Free Tool

LED Wall Builder for Unreal Engine

Build a UV-mapped LED-wall mesh from your panel grid, pixel pitch, and cabinet resolution — preview it in 3D and export a clean Wavefront .OBJ for Unreal Engine, nDisplay, and virtual production. Flat or curved. Runs in your browser. No signup, nothing uploaded.

Tip: this tool is built for a desktop-sized screen. On a phone, use Open Full Screen.

What it builds

A production-ready LED-wall mesh — not a rough box. Every dimension comes from your real cabinets, with the UV and curve behavior virtual production pipelines actually need.

Panel-accurate geometry

Enter panels across × high and pixels per cabinet (176×176, 168×168, 128×128, 200×200…). The mesh is built from real cabinet dimensions, not a rough approximation.

True degree-locked curve

Give a hinge angle per panel (e.g. 3° or 5°) and each cabinet stays a rigid flat chord while the seams bend — matching how degree-locked panels actually assemble. The readout shows total sweep and equivalent arc radius.

Continuous UVs

UVs always span the full content 0–1, so a single render target maps cleanly across the whole wall. Choose one welded surface or one face group per panel for per-panel masking.

Unreal-ready units

Export in centimeters (Unreal's default), meters, millimeters, or inches, with center or floor pivot. Import with Uniform Scale = 1 and the wall is already the right size.

Live 3D preview

Orbit, zoom, and pan a real-time preview with a numbered UV-test texture so orientation is unmistakable before you ever leave the browser.

Correct normals + optional MTL

OBJ is written +Y up, front facing +Z with per-face normals. Optionally ship a black, fully-emissive LED_Emissive material as a starting point.

Getting the mesh into Unreal

Three steps from export to a wall that lights your scene.

01

Import the OBJ

Drag the exported .obj into Unreal. Set Import Uniform Scale = 1 — coordinates are already in the unit you chose (centimeters = Unreal's unit).

02

Apply an unlit material

Assign an Unlit material and plug your media or render target into Emissive Color. The optional .mtl ships a black, fully-emissive material as a start.

03

Map your content

The wall's full pixel canvas is your texture: total = panelsX·resX × panelsY·resY (shown in the tool's Output panel). One render target spans the whole wall.

Frequently asked questions

What does the LED Wall Builder do?+

It builds a Wavefront OBJ model of an LED wall for Unreal Engine and virtual production. You enter your panel grid, pixel pitch, and cabinet resolution, and it generates a UV-mapped mesh — flat or curved — that you can preview in 3D and download instantly.

Is it free?+

Yes. It runs entirely in your browser, there is no signup, and nothing is uploaded. Form Volumes built it as a free utility for the virtual production community.

How do I model a curved LED wall?+

Enter the hinge angle in degrees per panel — for example 3° or 5° to match degree-locked cabinets. Each panel stays a rigid flat chord and only the seams bend, which mirrors how real curved LED volumes are assembled. Positive is concave toward the viewer, negative is convex, and 0 is flat.

What units should I export for Unreal Engine?+

Use centimeters, which is Unreal's default unit, and import with Uniform Scale = 1. Meters, millimeters, and inches are also available if your pipeline needs them.

Will the content map correctly across the wall?+

Yes. UVs always span the full content from 0 to 1, so a single render target maps across the entire wall. You can export one welded surface for continuous UVs or keep one face group per panel for per-panel masking.

Does it work offline?+

The form, the mesh math, and OBJ export work offline. The live 3D preview loads Three.js from a CDN, so the viewport needs an internet connection; everything else still functions without one.

Building the real thing?

Form Volumes designs, installs, and supports LED volumes, camera tracking, and virtual production systems. If this tool is helping you plan a wall, we can help you build it.