im working on a big environment that has one building that’s unique. Meaning it won’t be used again throughout the game. What’s the best way to go about this? Should I make it one big mesh and split it into sections for lightmap purposes? The building is pretty big, with a lot of unique pieces that can’t really be modular or repeated. It’s a pretty stylized building.
what would be the best way to go about this?
Replies
If you're setting the building in the larger scope of a game world, you might not want something that large in the scene. You might want to be able to hide pieces of it if they aren't on the camera. With it as one giant piece, its all or nothing.
Personally I would break it up into chunks and modularize the design as much as possible, while trying to still hit the overall aesthetic. But I skew toward real-time spec because it's a workflow I'm familiar with and allows me to create a lot of things quickly while managing as few pieces as possible.
There isn't really a right or wrong way to do it, just different ways that need conform to the specs of the project.
There are always exceptions though, because if this building is a relatively low poly background sort of building then it might be better to keep it as a single object.