>>1007963>Where did I complain that it's impractical?Assuming the op is you, you're complaining that you cant do it.
>snappingI assumed you wouldnt want everything alligned to a grid for artistic reasons. If you just want to make miles of rectangular corridors then im not sure why you're struggling
>the game looks like assOf course. Its a game, its supposed to. Theres no reason to build assets fancier than i need if im probably going to change it all later anyway, and theres no point bogging myself down with a perfectionist workflow if it stops me actually making the game
>modern games run like shitMine runs just fine. Modern games do run like shit, but you dont need this level of optimization if you're just trying to make rectangular corridors.
>You won't have access to the in-engine material controlsI can define materials and assign them to the mesh in-engine if i want to but its a waste of time since we're doing our modeling and unwrapping in blender anyway
>You're supposed to make it grid-like from scratchYOU'RE supposed to make it grid-like from scratch. I can do whatever i want. I made it minimalistically because its efficient and only subdivided it to simulate the density you're working with. That was only so i could compare the sizes of the files, which flows into
>thisdoesn't look good1) its your design
2) its untextured. I dont need or want to make textures for a test-piece, and...
3) the point was the size of materials, so i only used materials, noise and a grid texture shader, not my own textures
4) it doesnt need "a billion materials". You only mentioned three textures for the entire map, so you only need three, which is why i used three
5) the high-material model is literally half the size of the high-geometry model, and both are below 200kb. Neither are running like shit on anything made in the last decade
Also, shit though it may be, it only took me an hour to copy and If i want it textured its as easy as importing an image file.