I do use AC3D, "to the point" app, dedicated to lowpoly modeling.
but its not relevant, you can do extractly the same with all the apps you named.

If you still cannot get a generation without errors, this means you do not 
model the correct way:

A quick list:

set grid on in your app, set your grid so that its relatively coarse.
each time you move a vertex it should snap to this grid.
your model must have zero openning, and in case of multiple rooms, walls must 
have a thickness, (look again at the jpg's we've posted)
ideally the model is continuous (no triangle face has more than 3 shared 
triangle sides), make sure you use weld before export.

When it come to details, anything (99% of cases unless you know what you're 
doing) that can be named: floor, wall, ceiling should only represent the tree
to keep it simple. All others items, chairs, tables etc..  should be added 
later on to the tree in your away3d project.

model must be perfectly solid, enclosed... imagine you would pomp gas in 
there:no leaks are allowed!

That's really about it. If it fails, it must be because you do not follow, at 
one time or another, one or more of these rules... :(

A map like the one I did for the bunker (30 minutes of work) is simply an 
question of making a plane with enough subdivisions, delete few pairs of faces, 
extrude vertically.
select a few regions and move along y axis to get some levelling. The uv 
mapping took most work because it needed to be Prefab compliant. 
Of course this is up to you either you do prebake in Prefab or not.

hope it will help you..

Fabrice



On Sep 21, 2010, at 3:13 PM, le_unam wrote:

> hey fabrice ... can you please tell me how you created you map of the
> bsp demo on youtube? did you model with c4d? 3ds? blender? or how did
> you do it ... cause i dont move forward ... everytime i think i have
> solved a prob then comes another = (
> can you tell me how you`ve modelled you world?
> 
> thank you
> 
> On 10 Sep., 15:53, Delfeld <[email protected]> wrote:
>> Very nice demo!  Thanks for writing up the process, too.
>> 
>> You don't need to worry too much about getting documentation like this
>> out quickly (you mentioned this in the doc intro) -- there has been a
>> need for a long time, and the need is not going away, either.  You
>> have given a good tutorial; I would recommend editing it (if it needs
>> it), and posting it on the tutorial websites that are out there.
>> 
>> Also, a minor comment: mouse movement is *very* quick. . . I think
>> reducing the speed of looking up/down would help, or else attaching a
>> tween to the motion would make it more natural.  (Perfecting was not
>> your goal, of course.)

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