I am sure that this question has been up on the forums many times before but I have been thinking about the difference of quad modeling and the "typical"(?) low poly 3-5+ faces.
I often seen this kind of geometry in low poly meshes, example:
But I have learned to model more like this:
How much more effective is the first method? Should I practice that kind of modeling as well?
What is your thoughts?
(Images stolen from google)
2nd:
I have started doing quite a lot floating elements in my meshes. But I have read that it is bad, why?
I can understand if you dont want to use floaters in areas that is going to bend or such in animations but are there other reasons? Not to use them? You are saving polygons right.
Thanks!
Replies
Floating elements aren't bad, though they can be misused. Mainly when they're wasting too much UV space or causing problems with vertex shading.
With UDK or other lightmap-based situations, smooth edges are more dependent on where the UV islands are split.
Then I don't need to re-learn everything
Exactly, taking up UV space is the most annoying problem I have with them as well.