Blender Snapping
Enable snapping to get those edges perfectly aligned.
Shift -> Tab
When the verts are smushed together, remove doubles to merge them. A box at the bottom of the left sidebar will show an option for the merging threshold.
seen from Malaysia
seen from United Kingdom
seen from China

seen from China
seen from Malaysia

seen from United States

seen from Malaysia
seen from Russia
seen from United States
seen from Russia
seen from Malaysia

seen from United Kingdom
seen from United Kingdom
seen from United States

seen from United Kingdom

seen from Malaysia
seen from United States

seen from United Kingdom

seen from Malaysia
seen from Hong Kong SAR China
Blender Snapping
Enable snapping to get those edges perfectly aligned.
Shift -> Tab
When the verts are smushed together, remove doubles to merge them. A box at the bottom of the left sidebar will show an option for the merging threshold.
Unity-like Prefabs in Blender
Throughout this project, I’ll be reusing common models like doors, tables, chairs, etc. What I need then, is to be able to make a change to a model, then have all other instances of that model reflect that change. In Unity, this is achieved with prefabs, but I didn’t know that a Blender solution existed until today. In Blender, this can be achieved with linked objects.
My strategy is to have a master (library) .blend with all the models that I’m going to reuse. Then in the scenes that require the model I just link to the library and grab the object from it.
This means you can never delete the library .blend, otherwise the links get broken. It’d also be a good idea to keep “Relative Path” checked when linking as well.
File -> Link
You may find that once you have the linked object in the scene, you can’t move or manipulate it in any way. In order to be able to move, rotate, or scale the object, a proxy is required.
Object -> Make Proxy...
Now when you want to make a change to the linked object, just make the change in the library .blend and reload the linked scene.