Is floating geometry acceptable on low-poly models these days? I've heard it does happen in games these days, the only problem might be with how the engine does the lighting; I heard that can produce weird artifacts?
By floating geometry I mean if you stick join two meshes together, but instead of cutting one into the other, you just push them till they overlap. Like pushing a trigger mesh into the main mesh of a gun, without cutting the trigger into the body of the gun.
Also, if the model is for portfolio purposes, is it generally acceptable to use this method?
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It causes weird artifacts primarily with vertex lighting...which few games do nowadays. And it isn't always an issue with vertex lighting, either.
Either way, it's a generally accepted technique but it's something you might want to bear in mind.
How does it make UVmapping harder? I personally find it to be much easier to unwrap intersecting pieces, than meshes that are completely watertight. Its just a click of a button and then you´re done.
But no, I mean, I don't see floating geo being any different than a UV seam somewhere, so long as you avoid Z-fight-inducing intersections. If you're using tangent space normals, you could even give the floating protruding bit the same UV space as the surface underneath, and just pop it off for instant LoD—sounds sensible to me.
When you have an intersection, you wind up with parts of your UV that aren't seen, which means you're wasting space unless you stack bits, which can be awkward to work with.