UDK tutorials: Using static meshes with BSP’s

1. Start off by creating an environment with BSP brushes that you want to start building out. Here is my example.

Doesn’t seem like much right? Lets continue to add.

2. Next we will start adding static meshes. Static meshes in the UDK are generally modular. Which means you can duplicate them easily creating large environments with just a few assets. Open the Content Browser again like you did when you added a character to the scene.

The best place to find static meshes to place in your levels are in the UDK Game folder. If you look down the left hand side there is a heading named UDKGame. Then open Content. Then scroll to UT3 and extend the Environments folder. Make sure in the Object type bar in the center/top of the screen you have Static Meshes selected.

3. To add a static mesh to the scene do exactly like you did when you added the character, just Left Mouse Drag any object into the scene.

For my example I added StaticMesh’NEC_Trims.SM.Mesh.S_NEC_Trims_SM_Plain_CURa’ and StaticMesh’NEC_Trims.SM.Mesh.S_NEC_Trims_SM_Plain_STRa’ to the scene and duplicate it around to fit the gaps to create the floor.

Note: To change the move widget to rotate or scale press the Spacebar.

Do not use the scale widget to get a model to fit however. Use the draw scale values at the bottom of the screen.  The left hand box is overall scale. The second box changes X values. The third changes Y and finally, the last box changes Z.

Make sure to keep the values so that the meshes still line up on your grids. I.e. 1.5, 1.75, 2. Only sometimes will you need values like 1.354 to fit gaps but try and stay away from these.

4. Follow the same processes to create your building or whatever you are trying to create.

Next I added StaticMesh’NEC_Deco.SM.Mesh.S_NEC_Deco_SM_Infection_Tech01_Quarter’

5. And then duplicated the models and transformed them in Z. I also added some steps StaticMesh’ASC_Floor.SM.Mesh.S_ASC_Floor_SM_StairsSid01′.

Remember: To duplicate hold Atl and Left Mouse Drag.

6. Things are starting to look a bit better now. I’ve added a roof piece StaticMesh’NEC_Buildings.SM.Mesh.S_NEC_Buildings_SM_TurkRoof’ and also some archways StaticMesh’NEC_Walls.SM.Mesh.S_NEC_Walls_SM_CAWall_STRa’. I scaled up 1 of the archways and added it as a focal point to the map.

7. Next up, Windows!

8. Now its time to add some of the more detailed aspects. First off, I’m not happy with the silhouette of the building so I’ve added a platform on the lower section to break things up a bit. StaticMesh’NEC_Trims.SM.Mesh.S_NEC_Trims_SM_Vented03d’. I also added coverings to the archways next to the door frame StaticMesh’NEC_Walls.SM.Mesh.S_NEC_Walls_SM_CerWall_STRb’ along with a door frame. StaticMesh’NEC_Doors.SM.Mesh.S_NEC_Doors_SM_Oniondoor_Frame01′

9.  Next I add a few lights StaticMesh’NEC_Lights.SM.Mesh.S_NEC_Lights_SM_WallLight01′

10. I also added a plane of water StaticMesh’FoliageDemo.Mesh.SM_WaterPlane_01′. Adding a material named Material’ExampleMap_Resources.M_UN_Liquid_BSP_BlueWater02′. If you do not know how to assign a material to a mesh, do not worry, we will cover that soon.

11. Lets hide the static meshes so we can so what we’re working with again. Press Alt + W

12. So, time to add some materials. Open your content browser and uncheck the StaticMesh in object type and select Materials. We are also still in the Environments folder inside of UDK Game – Content – UT3.

13. For this example I am going to choose Material’NEC_Walls.BSP.Materials.M_NEC_Walls_BSP_Turk182Plain’ but you are welcome to use whatever material you like the look of. Same rules apply, just drag and drop a material from the content browser on to one of your BSP surfaces.

14. For my example I am using the static meshes to do most of the talking so I am going to only use this one material. However, you may use as many materials as it takes to create what you need to. Maybe you could add a tile material to the floors for example.

A good shortcut I like to take is to select the checkerboard material and right click on it and go to Select Surfaces – Select All Surfaces. This will highlight all of your surfaces. Then, with your material still selected in your Content Browser hold Shift and press LMB. This will apply your material to all of those surfaces.

15. Now we can bring back our meshes and we have something that looks like this.

Scene files can again, be found here


Just copy and paste into empty perspective window.


2 thoughts on “UDK tutorials: Using static meshes with BSP’s

  1. Snipe34 says:

    tempted to troll – is Pete your real name? ;p I was searching for ‘hide static meshes’. An extensive search offered many “press W” suggestions – which worked ok in UTk4, but not UDK. Your Alt-W saved me!

    After that, reviewing your tut – it has many small but extremely helpful tips essential for productivity, and explained clearly, precisely and indeed lucidly. The kind of tut that’s a pleasure to follow. I’ve also seen your name in the UT forums so I’ll pay attention when I see info from you.

    Thank for your hard work. You make writing tuts look so easy.


    • Cheers Snipe, appreciate the feedback! aLT+W was definitely a killer for a lot of people. A lot of people loose the builder brush too! (B)

      Glad to see you found the useful, let me know if there are any other tutorials you’d want to see and I’ll try and get them up there!

      And yes, my name is Pete!

      Thanks 🙂

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