When you are making a model, how many layers of nested groups do you use? For example, modelling the rooms in a house with studs behind the walls: would your hierarchy look something like:
- Each stud a group, the wall front (drywall or whatever) a group
- Group holding the whole wall (all studs, wall front)
- Group of the room (all 4 walls and floor)
- Group of the room and its contents (furniture etc)
- Group of the house (all rooms)
My issue is then to edit a stud you have to click through 5 levels of group before you can make a change to it. Sometimes it also gets tricky even selecting something in a group. I have found myself thinking I am editing raw geometry to find I am just drawing lines on top of a group.
Also, is it a normal practice to have lots of overlapping geometry if it isnāt visible? In the wall+studs example, the front face of the studs is going to be exactly even with the back face of the wall. This would cause z fighting if you looked from inside the wall,front, but since that isnāt a view that will ever get used is it acceptable to just ignore this overlap? I know this seems kind of trivial but I figure if I am learning I might as well practice good habits.
And how far down the group hierarchy do you usually move off layer0? In my house example I would make all the raw geometry layer0 and then every group the layer of the floor it is on (ground floor, etc). I try and avoid making too many different layer types (studs layer, room layer, etc) because the layer list gets too cluttered. Maybe I should just organize better though?