Unsuccessful import with Alembic format
For the balcony, this is my previous version of the asset, I have created the asset with small size to be assembled together to maximize the flexibility of customization in terms of dimensions. However I find this is not very convenient for users to manipulate as they may still have to adjust the sizes for some specific dimensions. Also when building the lighting of the assets there will be shadows between the asset which will is not good.
Texture Coordinate function for the balcony
If I use the UV map texture for the balcony, when the size of the balcony asset is adjusted according to its ratio, such as adjusting the width of the asset solely, the texture will be stretched which looks wired and bad.
So I just render out the texture without uv maps and using the TextureCoordinate function in Unreal Engine 4 to adjust the texture size, in terms of U tiles and V tiles. In this way, no matter what size of the balcony asset is adjusted, the size of the texture can be adjusted accordingly with appropriate ratio.
Delete unseen polygons (side polygons) to reduce the shadows between edges and corners
Using one texture for 3 separate part to make sure the textures are seamless to each other.
Glass texture
Another
final result
Final Outcome
Different Configuration Reference- Parking Lot
Indoor environment of Parking Lot
Full Assets
Final Video with voiceover



















