I am planning on making a larger exterior or interior scene, which will have a low polycount. My question is a beginner question about placing models. I have 2 pictures here to better show my question.
If you notice in the top picture, because the object is flush with the ground, there are artifacts that show up when you rotate the scene. I understand this is normal, and I simply have to offset the object by a small amount such as .001 on the Z axis.
When I have a larger scene, I assume, I will simply do this in order as I add my objects. Is this the correct way to do this? or is there some better way to keep a scene organized when it get’s larger.
I will try to maintain a low polycount and use normal maps so I can plan the scenes to be used in a game engine. Are there other considerations I did not think of?
This is the way i usual go. One thing to note is that everything depend on your camera position. If the camera doesn’t point there, then don’t worry about it.
As Erick said, “everything depends on the camera.” (Even in the game world, where the user’s game-actions influence where the camera will or can be.) There are no absolutes: everything should be governed by what the camera can and cannot see. And you control both the modeling and the camera. Given that the audience will never be “backstage,” just make sure that they never see anything on-camera that their experienced, worldly eyes cannot accept. (And if you can be sure that they will never, ever see it … [and, you can!] … “fuhgeddaboudit … don’t build it.”)