Hi people, Im new to modelling and this forum.
When I need to add details to model, what method is better create separate element and make it «intersect»,
or add more edges and extrude?
I found its easier to use first method, will there be any problems with intersecting polygons in:
- Game engines (Source, UnrealEngine);
- Render engines (Vray, Mental Ray)?
p.s. Im not using boolean, know that its bad thing.
![20371d1279030226-adding-details-what-method-better-model.jpg](http://www.3dm3.com/forum/attachments/f5/20371d1279030226-adding-details-what-method-better-model.jpg)
Replies
The one on the left obviously saves on triangles, but would cause issues if your were using vertex lighting.
which engines use vertex lighting? also, what is vertex lighting, and does the marmoset engine use it?
Both unreal and source use vertex lighting on there environment meshes, except unreal as the option of using lightmaps whereas source doesn't.
Im certain Marmoset uses per-pixel shading.
Have you tried the new version? http://www.polycount.com/forum/showthread.php?t=74848
EDIT: Okay, its fixed, and damn is it much improved over the version i was using.
I think I know where my next £30 is going
One thing to note on when you do geometry like the first example is you get an area of the face that is covered. When you unwrap the model you will have an area of wasted uv space. if the area is small in comparison to your model then its not a problem but for large ares you can end up wasting alot of your uv tile on invisible geometry. In this case its a better idea to spend the extra polygons. Unwrap and bake the lighting on both of those and you will see what i mean