11-01-2003, 07:17 PM
It depends on the game engine that you will be modelling to.
many older (and newer) games like max payne, half-life, doom, quake separate the models and geometry (that is buildings in a city or whatever you would be walking on/in). Probably for easier and lighter calculations on (hard) surfaces. Geometry usually contains less polys to calculate than models like cars and characters. but as I said it would depend on how the gameengine works (if you're making your own thats a design question, otherwise ask the coders and developers of that engine).
but biggest differences? uh.. poly budgets, effects(you area should work in realtime so it doesn't shoke the computer).
for a 3d game you probably want to consider developing entire areas just than single buildings, if you don't cooparate with a number of leveldesigners that is.
but ofcourse if its for prerendered scenes/models(sim city, civilisation, other strategy games) there's no real difference.
I had a site somewhere with a guy that did buildings for games...
sorry, can't find it
01-16-2006, 02:00 PM
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