about lightmaps.
You can generate lightmaps in UE4. But this won’t give you ideal results.
Since UE4 takes the texture channel UVs, duplicate it and then repacks the
UVs for lightmaps. Sometimes it works but often it doesn’t.
Here is how to create lightmap channel in UE4, if you want to try it.
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For best results, you should create a second UV channel inside your 3d
modeling software and UV the object specifically for lightmaps. You may
need to split some UV shells, separate others. Also lightmap UVs cannot
overlap. Make sure you give sufficient UV padding between each shell.
Inside the UV editor in Maya LT. Go to UV Sets > Copy UVs to UV Set >
Copy Into New UV Set:
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At this point go ahead and unwrap object's UVs for Lightmaps.
Apply "Layout" options for better lightmap layout. Go to "Modify > Layout"
(options):
• Unfold3D
• Texture Map Size: lightmap resolution size
• Padding Units: Pixels
• Shell Padding and Tile Padding: 2-8 units (lower value for high
resolution lightmaps, higher value for low resolution lightmaps)
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When I reimported the meshes back into UE4, lightmaps didn’t work right
away. I had to update the settings inside the Static Mesh Editor for each
mesh.
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Here are some environment tests using the pipes.
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But I’m not done with the pipes just yet...
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MEDIUM AND SMALL PIPES
After I created the set of large pipes and supports, I decided to create
additional 21 modular pipes:
I’ve followed the same steps as I did for the large pipes. Although there
were unique set of challenges to overcome for each I didn’t encounter during
large pipe creation. I’m going to share some screenshots but for full
workflow watch Module 3 of “UE4 Modular Pipes Project” tutorial series.
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MODELING SMALL & MEDIUM PIPES BLOCKOUTS
The modeling process for both medium and small pipes was very similar to
large pipes.
The difference was the size of the pipes. Both pipe sizes have more straight
pipes variations for width of 50, 100, 150 and 300.
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MEDIUM & SMALL PIPE SUPPORTS
Most, if not all pipes need some sort of supports. They help to create
believability for the pipe set and help to break up the repetition.
I created 2 medium pipe supports. One for the ground and one from the
ceiling:
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And just 1 ceiling support for the small pipes:
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Anytime you are overwhelmed by the complexities of an object, break that
object down to simple geometric shapes and model them one at a time. That
is exactly what I did for the valve.
Here is the UV layout. There is some empty UV space that could have been
utilized better. But the important part is these pipe UVs will match in texel
density of large pipes.
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HIGH-POLY & BASE NORMAL MAP
High-poly meshes were created the same way as for large pipes. I took the
low-poly meshes and used subdivision modeling to create high-poly.
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NORMAL MAP
Here is the base Normal Map baked from Maya LT.
Few additional details were added to the Normal Map after the bake in NDO.
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FINAL MODELED PIPES
I finished off modeling the pipes. Just like for large pipes, I modeled only
one pipe cap, UVed and then duplicated this pipe cap for the rest of the
pipes. Medium size pipe cap contain lugs but small pipes do not.
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DDO TEXTURING
Everything was textured in Quixel’s DDO.
I exported all 21 meshes as one object so they can be seen all at once in
DDO.
The pipes were textured the same way as large pipes. They contained 3
different materials.
I kept the colors to a neutral, light grey so the color change through Material
Instance in UE4 is more accurate.
I then exported all 4 texture maps from DDO (Albedo, Metallic, Roughness
and Normal Map).
Since I used UE4 export preset, the Normal Map’s Green channel doesn’t
have to be flipped, Quixel already does that for you.
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TEXTURES, MATERIAL & MATERIAL INSTANCE
I imported all 4 textured into UE4.
Just like for large pipes, I had to disable “sRGB” option for Roughness and
Metallic textures.
The process for this was exactly the same except the mask.
I had to use a mask texture to filter out Roughness Intensity and Albedo
color changes in the Material Instance for the pipe supports and pipe lugs.
With large pipes, Metallic Texture worked well. But for medium and small
pipes I had to create a custom Mask to use.
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Here is the Material setup for Albedo Color:
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COLLISIONS
For large pipes I created some custom collisions in Maya, but for medium
and small pipes, all were created right in UE4 Static Mesh Editor.
I used various settings for Hull Count, Max Hull Verts and Hull Precision.
I aimed to keep the collisions to a low hull count, low hull verts while still
maintaining accurate hull shape to do its job. I started off with default
values and adjusted depending on the pipe’s shape.
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LIGHTMAPS
Lightmaps were created in Maya LT/Maya by creating a second UV channel
from the first texturing UV channel.
UV Sets > Copy UVs to UV Set > Copy Into New UV Set:
Then running " Modify > Layout" options with the following properties:
• Texture Map Size: lightmap resolution size (this was anywhere from 32
- 128 depending on the size of the pipe)
• Padding Units: Pixels
• Shell Padding and Tile Padding: 2-8 units (lower value for high
resolution lightmaps, higher value for low resolution lightmaps)
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After exporting all the medium and small pipes from Maya LT, I reimported
them back into UE4.
I again had to update every Static Mesh “Lightmap Coordinate Index” to “1”.
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ENVIRONMENT TEST: BSP WITH MODULAR PIPES
To test further, I wanted to create a scene using all 3 pipe sizes. I used BSP
brushes to blockout a small exterior/interior level and populated it with
modular pipes.
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ENVIRONMENT TEST: MODULAR PIPES WITH THE
CORRIDOR ASSETS
I then wanted to test how these pipes would be used with another asset set
I created in the past. I brought in “UE4 The Corridor” assets and used them
along with the pipes.
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ENVIRONMENT TEST: MODULAR PIPES IN THE
CORRIDOR SCENES
For last test, I brought the pipes into “The Corridor Project” and used them
in the two scenes already created. Both worked really well.
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MORE THINGS TO DO WITH PIPES
These 32 modular pipe assets can be just the beginning. There are a lot of
things that can be now done now to continue modifying the pipe assets.
UE4: General
• Realtime = Ctrl + R
• Duplicate = Hold Alt + Left Mouse Click & Drag
• Place Mode = Shift + 1
• Geometry Editing Mode = Shift + 5
• Find in Content Browser = Ctrl + B
• Measuring Tool = Middle Mouse Click & Drag
• Duplicate = Hold Alt + Left Mouse Click & Drag
• Remove from a Selection = Hold Ctrl + Left Mouse Click
• Add to or Remove from a Selection = Hold Shift + Left Mouse Click =
Add a Selection and All Items in Between = Hold Shift + Left Mouse
Click
• Decrease/Increase Grid Spacing = [ ] Bracket Keys
• Full/Immersion View = F11
• Maximize/Restore Viewport = Alt + X
• Marquee Selection = Left Mouse Click Hold & Drag
• Lit Mode = Alt + 4
• Detail Lighting Mode = Alt + 5
• Lighting Only View = Alt + 6
• Group Selected = Ctrl + G
• Ungroup Selected = Shift + G
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UE4: Material Editor
• Create Constant 1 Vector Node = Hold 1 + Left Mouse Click
• Create Constant 3 Vector Node = Hold 3 + Left Mouse Click
• Create Texture Sample Node = Hold T + Left Mouse Click
• Create Multiply Node = Hold M + Left Mouse Click
• Create Add Node = Hold A + Left Mouse Click
• Copy = Ctrl + C
• Paste = Ctrl + V
Photoshop CS5:
• Invert = Ctrl + I
• Positions Moved Layer Within the Document = Hold Shift + Left Mouse
Click and Drag
• Merge Layers = Ctrl + E
• Magic Wand Tool = W
• Deselect Marquee Selection = Ctrl + D
• Add to Marquee Selection = Hold Shift
• Save As = Ctrl + Shift + S
Quixel DDO:
• View Color ID Map = Hold C
• Assign Selected Material to a Color ID = Hold C and Left Mouse Click
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Maya LT/Maya: Selections
• Isolate Select = Ctrl + 1
• Deselect = Hold Ctrl
• Add to a Selection = Hold Shift
• Select the Group = Up Arrow
• Group Selected Objects = Ctrl + G
• Select Continuous Edge Loop or Edge Ring = Double Click on an Edge
• Invert Selection = Hold Shift + Left Click Hold & Drag for Marquee
Selection
• Paint Selection Mode = Hold Tab + Left Mouse Click & Drag
• Select All Faces In-Between = Select a Face then Hold Shift and
Double Click on Another Face
• Select Face Ring Loop = Select Single Face then Hold Shift and Double
Click on Face Next to It
• Select Edge Ring Loop = Select Single Edge then Hold Shift and
Double Click on Edge Next to It
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UE4: MODULAR PIPES PROJECT
Pipes have been an obsession of mine for some time. I’ve started this
project 5 years ago but never finished. I’ve had enough. I decided to finish
this once and for all. It is now done! Learn how-to model, UVs & texture 32
modular pipes for environment art & level design.
VERSION CHANGES
V.1:
• Current original version
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