If you share textures and materials between the pieces its ok, just make an atlas of all the textures you need for your pieces and use one (few) materials between all the pieces..
More problematic than polycount is draw count - how many draw calls your materials produce.
oh, and you have a script that merges meshes into one mesh - so, you can assemble pieces in unity and then merge them into one single mesh - if you follow the rules above you will get really optimized scene..
oh, and you have a script that merges meshes into one mesh - so, you can assemble pieces in unity and then merge them into one single mesh - if you follow the rules above you will get really optimized scene..
Replies
Yes, it's okay to make modular geometry with Unity
This might help you out: http://cgcookie.com/unity/2013/01/07/efficient-planning-and-modular-workflow/
And about possible issues with too many polygons, it's more linked to the final polygon count (of the whole scene), scripts, textures, shaders...
Feel free to ask if you have other questions! :poly121:
Thank you very much for the help.
More problematic than polycount is draw count - how many draw calls your materials produce.
Thanks for the info.