Hey, I’m a fairly experienced 3D artist - but I’ve mainly worked on props, exterior locations and occasionally characters.
I’m currently working on a project that takes place almost exclusively indoors.
I’d love some advice on the best methodology for modelling these spaces. Originally I had modularity in mind, so I could easily re-purpose assets for a variety of different rooms etc.
However, with testing using the built in Unreal walls etc, I’ve noticed the very common issue of odd lighing caused by lightmass operating on separate threads with modular assets.
I took a look at the Realistic Rendering demo, and noticed how everything was modelled as one piece more or less (One floor mesh, a ceiling mesh etc.) however this was intended for archviz, and in that case, very high resolution light maps can be used in order to combat the large meshes. I’m unsure of the practicality of this for games.
I would love some advice from the more experienced users who have done more interior work.
Thanks in advanced!