Instead of Alt + Drag a wall, why could we just not scale a small wall into a big wall. This way the joints are not ugly. I think there might be a drawback, but, I don’t see any?
I was actually asking myself the same though i dont see what the drawback might be other than that we don’t get to know how to scale textures until later on.
The only drawback is the need to adjust the texture mapping to avoid distorting the texture.
The alt-drag “lego bricking” approach to architecture didn’t sit well with me in this section. It was quick and easy and effective and probably a good choice because it allowed the lecture to proceed without diving into discussions of modelling and texture-mapping and such but overlapping static meshes are a real problem in a map so I did a bit of reading on the topic.
The best practice recommendations I found were to use BSP to ‘block out’ the level and, once done, convert the BSP to a static mesh. That mesh can later be modified through the static mesh editor or exported to Blender or Maya, modifications to be imported later. Details should be modelled separately and imported as static meshes to be bolted on to the basic shell that was originally done in BSP.
Thank you guys for the replies. In Lecture 86, Ben actually gives a fix to the texture scaling problem. So, it’s all good.