It is pretty standard to model your level or level pieces in a modeling program. You can also model your own collision meshes so you have control over how many polygons are used for the collision mesh and where the collision mesh affects things (i.e. you might not need a collision mesh to cover the entire wall that goes up really high ... especially if that wall has intricately modeled parts. Instead of relying on a program to automatically generate these meshes, you can create them yourself and have complete control over them. Simple box collision is fine for many things. Polygon collision can be too dense as it will just use the polygons of the model and if that model is dense, so will be the collision mesh. Instead, the 3D artist can create their own. Most game engines allow you to import your own collision mesh. You either do this separately by adding it to the model via some mode, like a Collision Mesh entry field, or you export it along with your mesh, but name it something particular in your modeling program, such as door_collision, to tell the program that it is a collision mesh.
This is for when you would want, for example, more than a simple box collision, but less than polygon collision.
Automated processes aren't always the best for things like this. Therefore, being able to create your own collision mesh can really help in some situations.
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