Point is that you need build your own experience with this kind of modeling...
in your case, if the room is as simple as the image suggest, I would simply build one mesh. But lets assume the model will be bits more complex, then one thing I found that works really nicely for insets like your cube is merge for instance in case of the "table" cube, merge base of the table with floor, but not the table then add the table as child. with the perfect fit you get zero conflicts and code runs super smooth as about the single mesh single material, yes thats dev time, but with the centralLibrary you can access the materials so lets say you render at 16x16 images in prefab, you can then just replace these tiny jpgs by a unique bigger one. you also can change all linkages in awd pointing to same bitmap. you also can replace all default materials by a single one using the tree replaceMaterial the trick being having unique mapping on your different meshes. Fabrice On May 14, 2010, at 2:07 PM, John Brookes wrote: > Yeah moving the cubes higher isn't really what Im after. > Just tried removing the bottom faces of the two smaller cubes, now the camera > doesn't fall through the floor, but it does now go through the two smaller > cubes. > > More experiments :/ > > On 14 May 2010 12:39, David Lenaerts <[email protected]> wrote: > Then they probably should be space farther apart instead. You can use > different meshes to put a cube shape on the floor, but you'll have to cut out > the overlapping parts. The parts don't need to be closed, as long as the > whole is (the tree merges anything anyway). > When it concerns modeling like that, I'm sure Fabrice could give some more > useful input than me tho :) > > On Fri, May 14, 2010 at 1:35 PM, John Brookes <[email protected]> wrote: > Thats the thing theyre not overlapping. The two smaller cubes sit just above > the floor of the larger cube.( At least they do in Maya). > I'm trying to understand what can and can't be done. I know I could do that > example in a single mesh, but then that also means a single material. > > So how would you sit some cubes on the floor of a larger cube? > > > On 14 May 2010 12:19, David Lenaerts <[email protected]> wrote: > Because you're not following the rules of bsp geometry ;-) > In your model, there's a couple of shapes that are overlapping, instead of > one solid closed shape. See my awesome photoshop skills attached to see what > I mean :) > > > On Fri, May 14, 2010 at 1:07 PM, John Brookes <[email protected]> wrote: > Why does the camera in this simple test model always fall through the floor? > > > > -- > http://www.derschmale.com > > > > > -- > http://www.derschmale.com >
