So for a while now, I've been trying to keep all my polygons separate from each other. However, now that I need to start creating more complex scenes, this task is going to prove more challenging.
I've been looking at a lot of professional models and I've noticed they have have a lot of polygons packed in front of each other, sometimes clipping through each other.
Are there any inherent risks from doing this? I'm aware this can lead to z-fighting but from the above example, developers seem to have no problem getting very close to this in games.
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Another issue I've seen is when the hardware is lower-end (mobile) then the z-buffer can be lower precision, so I've had to pull things further apart to avoid z-fighting.
Generally, I only use separate mesh chunks when:
A. Something needs to animate or can be swapped out
B. It will otherwise cause bake errors because of some complex intersection, and the part needs to be exploded when baking
Some engines will require you do this for shadow casting, but this isn't very common these days.
For general scene building, eg from multiple props/assets/etc, some clipping is generally unavoidable and not really something you should worry too much.