Hi, I'm relatively new to modelling and have a question about which is the better method of making a model.
In the pictures below I have made the same model in two different ways, the first has a lower poly/tri count but is completely made of combined objects while the second, with a much higher poly/tri count was all created from a single object.
Is there any reason to not go the combined object route? It seems to require less poly's to get the same result. Or is that a bad practice?
Replies
The context is that I'm trying to make some modular castle walls, trying to create the entire wall out of a single mesh required a lot of faces, so I was wondering what the negatives of separating the wall into different parts and then attaching them together would be.
The second could have significantly less geometry and still look the same
Sooo....
In this case the second option without the wasted geo would be your best balance -. Provided we're just talking about a bit of static geometry with no weird shit going on.
The balance changes as geometry gets more complex and the cost of wasted texture space is outweighed by the cost of the geometry required to make the mesh watertight (also when dealing with lods)
You are in Max there anyway. Which knows what a polygon is. You have complete control over all this stuff, especially the triangulation of polygons, be they ngon or quad
I guess that wouldn't be a problem on my mesh because its got nothing but flat faces. I'll have a go at making the mesh with ngons and then seeing how max changes them into triangles. Thanks for the feedback
Before you bake you want to triangulate or you risk issues when the baker and target engine don't auto triangulate the same way.
On something this simple I'd probably explicitly triangulate the whole mesh - by the time youve trimmed out the unnecessary geometry you'll be 90% there anyways
Ngons are tris. but obviously don't go out of your way to make them because you would probably be modelling a bit wierd and ineffeciently if that's happening. But things like caps of cylinders In max are ngons by default and there isn't a huge imperitive that you have to do anything about that for example. If you want, you can. You can see and change triangulation and not set them explict by hand unless you have a reason to. Things like turn to poly modifier exist in max too, which can tri up a mesh if you wanted as well.