Room Geometry Creation

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<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?

Comments

  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    edited September 2012
    The method I keep coming back to recently is to start with extruding, and then migrate to individual faces as I continue to detail. It is very easy to see the look of the room in it's most basic form if you make a primitively detailed wall stencil and then extrude it to the shape you want. From there I would just copy and remove faces/edges for individual manipulation.

    I could then go back to extruding in smaller details, and migrating to individuals if I need to.
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