I seem to see a lot more continuous meshes (B) rather than multiple element designs (A.) Is there reason to the madness? As far as I can see as long as the texture is mapped correctly, (A) would use less polygons and be preferable to (B.)
Which should be used in a portfolio?
(Yes this is for my port, I'll be sure to pimp it soon.:))
Figure A
Figure B
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I suggest you try and build your scene in a game engine. These problems will become more obvious when you're working under the constraints imposed by a game engine.
Guriamo: I don't think I understand your suggestion. Are you suggesting that geometry B get cut across to make the tris more consistent and proportioned? If so, I've realized this myself and intend to finish/ rework it. Still needs some more doors and windows. Thanks.