Modeling Mode


Modeling tool is fantastic for making edits on assets in level / context, especially for things rocks where you often need to nudge verts around / flatten platforms / boolean out doors n such.

Doorway


In /Game/Lunos/ArtTools/BasicShapes there is a SM_DoorwayBoolean. There is also a “flared” version.

{{0xc000cbb630 0xc000cbb630 image-1.png  alt text alt text 0xc000a82b40} 0 false}
Copy transform from door.

{{0xc000cbb630 0xc000cbb630 image-2.png  alt text alt text 0xc000a82f60} 1 false}
Place boolean at the door.

{{0xc000cbb630 0xc000cbb630 image.png  alt text alt text 0xc0008035c0} 2 false}
Open modeling mode.

{{0xc000cbb630 0xc000cbb630 image-3.png  alt text alt text 0xc00075c0c0} 3 false}
Select the base model, then the boolean model. Model > Boolean. You can also try Voxel > Voxel Boolean

{{0xc000cbb630 0xc000cbb630 image-4.png  alt text alt text 0xc00075c480} 4 false}
You can mess around with some settings if ya like.

Make sure you set the object write to NewObject! This ensures you don’t put a hole in the original object.

{{0xc000cbb630 0xc000cbb630 image-7.png  alt text alt text 0xc00075c960} 5 false}
Be sure to set the mesh to only use the first material (Most cases you want this! Deleting the material slot after is a pain.)

{{0xc000cbb630 0xc000cbb630 image-5.png  alt text alt text 0xc00075cea0} 6 false}
Navigate to the folder you want to put the new mesh in and ensure the “quick settings” are set to current folder.

You now have a boolean-ed mesh, but you may want to do a bit of post processing to clean it up:

{{0xc000cbb630 0xc000cbb630 image-8.png  alt text alt text 0xc00075d380} 7 false}
Mesh > Remesh can smooth out irregularities. Discard attribudes (UV, normal) and unchecking PreserveSharpEdges gives the mesh even topo to later re-simplify.

{{0xc000cbb630 0xc000cbb630 image-9.png  alt text alt text 0xc00075d800} 8 false}
Use Deform > Vertex Sculpt to refine

Use Mesh > Simplify to re-crunchify.

{{0xc000cbb630 0xc000cbb630 image-10.png  alt text alt text 0xc0009b2480} 9 false}
One last vertex sculpt to clean up edges.

{{0xc000cbb630 0xc000cbb630 image-11.png  alt text alt text 0xc0007e00c0} 10 false}
Most of the rock materials look OK without any defined UVs, but for example the D2 cave one adds a bit of detail. Give the mesh an EZ planar unwrap with UV > Project UVs

Make sure you take a look at the newly boolean-ed mesh’s collision.