Hey guys,
Why do people demand that meshes are closed. For a community game project I modelled a toilet and the bottom of the toilet was not closed, because it would add on about 15 tris, and nobody would see that because the bottom of the toilet would be resting on the floor. But the other artists told me to close the mesh. Why is that?
Replies
Sorry, you'd be better off asking the other artists for a reason, see if they can provide a plausible explanation instead of a
"cause we say so"
There is also the issue of lightmap baking with closed mesh = more optimized and less mitigation to other surfaces, and etc...
I mean a box with an open face is 8 verts, a box completely closed is still 8 verts.
I understand the lightmapping part...but open meshes add to the vertex count more than closed? I really thought it would be closed meshes that would have more vertices due to vertex-splitting when handling faces/smoothing groups O__o
I'll go with the poop falling out...yeah...that sounds just fine.
The only correct answer.
deleting faces wouldn't cause verts to be split due to smoothing groups.
if a face was set on a new SG it would since all the verts around that face would need 2 vertex normals to display the split in shading, but in the case of a face not being there, the border verts would only need 1 vertex normal each so wouldn't be split.
@Benton if they really demand you keep the mesh closed, i would map the faces that would always be hidden like the bottom of the toilet to something with a similar material on the toilet, or scale it;s uv island down. no sense wasting precious texture space on something that will never be seen.
Meshes should almost always be closed. It's just more useful to the Level designer/level builder that way.