[Accidentally posted this in Pimping & Previews so I'm reposting here. Whoops]
Hey guys, I have a couple questions just to ease my mind and make sure my understanding of some things are concrete.
First, a facts check:
1) Speaking strictly about 3D model integrity, vertex count is what matters most for performance in games (not talking about conservative texture usage, etc.)
2) Modeling software pretty much never displays the correct amount of vertices on a model
3) Vertex count is affected by smoothing splits, UV splits, and material splits
4) Following the guidelines that hard edges require UV splits, (in the cases of normal mapping) I split UVs at all hard edges in the image below, therefore the two models below have the exact same impact on performance:
Now onto my questions.
1) This question sort of stems from fact #4
. Assuming my UV splits match my hard/soft edges, and there are no additional materials applied to the model, is it safe to count a model's UVs inside my modeling software (assuming a completed unwrap) as the vertex count? Are there any instances outside fact #3
that would further affect vertex count?
2) How might "technical modeling" such as this be perceived by hiring managers? Do they possess the knowledge to know that a model with tons of beveled edges doesn't necessarily impact performance? Will a high triangle count negatively affect my chances of being considered for a position? Do they even look at triangle/vertex count?
3) How wrong are my perceived facts?
Thanks in advance