[QUOTE=apocalypse2012;17184]Second, trying to build a whole world using 3dsmax as your editor is hella problematic. Doable, but a scope and schedule killer. To accomplish it requires Blockouts in game world units and art assets at units appropriate to their scale. Then using xRefs. xRefs can be set up to auto scale to the current scene, but this only matters for getting a view of your placement. You would be exporting the assets from their source files and picking up the transforms only from the World file.
Either way, world building in any 3D DCC app is going to be hard. It gets much much harder if you force all your data to conform to the same coordinate system. The tools are there to avoid that, its just another layer or management work to coordinate, but it is worth it. If you must peg your data to one scale, pin your display units and vary the system units.[/QUOTE]
It really isn’t, but that depends a bit on the type of game. Sounds like you’re thinking of something where the world is just a list of instanced props. Like a tileset or to a lesser extent UE. I’ve never worked on a game like that. Sounds like making unique one off variations, or organic landscapes with everything stitched neatly together are a real problem with that method.
Nearly every single game I’ve ever worked on has been built mostly out of unique world geometry in something like Max. It does have problems (the interface making asumptions about scale being a big one) but it gives us huge flexibility in how things are made. If I want an object that’s similar to another one, but a slightly different shape, or has some variation or has to fit on a weirdly shaped hill or angled road, making those changes is dead easy. And it all stitched together perfectly because that’s in the hands of the env artist.
Stick to your world unit scale, all your objects are the same size. Merge things in or work with containers (our current method). Use Xrefs or similar to import instanced props (we have our own alternative as xrefs are rubbish). Works fine really.
I wouldn’t suggest this sort of approach for something made out of snapping tiles together though. There are better tools if all you’re doing is positioning pre-made objects.