In school we were always taught to delete the unseen faces to save tris...makes sense...then one of my instructors had us re-create a static mesh from UDK to seen how the pros worked...great assignment, I learned alot.
But after I got the UDK mesh into max and started taking it apart to see how they modeled it...I saw that the unseen faces were not deleted.
Is this a common practice to NOT delete unseen faces while working in UDK while making games or was it just a preference from the guy/s who made the UDK meshes?
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though i do make the parts i dont expect to been seen as simple as possible
This crate here...ignore the extra tri-s...it came in triangulated....but this was the faces I deleted....
Ignore the presentation style...it was a class assignment :P
So the faces in most udk meshes were kept for lighting purposes???
also if you look around with the ut3/udk stuff a lot of props are made from parts of other props, which could be the reason for the extra faces, so they can be easily torn off in max and put on something else.