I've got a question to ask of you guys that was specificly brought into focus after reading the modelling section of the recent book "The Game Artist's Guide to Maya". That question concerns the pros and cons of low poly contiguous meshes vs. combined objects.
In the modelling section of the book there's construction comments and tips on building a Satyr warrior and his sword. To illustrate what I'm talking about, the book talks of building the sword in three parts (blade, hilt, and handguard) as seperate interpenetrating objects and then combining them into one object which is then UVmapped and forevermore treated as a single piece of geometry. This same technique is used to different levels in the head, ears, horns, and most interestingly for my part, the armor spikes and wristbands.
Now here's what I want to learn: I've been told that when building a mesh it's always best to create a single piece of contiguous geometry as opposed to combining separate objects without merging vertices. The reasons varied from simple cleanliness to actual issues with polygon depth sorting within game engines. Until I'd been told this I had thought that object combining was a perfect solution to the problem of complex shape construction and penetration without having to add in numerous extra polygons to smooth out the different edge angles and penetrations.
So what's the general concensus on this? I'm eager to find out more...
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Most modern engines for pc games don't have a problem with this I think.
IMO - If you are learning I think it's better to try and make your models airtight. Intersected mesh can be more efficient where polygon count is a concern, however. In fact I tend to model objects airtight and then go back and break them apart and interpenetrate as part of optimizing my mesh.
But exspecially in very low poly models, or places where it would be a huge waste of polys to do it as a contiguous mesh, it is the better option to have combined objects.
That said, I have to add that you have to be exspecially careful with combined objects when using normal-maps.
By using intersecting meshes you can add extra details to a mesh that you couldnt otherwise afford to do (because of a low poly count for example) Sometimes it can take allot of additional polies to 'maintain' a continuous mesh, whereas by having some intersecting geometry you could acheive the same result with minimal poly use.
It also depends on what the model is - its easier to get away with things that aren't organic, in this manner - but obviously arms intersecting a torso would look bad (in most cases ;P).
I'm sure if you trawl through the forum you'll find plenty of examples of people utilising intersecting geometry. I remember that the Ut2k3 characters models had lots of intersecting meshes - which enable each character to have a unique silhouette. Might be worth having a look for those meshes.. I am sure they were released at some point.
Anyway, there is no right or wrong, just whats appropraite for the model in question.
That being said, those are not always issues that you will need to be concerned with, depending on the game engine. Intersecting geometry can save you a ton of polygons, and can just make things a lot easier to edit. Particularly in the case of hard edged non deforming geometry, a broken mesh can be much easier to deal with. I've had to make tons of buildings for games, mostly being exterior models, and the use of non-contiguos geometry really makes the job much easier. Let's say that you've got a protruding billboard on the side of your building, and your art director says to move it to the other side. If it is a discreet non-connected element, this will take a second or two to do. If it is a piece of attached geometry, it will take quite a bit more work.
If you are working on a large environment, using non-contiguous geometry can really help you out. It will save tons of polygons, and also allow for the re-use of the elements to break up patterns. Move tree limbs around on different trees, move chimneys around to alter silhouettes of buildings, etc.
It should also be mentioned that while, when using segmented models the overall "polygon count" will go down, your actual vertice count will be higher than with a single mesh
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WRONG ANSWER! It can be both higher or lower or same.
Intersecting mesh has 16verts/24tris and airtight one has 24verts/44tris.