Session 11 Summary – Fixing Normals, Assembling Doors, Mesh Editing, and Projection Tool
🔧 1. Import & Fix Blender Export Normals
-
Imported
door_edited.fbxfrom Blender into Unreal. -
Identified rendering issue due to flipped normals (red face orientation in Blender).
-
Fixed normals using Mesh > Normals > Flip in Blender and re-exported FBX.
🚪 2. Door Assembly in Unreal
-
Imported 4 components of the door: full frame, top, bottom, single door.
-
Used XForm > Edit Pivot to set accurate pivot points for animation-ready rotation.
-
Assembled components and positioned precisely using front and right views.
-
Parented door top and bottom to the single door frame for hierarchy.
🔁 3. Creating Mirrored Doors
-
Duplicated and rotated doors manually (instead of using Mirror tool) to allow independent animation of left and right doors.
-
Renamed duplicated structures to
single_door_leftandsingle_door_right. -
Parented both to the
full_door_frame.
🏛️ 4. Replacing Old Doors with New Doors
-
Replaced four original placeholder doors in the main structure.
-
Used copy-paste transform method for accurate placement.
-
Applied scale adjustment (0.9) to fit door frame precisely into cutouts.
-
Ensured proper alignment and rotation (e.g., 90° for rotated doors).
🧰 5. Mesh Editing Tools for Imported Geometry
-
Imported meshes can't be directly edited with polygroup tools.
-
Used Tri Select + Create Polygroup to isolate faces based on angle or material.
-
Enabled further edits using Model > Polygroup Edit, Push Pull, Inset, etc.
🧱 6. Mesh Tools Used
| Tool | Functionality |
|---|---|
| Tri Select | Selects faces using angle, material, connected topology |
| Triangle Edit | Allows direct manipulation at triangle level (extrude, push, etc.) |
| Fill Hole | Closes mesh holes |
| Weld | Merges duplicate vertices and edges |
| Union | Combines two meshes into one |
| Jacket | Fixes overlapping or inverted mesh topology |
| Simplify | Reduces triangle count while preserving shape |
| Remesh | Subdivides mesh for finer surface detail editing |
| Auto UV | Generates UVs for imported meshes |
| Displace | Uses texture maps to emboss/displace geometry (used door flower texture) |
🌸 7. Texture-Based Displacement
-
Applied Remesh to door top and bottom to increase geometry resolution.
-
Used Auto UV for texture mapping.
-
Applied Deform > Displace using
door_texturewith intensity-20and UV scale2x2to emboss floral design.
🔁 8. Mirroring & Duplicating Final Doors
-
Adjusted pivot, grouped left/right doors under main door frame.
-
Duplicated and placed new doors in all four cutouts of Golgumbaz main wall.
-
Used manual transformation and parenting for better control.
🎯 9. Bonus: Project Tool (Advanced Demonstration)
-
Created a thin tall mesh and patterned it in a circle around the dome.
-
Used Mesh > Project to wrap geometry onto the dome.
-
Settings adjusted: Shape Preserving, No Collapse, Triangle Count, Parallel Mode.
📋 10. Final Notes
-
Used Inspect Tool to analyze mesh structure and triangle counts.
-
Saved project; session concluded with clean integration of detailed doors and basic projection.
🏗️ Next Session Preview
-
Modeling the 4 Minarets to surround the main Golgumbaz structure
No comments:
Post a Comment