I should have posted this earlier but I just go so focused on making something that I had gotten distracted away from posting research topics. So something that I have found whilst working with Blender is that the edges are flat, or rather the faces are; of there are a number of ways to solve this if it is an issue such as creating materials and textures, specifically hieght, bump and normal maps but that is part of the texturing pipeline and before we can do that we need to have an unwrapped model to work with.
This is where Greebles and Nurnies come in, now the best example I can think of is the various vehicles that were modelled for the Star Wars films. First of all what actually are they? Well they are both the same thing, different ppeople use different names but they are the little details that are added to a model to make it more visually appealing. They are sometimes referrerd to as “guts on the outside” and “Things that look cool, but don’t do anything”.
These little details came from a process from model making called ‘kit-bashing’ where creators takes parts from a range of models and make them work together in order to create something new like a starship or a sci-fi interior; however now we have access to 3D modelling software the process is similar but the methods are different, when modelling in Blender for example we have to model every little detail but that doesn’t mean that the details are restricted to one model for example there could be a number of pipes and panels that make up part of a scene. With those assets in place we can copy, rotate and re-position parts of the already created asset to make something similar but ordered differently in making something new in the process.