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The best way to proceed is to think in terms of placeholders. Make the wall simple now; then imagine how you want to detail it, and proceed with the understanding that you'll want to replace it at some point, and then it's just a matter of setting up the organization of your objects so that that can be done gracefully. If you don't have a particular requirement like presentation in a game engine, you don't have to aim for it to be optimized and can do something like making a detailed sculpt for every log. If you do have that requirement there's still often a reason to push off the optimization to a final step, because it might involve destructive workflows where you essentially turn your initial detailed asset into a reference for the optimized one(e.g. baking a normal map).

As long as you expect everything to be done in two or three iterations and split out the work appropriately, you won't be stuck for too long.



Thanks. I suppose as long as i am creating a wall in isolation, i can always easily replace it.




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