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Confusion over how meshes should connect

Hello.

I started modeling about two weeks ago in Modo. I've watched hours of tutorials but this one thing has always confused me.

How should meshes be connected?

What I mean by this is if I wanted to create a game asset, say a weapon or house. Do all the objects I make need to be connected properly vertice by vertice or can they simply be placed into one another in a single mesh


This confuses me because every tutorial I seem to watch just places the objects into one another on the single mesh, however I've been told by a friend I must connect every vertice between the separate objects to create one object.

Sorry if this seems like an obvious question but I can't seem to find an answer for it.

On a side note, does anyone have some tutorials/websites about asset creation for games? (basic/beginner) It's what I'd like to focus on.

P.S some tips or information you all wish you had when you first started as well would be much appreciated !

Replies

  • throttlekitty
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    throttlekitty ngon master
    Sometimes yes, sometimes no. The usual reason is the vertex portion of the shader when it comes to light and shadow; sunken but unwelded/unconnected meshes can bleed light depending on the engine. In characters it sometimes makes more sense to put it all together for the same reason or for animation reasons.

    It's mostly a matter of scale and importance of the prop and the game engine. I wouldn't worry about properly attaching the bolts at the base of a lightpost. I usually would for larger protrusions on a scifi wall, however.
  • Davichi
    Sometimes yes, sometimes no. The usual reason is the vertex portion of the shader when it comes to light and shadow; sunken but unwelded/unconnected meshes can bleed light depending on the engine. In characters it sometimes makes more sense to put it all together for the same reason or for animation reasons.

    It's mostly a matter of scale and importance of the prop and the game engine. I wouldn't worry about properly attaching the bolts at the base of a lightpost. I usually would for larger protrusions on a scifi wall, however.

    Thank you so much for the reply I really appreciate it. so It seems to depend on the model ? Hmm interesting. If there's any example you/or anyone else could provide or more insight I'd greatly appreciate it
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