Hi,
my question is:
w
hat's the best way to model for realtime even if that's not really a game but it's a realtime archviz, i must have only one mesh for the object as an exemple a table the desk and the leg must be a cylinder from a box or i can make a box and on top of it a cylinder and then simply attached but without caring of the topology of my mesh? like the exemple
thank's for response
Replies
But i'v read that there is many porblem with unwarap and also with the baking of the lightmap if there is many geometry crossing eatch other
Take this example:
You have a plane consisting of two polygons (quads/faces), 4 triangles, 7 edges, 6 vertices. Just a basic plane with a split in the middle in other words...
If the center edge is smooth, and if all polys have the same material, you will get 6 points.
If the center edge is hard, and if all polys have the same material, you will get 8 points.
If the entire mesh is triangulated and have hard edges everywhere, you will get 12 points.
If the entire mesh is triangulated, and have smooth edges everywhere but different materials on the triangles, you will get 12 points.
So all in all, what drags up the cost of transform-bound geometry is: number of materials, number of smoothing groups (hard edges) and UV's that are not sewn together.
http://wiki.polycount.com/wiki/Polygon_Count
Also the articles at the bottom here
http://wiki.polycount.com/wiki/Rendering#Rendering_Articles