Remade the table this morning:


The “Tris” number is something I forget to mention yesterday which is the thing that directly correlates to how hard a renderer (such as Unreal Engine) has to work to render something. Note the number is around 500 (which honestly might still be too high). The table yesterday:

Hopefully that reinforces the points from yesterday. In addition the UV maps are much easier to see, simple to understand and are broken apart by each component of the table: tabletop, legs, cross bar, leg flange and crossbar flange.





In addition proper use of mirror modifiers lets you do a single object:

Here’s the mirror modifier for the legs:

All in all its a table, it does what it’s supposed to and holds things off the floor. If I wanted to get interesting I can export each portion to unreal individually, re-attach things in game then when the player breaks the table it breaks semi-intelligently. However, I just wanted a table not a crazy physics object (yet).
Also here’s the table colored:

I the crappy wood coloring is from a quick noise texture in blender:

I have better wood/metal materials in the game so once exported that should clean itself up (hopefully).