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How to use modular geometry
I have been doing some research on modular geometry (I'm new to level design) and there is something that I can't put my finger on, I have my blocks designed on blender and I'm not sure if I should import the blocks and do the actual 'building' of the level in unity (which would result in having a billion game objects on the scene) or build the level in blender and import just a few big blocks? (you know, instead of importing a wall, import a whole building). What's the right (or best) way to do it?
Answer by GrichDesign · Jun 17, 2014 at 02:21 AM
Not sure if you ever got an answer somewhere else but I do all of my hooking together and building in engine. This way in your blender scene you can update one pillar and it will change all of the pillars in unity. I used to show my class how to block a scene out with simple shapes, then i would replace the objects in max with complicated geometry (that has the same pivot/name/ overall shape) and it would update the scene in unity
HOPE THAT HELPS
Sorry for the delay, that's what I've been doing so far but my draw calls peak depending on the way the camera is facing. I've tried importing small assets, building a level with those small pieces (2x2 walls, 2x2 floor blocks, etc.) and merging them, but that seems to cause some issues with lightmapping. Any ideas? Thanks for the answer by the way
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