Hey all,
I’ve been chipping away at my low poly 3D game in Godot and finally got to the point where I’m setting up a little test scene for quests, dialog, NPCs, etc. While working on that, I started thinking more about how to actually bring in models—mainly roads, houses, and general town layout.

I’ve been experimenting with loading in a bunch of different house models (like 100+) and ran into some FPS drops, but managed to clean that up after learning about LODs and general optimization stuff. That got me wondering about best practices for bringing modular assets into Godot, especially for performance.

For example, if I build a road using modular road pieces—should I assemble the full layout in Blender and export it as one mesh? Or is it better to keep it modular and piece it together inside Godot? Same question with houses—if I build one using modular walls, should I import it as one joined mesh or as a bunch of separate parts?

One thing I do know is that houses the player won’t go inside should probably be one mesh with no internal faces/verts just to keep things clean and optimized. But when it comes to laying out whole neighborhoods with roads and buildings—should I bring in those areas as one big model? Or keep it broken up into smaller chunks?

I’ve seen people play games like Motortown and Schedule 1 that have a similar low poly feel and seem to handle roads/buildings really nicely. Just trying to figure out what the common or smart approach is when working with a scene like that in Godot.

Any advice or tips appreciated!