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Static Mesh Modeling

This section contains information about creating Static Meshes.


Static mesh modeling deals with modeling peices of equipment and other items for mappers. 'Mesh modelers are responsible for not only modeling, but also mapping their designs and exporting them. 'Mesh modelers usually stay in close contact with the mapper to discuss what is needed and any changes that need to be made on already made meshes.



Getting Started

The process of creating a static mesh for use in UT2003 generally goes as follows:

  1. Create the mesh in a Modeling Application such as 3DS Max or Maya
  2. Apply and map materials (textures) to the mesh
  3. Export the mesh
  4. Create a simplified [karma collision hull]? in UnrealEd

There are examples available for the following programs:

3DS Max

With 3D Studio Max:

External Links


With Maya:

External Links


It is possible to create static meshes within the Unreal Editor. However, this is not recommended. The reason is, faces in UnrealEd do not share vertices with each other, while static mesh polygons do. When you do a lot of CSG with brushes, the faces can become detached from one another by very small amounts. This prevents the vertices from being shared when you turn it into a static mesh. If you simply import the finished brush as a DXF from a modelling program, instead of building it from numerous pieces of CSG, you will not have that problem. However, you can still make static meshes from CSG:

  1. Create the shape you wish to be a static mesh using standard add/subtract CSG.
  2. Texture your shape as you want it to appear.
  3. Use the Intersect tool to grab the you've constructed and add one to your level.
  4. Place the pivot point of the new brush on the corner of the brush or in the middle (bottom left is good).
  5. on your newly created blue, do Brush Context Menu → Convert to → static mesh
  6. Enter the package name e.g. MyLevel, the group name, and the mesh name.

Once you've done all those things you'll have a static mesh all ready to be added at will to your level. If you need to obtain a mirror image of the static mesh, you can do so by specifying a negative value on the appropriate axis in the placed StaticMeshActor's Display → DrawScale3D property. However, be aware that if you don't place the pivot point on the shape then when you add the mesh to you level the mesh will probably apear miles away from where you thought you added it.

Creating Collision Data for a Static Mesh

This link used to be under 3DS Max, but it applies to collision hulls made using any method. This is an external link describing one process, there is also another method. I will detail both methods soon, but for now here's the external link:

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