Hi,
Is the continous mesh any better than the split one?
In case of my modular building, a split mesh has 25% less triangles. Dividing edges and then removing doubles also takes a lot of time. Are there any reasons to use a continous mesh?
Just an example, not the real mesh:
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Plus keep in mind that game engines optimize vertex position, it means that with distance you could get visible, blinking gaps on each connection ;/ Probably you will have to put edges a bit further.
(Hey, this just an example mesh It takes a lot of time in complex modular buildings)
Normal maps tend to bake much cleaner with airtight meshes, and there is less wasted UV space in your textures and lightmaps.
With your specific example I would probably leave it split apart.
- continuous (welded) has no problems
- split is also OK, as long as vertices are in exactly the same positions
- slight (1 mm) poly offsets for intersection (theoretically prevents light leaking) causes problems with vertex positions (but only when the compression is enabled).
- no light leaks in each case (with baked light nor with realtime shadows; Unity 5 handles it well. I remember that Unity 4 had problems with leaking often)
- 1 px holes appeared in small objects