im working on a big environment that has one building that’s unique. Meaning it won’t be used again throughout the game. What’s the best way to go about this? Should I make it one big mesh and split it into sections for lightmap purposes? The building is pretty big, with a lot of unique pieces that can’t really be modular…
If it's just for a scene with very limited scope, just a pretty shot, it is probably fine to leave it as one giant piece if that works best for your workflow. If you're setting the building in the larger scope of a game world, you might not want something that large in the scene. You might want to be able to hide pieces of…
You should probably split it up reasonably, simply for the fact that it allows frustum culling to work better. So if it was one big mesh, once you see any small part of that on screen it renders that whole mesh, but if it is broken into different pieces only the pieces that are visible get rendered and not the whole mesh.…
If you can't make it out of modular pieces then you can try to use a lot of tiling textures in smart ways. Try to stay away from using a lot of similar geometry with a lot of unique textures.
Thanks mark. Though my question was more should I split up large structures at all? Or should I keep them as one solid giant mesh? What’s the proper way to do this? For example, in the new ArtStation challenge, one of the big Japanese style houses. If there’s only one in my scene, with really no repeating parts, should I…