Firstly should each taxiway line be an independent object or should they be attached to create one object?
Personally, I'd recommend modeling them separately, but then use the attach tool to combine them into a single mesh once you have them textured and finalized. Also, I would instead create them by enabling viewport rendering on the splines (this makes it much easier to edit the shape of the markings, as you don't need to re-loft a line when you want to change its shape) and checking "generate mapping coordinates". Once you are satisfied with the overall shape, convert them to an editable poly, delete everything but the top faces, and do a select all and set them to 0 on the z axis. , and setting it to generate mapping coordinates makes texturing the lines
much faster.
Secondly do I really need to add lofts in the areas which are circled in red and in the image above with the different color lofts.
I would add lofts there (or, rather, in my case, I'd use the rendered spline method as I mentioned above, but it produces the same result so I guess it doesn't matter how you do it), texture them, then use the cut tool in edit poly mode to trim off the geometry that extends beyond the edge lines. The line themselves should have their own geometry.
Finally should different colored bits of the apron be different ground poly pieces? Such as a separate ground poly for dark grey and a different one for light grey.
You could do this, however unless you have a large number of drawcalls or mesh verts on one object, I would again use the attach tool to combine them into one model, then weld mesh vertices wherever possible. The end result doesn't reduce the number of texture drawcalls, but it
does reduce the vertex count slightly and I'd say in this case it's better to use as few models as possible.[/QUOTE][/QUOTE][/QUOTE][/QUOTE][/QUOTE][/QUOTE]