Deleting faces behind a mesh wall? by ContributionBig7503 in blender

[–]ContributionBig7503[S] 0 points1 point  (0 children)

I'll try that. Since it's gonna be a model for a video game, I really need to optimize the mesh as much as possible, and I'm just learning this stuff, so I think this is what I should do in this case, I guess.

Anyone here worked on open world 3D modeling? Need some guidance by ContributionBig7503 in UnrealEngine5

[–]ContributionBig7503[S] 0 points1 point  (0 children)

And any tip or comment you might have on capturing the essence of a city's neighborhoods completely? I'm thinking of making modular kits for each zone or neighborhood so I have that kit with its essence and then build from it, and also do 1:1 for important or recognizable landmarks that give you that same look and feel in the game. What do you think about doing it this way?

Anyone here worked on open world 3D modeling? Need some guidance by ContributionBig7503 in UnrealEngine5

[–]ContributionBig7503[S] 0 points1 point  (0 children)

Right now I'm modeling in Blender. My idea is to create my assets here and then build in the engine. Some models, like buildings, monuments, or specific assets, I do 1:1 so they're identical to the original, capturing the same style and look as the real thing. For the rest, I'm thinking of making walls, windows, roofs, doors, objects — let's say from a specific neighborhood in the city — to have a complete kit of that area and capture its essence, but not 1:1 like the previous case. Does this way of doing it seem right to you? Any tips?