Yes, it's called modular building, and so far as I know, it is the standard practice for creating levels - Gears, Oblivion, Fallout 3 and New Vegas, etc. all do it. It makes things easier and allows you to change levels and designs on the fly without remodeling or retexturing anything. It also saves on texture space and…
It may waste a negligible amount of geometry as opposed to building everything unique, however it shouldn't drop the FPS by more than 10% (any optimization that doesn't provide a 10% increase in performance is usually not worth the development time.) You may waste only a few hundred triangles and save yourself several…
Well I'm still having major problems getting modular workflow to well work. I use 3Ds max and I have tried some tests with two different boxes that are the exact same size and with the 3D or even 2D grid turned on when I try to move one to perfectly snap into the other it is off by some what. Any suggestions for settings?…
Sure, it might waste polys, but it really doesn't matter these days. The amount of polys a modern game system or PC can handle is way above what it used to be, to the point where it's not the bottleneck anymore. What does cost is drawcalls for textures. So by reusing texture sheets with modular pieces, you're actually…