I can’t thank you enough, this was so unbelievable helpful to me!
So to recap.
If I want to create the environment of two small villages, which were build close to each other in the actual game world, I should use a set of reusable models, since the villages would use similar architectural designs and materials.
But if for some reason, the villagers of each village, would worship I different deity, I could model the whole temple of that deity as one, since I would probably only use that Model rarely and I would want to give it more detail and let it stand out more from the rest of the environment.
Did I understand correctly?
About the Poly count. Should it be a conscious decision, that every time I create an environment with unreal, my static meshes only take up a certain amount of polygons and I limit myself to a certain amount of meshes that could be shown at a time on the screen? Is this something that is consciously done?
And is there a drastic difference if a Model is a static mesh or something moveable like a character, an NPC or a building with an animation like a windmill?
Last question. If let’s say I want to make a playable level with unreal, and it’s based on the principles of top down action rpg’s like diablo. Would it be advisable or even necessary, to limit the amount of environment meshes, to be able to add more character models on one screen? As action rpgs tend to have loads of enemy’s coming at players at the same time.
I tend to repeat myself, but thanks so much for the insane amount of help! Really awesome place!