a13n wrote:Are you kidding?
There is an apparent benefit, the time saver.
Time saving?!
So....
building the thing in gmax and making sure you're snapped to the grid and you're using the right sizing; exporting to MD3 and making sure you've got the texture paths right and all the fiddling that sometimes requires; importing the MD3 into MS and then checking the UVWmapping and shader paths have imported correctly; then exporting the results back out to the .map format and opening that into Radiant *as brushwork* all to then recheck texture paths UVWmaps and alignment...
Is faster than,
.... building and texturing the thing in Radiant in the first place.
Yes I can quite see how the former method would be faster
If you try to sculpt the equivalent brush in radiant, it will take a lot more time and it might not be precious in the end.
If 'scultping' is a concern you shouldn't be converting it *back* to brushwork becasue as you know, brushes are not that tollerant of fine details; it's why models are used for more complex & detailed shapes
By using modeling tools you can have total control how you sculpt the shape in advance and it's done immediately.
erm.... (see above)
My next map will make full use of this procedure. :icon26:
ok
As it looks like this method is building content without regard to Radiant and grid snapping I'll requote obsidian here
Besides, brush vertexes sitting off grid have been very well known to cause all sorts of problems. Don't say I didn't warn you.