Blender, what are proper models

Hello there,

I have been working with unity for quite some time now and I think I’m ready for a bigger project to work on.
Yet I still have some questions regarding modeling with (mainly) blender. I don’t really know what is an efficient way to model “complex” things. Don’t misinterpret this, I’m really quite experienced with blender and know how to model lol. It’s just if I like want to model a building so with walls, windows, interior stairs, ect… Do I just have to create the separate parts like windows, certain walls,… and then import it to Unity ? How about the textures, will I have to make 1 big texture file with some smart UV mapping so it’s only 1 material? Because in my experience Unity won’t accept multiple materials per object… Or isn’t that needed as in importing from Blender with multiple meshes inside will automatically solve this?

Another very simple example:
Say I got something like this:

Is it required to build this in one mesh or can I just do something like this

this are for example 3 separate meshes…

Because I’m unsure if it’s very resource intensive or not…

I really searched of google and the forums for some decent answers, but I never really found someone with the exact same question. Any suggestions would be really welcome.

Thanks in advance

For complex objects, splitting them into parts is fine, you’ll just want to combine (not weld) the final product (this will depend what that is tho) for example doors might be seperate for animating.

For your simple object question, its fine to have multiple parts of floating geo, just make sure its combined into 1 object otherwise thats 4 draw calls right there, when it could be 1 - for a complex scene, this is where you start optimizing by combining objects to reduce draw calls, and start sharing texture space (where it makes sense)

I have also found that if inside blender you set up the objects with parent and children they export better and are easier to work with.

The problem with that as 3 meshes is that if they sides are at exactly the same location, the texture will go weird. The renderer won’t know which to draw first, and it’ll look crazy as it switches between them frantically.

You can overlap things if you want, so long as the sides don’t line up exactly. As others have noted, make sure they’re combined and not completely separate, though.