Looks very cool! Question from the interested layman eager to learn from the pros: Is this model composed of few large closed meshes, or does it consist of many small, partly open and overlapping, components?
The Models in the Picture above are partly open but not overlapping.
Why? I think its a question of the workflow while creating. I "prefer" this type of modelling
because it fits my needs best. Im not a Pro, i would call me Amateur or Hobbymodeller.
The thing i know is that the Uru engine supports the way im modelling.
If I may stray from the topic a little and extend the question to all the experienced modelers around here (and let me know, Oneironaut, if you think I'm hijacking your thread with this):
No, I'm glad to help in any case.
I have the vague impression that amateur modelers (to whom I count myself, and also because I come from POV-Ray where that kind of modeling is the norm) tend to think in aggregations of solid primitives, while professionals more often create contiguous closed meshes.
Is there any truth to this? And if so, what is the reason, or what are the advantages of that style of modeling?
The advantages of the solid modelling are in my point of view the flexibility. If i take your picture and count the models from left to right 1-3,
the second has fewer faces but also fewer faces to edit. Another advantage is, that you can convert the third model in small(?less)time to the second.
If you want to do this vice versa, 2. to 3., you have to draw new faces.
There are many pro and contras. I will go more in detail at the end of the Post.
Some guesses: I can see that the middle one has three faces (quads) less than the right one, and therefore probably renders faster, even though it creates some more fragments that will never be visible (that's my unfounded impression, at least - I haven't measured it). The right one somehow looks cleaner, on the other hand. I could also imagine that relying on depth buffering to create the correct intersection lines, as in the middle one, might sometimes suffer from the limited resolution of the depth buffer.
You got the point. In fact, both ways are right!
My opinion is, once you have learned (or mastered) the programm youre working with you can choose
between both solutions. Its a progress of trial and error. Ive thrown a lots of model away because i made mistakes during creation.
At the next model im trying to prevent these mistakes. After some time the way of modelling "grew" due this progress.
Sadly, i cannot help you with blender, but i wish to help on any way i can. (If you can bear my grammar ^^)