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You can technically do "much more" in Blender, as it is a full blown mesh editor, but (quake-like) brush-based editors are *MUCH* faster -and easier- to work wi
by badsectoracula 2y ago
You can technically do "much more" in Blender, as it is a full blown mesh editor, but (quake-like) brush-based editors are *MUCH* faster -and easier- to work with. The limits do allow for making some things easier.
And unless you are targeting vanilla Quake (or a game with similar limitations), you can still use smaller models (and modular meshes) for details, etc, so you get the best of both worlds.
Also FWIW i don't think Blender is always the best even for such environment props - for some geometry (mainly man-made stuff) something like Wings3D can be faster to work with than Blender.
In fact implementing brush support was one of the first things i added to my engine's world editor[0][1][2] and adding Wings3D-like mesh editing is something i've considered (i implemented the data structure and basic operations years ago[3], but i'd need to convert the code to use the engine's geometry code and of course implement the editor UI for it).
[0] https://i.imgur.com/S2VtAn6.jpg https://i.imgur.com/S2VtAn6.jpg
[1] https://i.imgur.com/RPfG3Ee.png https://i.imgur.com/RPfG3Ee.png
[2] https://i.imgur.com/lOhmyoq.png https://i.imgur.com/lOhmyoq.png
[3] https://i.imgur.com/4Zk9Td7.png https://i.imgur.com/4Zk9Td7.png
- deleted 2y ago[deleted]