Hey guys. Recently I was wondering which approach is better. First model is cutted and welded, second one is just 2 meshes attached. Which one is better for games? Of course first thing is polycount, with 2nd model it's lower. Sometimes it's just easier to put one piece into another, not cutting and welding which increases polycount and overall time spent on modeling.
What do you guys think?
Replies
For example those two cubes could be separate objects but it would make sense not to just have them clipping into each other, there would be a join where they're connected (such as welding marks etc). If they are one object then that join would more likely be a softer form depending on how the object was made.
I'm going to disagree with the sentiment that the first example is the better solution whenever possible, in fact for games the second example is more often than not a better solution. It's highly dependent on the use of the model however. Deformation is only important on a mesh that will animate (and deform during animation), which I would argue for games is a relatively limited number of cases. Texel space is only wasted if you assume the object is uniquely textured and not utilizing tiling textures.
The second example is going to be faster to model, easier to unwrap, easier to quickly make changes to, lower poly count, etc. Especially for games these things are often more important than some wasted texture space or ability to deform.
In some cases the first example is preferable (as Nihilus mentioned, if you wanted to bake a nice welding seam or rounded corner where the two pieces meet you'd want to weld the two objects) but I would definitely not say that it should be used whenever possible.
Welding the spokes to the rim and the center wouldn't make sense for a variety of reasons.
While I agree that wasted space in a lightmapping situation is something to consider, in most cases where a modeler is choosing to use interpenetrating geo instead of welding objects together, the objects only penetrate a very small amount into each other. The OP's example is obviously meant to illustrate a simple example of welded vs. interpenetrating geo.
Same case for unwrapping time. Obviously the OP used an extremely simple example. On a model of even moderate complexity, keeping things as separate elements can speed up UV unwrapping enormously, especially in cases with repeating elements that can potentially be unwrapped once and duplicated. For some models the difference between welding vs not will be negligible and in those cases it may be better to weld things together. In other cases welding complex objects together can become a nightmare for unwrapping. Again this is situation dependent but personally i've found that in a production environment being able to unwrap a model in a day instead of 2 days is often more important.
As far as expecting to make changes often -- expectation vs. reality are two very different things. You'll often have no way of knowing if you'll need to make edits to your model midway through modeling or even after you think you're finished with the model. Needs change all the time, art directors change their minds, whatever. There are any number of extremely common reasons to need to make changes to a model that become a huge headache of you've welded all of your geometry together.
Yes, this is something that needs to be decided on a case by case basis but my experience has definitely been that the OPs second example is preferable in the majority of cases.
Also: In my example, even if i was modeling some sort of wheel where the spokes, center, and rim were all carved from a contiguous piece of wood, I'd have still modeled it the same way. Unless it's some sort of asset that I would expect a player to be inspecting extremely closely, there's not a good reason to weld everything together.
Yes, my example does fall into your exceptions. My point was that in my experience, they're not exceptions, but rather the rule that a majority of models fall into, regardless of whether a model is uniquely textured or uses tiling textures.
Can hardly think of anything I'd enjoy more than a visit to a London pub sometime, you're on!
Now if only this attitude 'trended' on youtube.............
That two models was just an example, not specific models I've got problem with. Thanks for discussion, I didn't expect so many posts So it really depends on the situation and lead/client wish.