Absolutely missing, thanks Eksekkk!
I would like to write down a few thoughts:
- I think that if someone wants to start modeling, it's better to discover a few things first for his own, just some basic functions, and practice for a few hours/day. Then he will really realize the practical use of your tips.
- I approach it a bit differently, e.g. I don't use UV at all in Blender, just paste the bare model into the game and then start texturing it up. It's easier for me that way.
- I always do everything in wireframe view, somehow get a better overview of the whole model.
- I plan the future textures in my head, what goes where. I mean, the best way to get the best look is to search through the textures and then match your wall or part of a wall to it. The other way round is not so elegant, so if you make the wall part and figure out afterwards what texture it should have, it will either look good later or not.
- A time-saving tip: look for symmetry elements on the model! More specifically, a mirror plane. If your room, or even part of your dungeon, is symmetrical, you only need to model one half of it. Then duplicate it, rotate 180° and attach it to the other half. You'll finish in half the time!
- In MM7, I always design the terrain and the surface in the Editor first, and adjust my model to it in Blender. Then with a simple import, everything will be right in the right place, no need to "fly" the houses separately in the Editor.
- You have to be very careful if you want to rotate something to insert into the game. If there is a section of wall that is not on the X or Y axis, it is handled quite badly by the game. For example, I have a building that is rotated 45°, and there were sections (windows) on it that the game simply made invisible. (The normals were oriented correctly.) But it also happens that this particular section of wall disappears when viewed from certain angles in the game if it is put in rotated. You have to test it from time to time to see if that idea works.
- A couple of interesting things: the minimum size a team can pass through is 80×160 (160m in height). BUT only if it encloses 90° with the adjacent walls.

And if you don't have to go up or down. If, like a funnel, they meet and the angle is larger, the characters won't fit. There will be such a section in my pyramid, so claustrophobic that even I am scared of it during tests.
The whole team takes up exactly the space of a single ring.

So if a ring can fall through a hole, so can the team, and if it gets stuck, so does the team. I can't remember the exact size of this one, but I think it might be 64×64.