Homework #1 work in progress for Lesson #2 of Sketching Anything Moved around and changed the size of some of the elements. Perspective is a bit off but I will leave it as it is for this one and move onto adding some background elements as well as tackle the foliage
like this: and your box modeling pattern is all over the place,- you need to push some more vertexes at the base mesh,- so that you dont get the box as shape defining element- but rather more natural rounded elements.
You can switch to element mode (hotkey 5), select the element (all faces should highlight) then while holding control switch back to vertex mode (not sure if you can do ctrl+1, I usually click it).
The music is created as a collection of musical elements (loops and one-shot bits). A single element might be a bass line, a guitar riff, a breakbeat, etc. The game engine then functions as a multi-track mixer, creating the final output in real-time.
Ok there's a paste/weld in the unwrap that indeed let you copy/paste and WELD uv between same topology elements. Resulting in less map vert than geo vert. I guess it's for easing uv packing with similar elements.
Oh man, not much to go on but I'm hoping it retains some tactical elements of the original. If it had the whole geoscape and base elements but then fps style encounters with some sort of tactical overview command style gameplay I might be interested.
Anything with repeating elements, or elements that can snap together, is modular in my mind. The windows for example, I would delete all but one window, UV it and copy it around. Or the wings on either side of the front door, do one and mirror it.
I comb my HP and LP and detach matching elements into unique groups and assign a material Id from 1 to 4, any elements that touch another get separated and that way just hide each mesh when baking. No need to move parts around. Keeps the scene tri count lower, no need to move parts and can make adjusting cages of tucked…