I have considered going modular but I opted against it since there wouldn't be a lot of reusable meshes in this particular building. Should I go modular even if it means building modular pieces that are only going to be used once? If so, how would that improve my efficiency? And if I am right with doing it this way, how to…
If you're wanting to use UDK then modular is a good idea. Not only because it's "the Unreal way" but because you're going to, er, hit a wall when it comes to collision. Unreal handles collision in a few ways. If you build using BSP then collision is handled automatically. Your model at the moment is so simple that you…
The architecture is basically the single most important thing when deciding how you break it up. If you've got columns in there supporting the roof, they're probably separate meshes. If you only have one column and the rest of the house is simple, the column could be part of the same mesh. But if it's really detailed then…
I intended to have this for you a little sooner but... here we are anyway. The Watervilla Kortenhoef, interesting building to say the least. I found a few images that seemed to have varying floor plans, so I just went with something that loosely resembled your initial reference image. sprunghunt pretty much summed up much…
It does not have to be strictly modular nor reusable. Breaking up in manageable logical chunks is important though. You'll save iteration time and avoid tediousness of building collision mesh for the whole structure.
By multiple UV channels I'll assume you mean material IDs, ie: applying one material to the inside and another to the outside (probably something that tiles horizontally). Just realize that you will have a bunch more texture fetches for each modular piece.
For non modular buildings with an interior I just build my rough outer shape and run a shell modifier on it - then I just model the inside and outside. I'll usually detach the exterior and interior while I'm working on it and re-attach & weld at the end..
The first cottage is pretty easy to make modular. Just make a roof and make some window pieces and doors and then repeat them around the outside. for the second version you would probably want to make separate walls and roof pieces and copy those around.
Different styles of lighting models, transform cost, physics and many other factors determine the best way to create a model. But for UDK it may work ok. It's not the best way to do work though as it's tedious going backwards and forwards every time you want to change the position of a wall. Usually you'd build your walls…