I want to ask why people make environment blockouts in their 3D programs and then using that to create their environment in engine. Isn't it a hassle to arrange everything in the 3D program then have to do it again when you go to the engine? I just want to understand what's the purpose of this step when creating…
Say that this wasn't for a game, but for just personal practice like the Monthly Noob Environment Challenges. How could you still apply this without having to focus on gameplay?
Heh that is pretty old stuff :P It depends, at the very beginning of a game or project you will likely have nothing to whitebox from. It kinda changes as you make progress into production, as you will find yourself then having access to a wide range of finished props or structures, and then it becomes that kind of hybrid…