UE3 - UDK Proper Static Mesh Construction

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New Member
Jul 11, 2011
Hi everyone. I've started work on my first static mesh for the UDK. I come from a programming background so I'm not familiar with the proper construction methods used for models.

The current way I'm going about doing it is simply deforming a plane. It was brought to my attention that the Unreal 3 engine would prefer not to deal with meshes like that and would rather work with "thick" meshes.

Here are some screenshots to show what I'm trying to describe:

My Current Method:

It's a simple plane that's been subdivided and had its verts scooted around. The material to be used on it will be single-sided.

The Suggested Method:

Notice how now the mesh is thick.

I'm trying to avoid the latter method since it just makes more work with messing with the texture mapping. Not to mention, there's no sense in essentially doubling the amount of draw calls if one side of the "thick" mesh has multiple materials while the other has a single material.

I was hoping somebody could shed some light on whether or not UE3 will be fine with "thin" (planar) static meshes or if there's some important reason that I should be creating "thick" static meshes.

Thanks :)


bSnakeCastShadow = True
Aug 18, 2005
on a plane
I see no reason why it shouldn't be fine with meshes made from simple planes. After all, fog sheets are basically just that for example.
The only advantage I could imagine for those "thick" meshes would be occlusion.
There are lots of examples in UT3's static meshes where the mesh is basically a deformed plane, though.


New Member
Jun 12, 2010
Plane meshes are actually most common for this kind of stuff, afaik.

On a related note,

There are bite sized videos in here that explain a lot of important fundamentals about 3D modeling, that are generally not covered in how-to tutorials.


www.guerillacg.org is the homepage, but it seems to be down at the moment.