Greetings. I was having a bit of trouble baking my scenes due to high levels of geometry in my project and the fact that I am using a fairly old program known as TrenchBroom, mainly used to create maps for games such as Quake, Half Life, etc. The thing is, TrenchBroom is grid and brush-based, and is basically Lego building, putting building blocks together to create a map. This leads to troublesome results due to the high amounts of geometry, if your scene is particularly big. Brushes you put together do not remove the faces that you can’t see or merge them in any way, they all remain their own individual meshes. I usually delete unseen faces and merge meshes where necessary using Blender but it’s very tedious and doesn’t always produce the best results anyways when baking lighting. Plus all those verts might lag.
The reason I use an odd choice of TrenchBroom is because I like its cohesive way of texturing brush-based geometry and is fairly easy to use. The nature of my project requires pixilated texturing that is not stretched or deformed. If there were an even better alternative then I would certainly use that instead.
Does anyone know of any sort of alternative program or function in Unity or even Blender that would suffice in the creation of these kinds of things? Thanks.
An example; this structure is all made up of individual pieces: