Quote: "When you say ... "as there will no longer be some assembly required assets, everything will now be prebuild sections with variations that you simply need to plop down and mix and match"...
How large will the premade sections be? and how much variation will there be? "
Lol I think you misunderstood slightly. Should better explain. I have used multi layer entities to build up the level.
So for example the cold war pack, in order to complete one curve section, requires the curved piece, railing, lights, and ceiling support beam and pipes, there are one or two optional extras, but this one curve section under max can be one entity now. So now you don't have to add the additional layers to completely the one entity part, thanks to multitexture support of max and higher polygon count. Which works great
. In other words I won't be combining several modular parts only the 1 modular part and the entity layer that makes up that particular part of the entity, so you still have the exact same freedom as before you just don't have to spend the time to add all the various entity layers your self.
This is a much cleaner and easier use of the modular parts for the end user, and can simply make the various entity layers variations and the end user wouldn't have to head scratch how to assemble.
Additionally with the multi texture support one can add more texture details and basically atlas textures will be some thing of the past, as now I can add individual dirt layers to textures found within the modular parts.
I hope that better explains it.
Win10 Pro 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram