Is it common to deivate from creating modular pieces in non power of 2 units?
In my instance, power of two sizes for snapping is not quite getting me the correct scale that I'm looking for.
For example,64 units is just a hair to narrow for they types of doors i'm trying to build. I am working in 32 unit increments to snap everything. I'm also hesitant to break my grid into smaller increments such as 8 units, mainly because I've read/learned that working modularly in smaller units is more cumbersome.
Would you say this is accurate, or am I thinking too restrictive in this instance?
What are the typical solutions or workarounds in a situation like this, while still maintaining nice modular snapping pieces?
I'm interested to hear from this very talented community.(go polycount!)
I was thinking of trying to go off the grid with the geometry, but keep the pivots on the grid units, if that makes sense. But I have this instinct that's been drilled into me that leaving the grid in level creation is next to blasphemy. You could say I'm currently stuck in an infinite logic loop lol
Replies
Actually, going off the grid is fine, at least for one-offs. As long as you don't extrapolate from that and build a whole area. Depends on your toolset tho, I've worked with one where I could define arbitrary local grids, like for an angled fence.
Have you seen the Skyrim modular talk? Might give you some ideas.
http://wiki.polycount.com/CategoryEnvironmentModularity
Angry Beaver: I hadn't though yet about how the inclusion of the door frame would change dimensions. thanks for the advice