Room Geometry Creation
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
in Mapping
<div class="IPBDescription">A discussion on technique & personal preference</div>As I've come to terms with creating geometry in the Spark editor, I've begun to realise there are several different valid ways that one could go about piecing a room together.
Personally, I prefer to keep things modular. I create a basic version of the room using rectangles and keep that in its own "Base Geometry" layer. Then I create a "Detail Geometry" layer and put all of the complicated geometry in there (like pillars & tables & detailed wall geometry).
Ultimately the content from the Detail Geometry layer obscures most of the Base Geometry and I waste some polys & vertices as a result. But, this approach allows me some flexibility with editing Detail Geometry without having to entirely rebuild the room.
I'm curious to hear from you all, how do you do it? What's your personal workflow for creating geometry? For example, do you try and stitch every plane together into one object or do you try and keep things separate and modular, at the expense of some inefficiencies?
Personally, I prefer to keep things modular. I create a basic version of the room using rectangles and keep that in its own "Base Geometry" layer. Then I create a "Detail Geometry" layer and put all of the complicated geometry in there (like pillars & tables & detailed wall geometry).
Ultimately the content from the Detail Geometry layer obscures most of the Base Geometry and I waste some polys & vertices as a result. But, this approach allows me some flexibility with editing Detail Geometry without having to entirely rebuild the room.
I'm curious to hear from you all, how do you do it? What's your personal workflow for creating geometry? For example, do you try and stitch every plane together into one object or do you try and keep things separate and modular, at the expense of some inefficiencies?
Comments
I could then go back to extruding in smaller details, and migrating to individuals if I need to.