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Is this a problem when a model is not a watertight mesh?

ned_poreyra
polycounter lvl 4
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ned_poreyra polycounter lvl 4
Let's say the model consists of a hundred of cubes that intersect each other in various places. It's a single object, but it's not a watertight mesh. Is this a problem for engines like Unity or UE4? Or, is this considered a bad practice in AAA studios?


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  • TheGabmeister
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    TheGabmeister interpolator
    Not good. If we're talking about hundreds of cubes, overdraw will be an issue. 
  • Obscura
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    Obscura grand marshal polycounter
    Generally speaking, no, they would be totally fine with it. But if lets say you are planning to texture this asset in a unique way, then you would get a lot of wasted uv space. Also, if you are doing normal mapping, baked from a highpoly version, the intersections CAN bake badly.
  • rollin
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    rollin polycounter
    Why isn't this watertight if every cube is watertight? Or are the cubes open on the backside?

    I wouldn't say this is a huge issue with modern engines. But if you want to be complete sure just run a test
  • ned_poreyra
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    ned_poreyra polycounter lvl 4
    rollin said:
    Why isn't this watertight if every cube is watertight? Or are the cubes open on the backside?
    The cubes themselves are watertight, but I just got an idea for kitbashing a model quickly using low-poly meshes, trim sheets and procedural generation (like a sci-fi buildings or a spaceship). So the polycount would be normal, textures too, but it would be very easy to create a lot of variation in minutes. The only downside is making it a single, watertight mesh would be rather tricky (and kind of pointless).
  • rollin
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    rollin polycounter
    For example Mechwarrior Online is using a lot of not watertight, not connected meshes. This watertight thing is bit outdated in 2019 imo
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