Sorry if this offends your intelligence, let me explain to you why its fine, in a simple example. You may need to open the gif in a new tab, it doesn't cycle here on Polycount for me. In the example above, there are two separate cubes. I selected both of them and combined them into one solid mesh. However, this doesn't…
I'm curious, why is this practice not common? I was taught that it should be fine to have floating intersections/objects like in my example, or that the object would be running/crashing through another object. I can't really see the advantages, unless you were doing Sub-D or planning to smooth the mesh like what Chase is…
So. I am his partner, and let me explain why and how everything will works. Because of the problems with baked meshes in udk( we know there are methods to reduce the artifacts but they cant be 100% fixed) we try a new approach to have smooth looking. We will make supported but optimized meshes (everything will be welded…
Yeah attaching different meshes together is what I was wondering. I was just trying to apply it to my specific model. Depending on the model if you make its components out of different elements it's easier to build. This much I know. I've never gone that route so when it came down to attaching each component I was a little…