First off, please excuse any errors as I am new to Polycount. So I have watched some videos (Halo's Sprint Series) where the game designer is building the entire level in a modelling application like maya then imports it into an engine. But I have done the opposite where I build single assets then import them into an…
I cannot even begin to count the amount of times I've had to explain to people "Yes, yes you are having that problem using 3dsmax as a level editor. Because 3dsmax is not a level editor. Stop doing that." imo the disadvantages of that approach are really huge. Do very successful games get made using that approach? Yes.…
I've done both workflows, multiple times each with different pipelines/companies. I agree with Stromberg90's points. But the downsides to level editing in a 3d modeling app are the problems of using an app that wasn't designed with level editing in mind. Instancing, physics, sound, interactables, etc., any game-required…
@STROMBERG90Thanks for posting the video series! And ya I was also thinking about the advantage of iteration time in the modelling app. @ERIC CHADWICK and @MARKS I tried building a level all in the 3d app but it was more difficult for the reasons you guys stated. Good to know it better to build in the engine. Thanks!
Here is a link to the series playlist. https://www.youtube.com/playlist?list=PLn5QvCoiY3w6OA-BI8KaCZdWMHOm_GvNF I have worked with where it gets assembled in engine personally. I would think some of the reasons for doing it straight in the 3D program is: Keeping what's familiar for a lot of people. Lots of tools and…
Some studio managers think they are saving time and money, by using the 3d modeling app as their game editor. It does seem to make sense. But after you try it, you realize how broken the 3d app is, under the hood. You have to work around many limitations and bugs. It ends up taking more time to fix the problems, than it…