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Question: Continuity vs Multiple Elements

I seem to see a lot more continuous meshes (B) rather than multiple element designs (A.) Is there reason to the madness? As far as I can see as long as the texture is mapped correctly, (A) would use less polygons and be preferable to (B.)


Which should be used in a portfolio?
(Yes this is for my port, I'll be sure to pimp it soon.:))


Figure A
polyg001.jpgpolyg001.jpg




Figure B
polyg002.jpg
polyg002.jpg

Replies

  • sprunghunt
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    sprunghunt polycounter
    Figure A is a false economy. Game engines don't store faces they store vertices. So you could bridge across the vertices without affecting how big your model is in memory. Also a long face like in figure A will light badly (when using vertex lighting) due to the lack of vertex splits to define shadows.

    I suggest you try and build your scene in a game engine. These problems will become more obvious when you're working under the constraints imposed by a game engine.
  • Guriamo
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    Guriamo polycounter lvl 19
    you should also consider adding a span to connect the seperate window columns, you got very thin and long tris there which is bad... and it wouldnt really add too many polygons.
  • Scicero
    sprunghunt: Thanks, that explains a lot. I thought the problem, if any, would be engine related. So deleting a poly that doesn't affect the vert count is not effective?

    Guriamo: I don't think I understand your suggestion. Are you suggesting that geometry B get cut across to make the tris more consistent and proportioned? If so, I've realized this myself and intend to finish/ rework it. Still needs some more doors and windows. Thanks.
  • Snefer
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    Snefer greentooth
    Sprunghunt, actually no. If the mesh was smooth shaded then that would be true, but since this is all hard edges you actually save quite a few vertices by doing like in figure A. Vertex lighting would be f-cked, true, but that is not used as much in current gen games though. On the other hand, you would probably get rendering artifacts, flickering, etc. Also alot of overdraw which isnt a good idea performance-wise. You would most likely have trouble with texturing aswell, you can't map it to tile in an efficient manner. My conclusion is: don't do it. It's worth those few extra vertices.
  • Guriamo
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    Guriamo polycounter lvl 19
    just a quick overpaint how i would connect the edges...

    polyg002b.jpg
  • Mark Dygert
    I think you're modules are too small and you need to think about entire sections and floors of the building as a module. I think Guriamo is closer but I think the overall shape is not really set up to handle even sized modules.
  • Guriamo
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    Guriamo polycounter lvl 19
    yes, creating it in a modular way would be the right thing to do...
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