Hey Guys! First post here, thanks for having a look. I've got some general questions about executing modularity in models/textures. I'm currently working on a small town Main St. style environment and have an opportunity to work with a lot of modular assets. Right now I'm working specifically on the courthouse pictured.…
It depends on how much screen space will the asset occupy. I'd say for background or a bird eye view you could get away with one mesh with unique UVs. Making it modular is probably a good idea if you plan to re-use the parts to create variations of this building. If it is unique landmark prop, then making it modular would…
Hey Zis, I have never had a game project that would allow me to bring that many modular pieces into the scene. The node count would get high pretty quick if all the structures in the scene were built to that level of granularity. I'd suggest making bigger sections. Break it down something like this: stair piece stair end…
Awesome Guys, thanks for the notes! This certainly has me headed in the right direction. The asset is suppose to be viewed from fairly close. I think sectioning it up with the idea of potentially expanding the number of floors the building has is a great point.
Hey Pixel! Thanks for the information. That makes a lot of sense. It is going to be a portfolio piece, so that should make it more open. I'm really tying to pick up on where the line is draw between in-engine flexibility and efficiency for hardware. Thanks again!