I'm really struggling to figure out how to create a nice and modular asset kit for a very large and complex environment. Here's an example: I'm gonna make the assets have actual geometry on each brick, like this for example: But that decision has come with many challenges. Namely, how to handle modular wall pieces and…
If you place the centre line of your wall along the grid you need less unique modules and there are less edge cases. Sadly though that's usually Impractical and as a result you need to cover walls being on both sides of the grid line. Put your pivot at a corner, set the grid to a single wall component size, make some…
Usually because it's a pain in the arse when it comes to metrics - your wall always eats into the size of your room. eg. if you're working on a 1m grid and you need a 4m space between walls you need to not work on that grid anymore. You can easily make that not be a problem by deciding you don't care, I just haven't…
It might be more time efficient to combine modules with simple unique meshes that use tiling materials. The modules library can still be expanded when you identify repeating parts during the process and unique geometry replaced with the new modules. If you don't do this already, I think it's good to have a blockout in…
I think it would help to set your grid size to match the tile size. Would be easier to find issues. Make a corner piece or several to cover different angles. Maybe pieces for intersections too: 3 and 4 way wall connections.