So I’m reconstructing the vendor stalls and hawkers alley in limsa and looking at the model for the awning and ‘counter’ objects, its interesting to see what they did.
Usually, if you’re gonna skimp on adding the actual ‘physical’ detail to a model, you just add the graphic detail to the texture map. For the awning, the little corner accent graphic actually got modeled into the mesh (albeit with no ‘depth’ detail) so the UV portion of that texture map would be exact.
Idk, maybe a game of this type benefits from that kinda thing haha i just thought it was a little odd was all.
Sine this is the base for every stall, and the only thing that differs between them as the objects on the shelves, counters, and hanging from the actual awnings, duplicating this base group and positioning them was a pretty quick way to add detail to the hawkers alley.
Most of the vendor-specific accoutrements are their own objects in FFXIVExplorer, so finding a good pivot point in them will make placing them a lot easier....texturing all of it is another issue all together haha