Why props are ordered as sets
Most of what a player sees in a room or a street is props. A level needs them in volume, and in-house artists are usually better spent on characters and hero assets. Ordering props one by one from different sources produces a scene where the chair is sharper than the table and the lamp is a different size from its shadow. A set planned together avoids that. Everything shares one scale, one texel density and one material setup, and the LODs switch at the same distances.
We build the set in a fixed order: the largest or most repeated objects first, so the level team can start placing them while the small objects follow.

















