I've had a different idea on this theme.
Ask any expert modeller and he'll tell you he still prefers working with general geometry and not bsp friendly brush style geometry.
Here's an idea Josh, let me know what you think:
Basically you make the level however the hell you want it - go to town with it, lightmap it, detail it, whatever -
Then you import this level into an app like 3D world studio and what you do then is make the brushes required to divide the world. So behind the walls in your normal mesh, you create the csg solid brush geometry with quick cubes and wedges, meging it together, etc - without thought and without much care - so long as it divides the world.
Then you hit compile, and what it does is split and clip/split your normal level into detail meshes for you. Then you have the best of both worlds creatively...
This would be a good way of working in the future because scenes are becoming so badass that nearly everything will be a detail brush anyway...
Ask any expert modeller and he'll tell you he still prefers working with general geometry and not bsp friendly brush style geometry.
Here's an idea Josh, let me know what you think:
Basically you make the level however the hell you want it - go to town with it, lightmap it, detail it, whatever -
Then you import this level into an app like 3D world studio and what you do then is make the brushes required to divide the world. So behind the walls in your normal mesh, you create the csg solid brush geometry with quick cubes and wedges, meging it together, etc - without thought and without much care - so long as it divides the world.
Then you hit compile, and what it does is split and clip/split your normal level into detail meshes for you. Then you have the best of both worlds creatively...
This would be a good way of working in the future because scenes are becoming so badass that nearly everything will be a detail brush anyway...