Hi guys,
Just wondered what the opinion is on intersecting and open geometry? Is it an acceptable practice to save polys and time?
Can I delete back faces etc that are hidden?
Will game engines not happily accept these things, or does it cause problems and best avoided?
Would it be ok to show this in a portfolio? Would it be seen as effcient modelling or sloppyness?
Thanks for any advice you can give,
Alex
Replies
If BACK FACES are hidden, and for some reason you are not going to use them, yes, definately needs to be deleted or will count on poly count for no need. And that will be bad for you mister!
If a mesh it's opened any game engines nowadays will be alright to render that. In some cases, for an example Unreal, it's preferred to NOT make a backface deleted for lightbaking purposes, but that doesn't apply everywhere. Someone might be able to explain you that better.
Say for example you are making a low poly cardboard box that has it's top open and no flaps. Having a single sided polygon isn't bad at all, however, keep in mind that what appears on the outside will also appear on the inside of said box. It is an open geometry box at this point, and will (should in 99% of all cases) not cause any problems.
Efficiency is key when making objects, getting the most for as little as possible without sacrificing quality. Use whatever tricks you learn to make your project awesome. If you keep your scene clean and delete unseen objects, it will be seen as efficient.
(yes)
but in addition to whats been said, be careful with animated meshes, because sometimes what's not visible in the bind pose can be seen during animation
+1 to this - especially around common deformation areas. A common one is bands or cloth around shoulders, or gun holsters around the groin etc etc verts weighted around deforming areas rotate around the bones pivot and split influences can make it more difficult for your animators to balance things out, causing some things to pop out further than what you might think!
Also you dont want to piss off your animators by giving them more stuff to worry about/ sort out..... do you ?
There's native 1080p on consoles?
But yes, some Engines DO require them, but (thankfully) many nowadays are moving away from it, as it is a complete nightmare to have to work under those sort of restrictions.
For example you have a box with a cylinder thats meant to look like its part of the box. You can float the cylinder and delete the end cap that would be inside the box. Now for vertex lit pieces you want to float the verts just above the surface of the box. If you put them inside it will create dark shadows across your cylinder mesh, unless you put a row of verts just above the surface to contain the shadows. This isn't water tight but it will light correctly.
Water tight would be welding the cylinder and box together and so they're one continuous piece, maddening to work on and needlessly wasteful in most cases. There are times when it is smart to do one continuous mesh but those cases can be rare and its not worth punishing yourself 90% of the time.
Water-tight as you described does sound like much more of a pain.
http://www.hourences.com/book/tutorialsvertex.htm
Engines utilizing stencil shadows (which require water-tight meshes) just required you to cap the intersecting meshes so that you had no open borders, you could still intersect all you wanted.
Should give me more confidence in what I'm doing now!
I know atleast in the UDK, when making collision meshes, there can be no open edges, etc. models need to be "perfect" and simple
Now a days like others said, you can get away with deleting hidden stuff, and it's usually recommended. However, I've had to make water tight collisions for certain engines for it to not have errors, and also for vertex lighting, float things or cut in extra geo to fix nasty shadows.
So I would say just get used to deleting backface/hidden stuff, and if you happen to work at a place that you can't do that, no big deal.
Ever since then I've been able to delete hidden faces in just about every major engine I've worked with and only run into a few easily fixed problems with shadows and floating geometry.
They used some engine that was made by someone else. I don't remember the name off hand, it was 2-3 years ago. It was a bit of a nightmare to work with. Pretty low poly but even then it was nuts. Big surprise it went no where.