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>> No.707479 [View]
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707479

>>707471
Methinks this is what that anon meant in general terms:
- Set a scene scale and grid subdivision that makes sense for your project. If you're not specifically making something for an engine, I would consider it fine to just set a grid division you find appropriate.

-Whenever possible, make things snap to to the grid. Walls, recessed pillars, steps, windows, torches, you name it. Obviously you don't need every vertice in the object to adhere to this, but at least the part where they *connect* should snap to the grid. For instance, the back of those curvy pillars, the back end of that stick on the wall lamp, the corners of the steps, etc.

If you follow this approach, you'll soon have a bunch of objects that are easy to duplicate and snap together, at that point allowing you to focus less on the inherent scale of every object in your scene and more in playing gay lego in morrowind. You can also set movement snapping to an absolute value if you double-click the movement tool for that extra level designer immersion.

If this is just a little fun project and all you want to do is the one-off house, I think it's okay to not really worry about that stuff. If you were planning on building the whole town though you'd have some problems in your hand with your current approach.

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