Good day. I am having trouble wrapping my head around when I should be creating fully modular buildings or "hero" buildings. http://lazyphotog.files.wordpress.com/2010/04/saturdayapril-118-edit.jpg Taking into account only the bottom half of the building, how would I create a modular layout for the main wall and columns.…
Yeah having less pieces is better for reducing draw calls, but not so good for occlusion. If you're building tall skyscrapers, then it's better to keep it sectioned in grouped stories then the engine doesn't need to draw the higher tiers of the building when the camera isn't looking up. Same applies to walls that aren't…
Well.Breaking the building into parts would break the flow of the vertex painting, and could easily cause lightmapping problems, so yes you are right. I would recommend to use modular pieces in your modeling software, welding when its done (welding the uvs too) and exporting it as one big mesh.You can use elements for…
this might help: http://udn.epicgames.com/Three/ProceduralBuildingsTutorial.html Module size is all about how far away from the player the object is. If you can walk right up to the bottom of the building then you'll probably want many small bits. If it's only a background building then you can probably just make it one…
Yes this is a building the player can walk up to. I don't want to compromise the ability to blend textures with vertex painting. So I can't break it up into smaller chunks. (At least the main brick wall part anyways) For the occlusion problem, I can separate the top part of the building and the bottom and middle sections…