Because on example b, you need to have the whole box uved, and a big chunk of it is being hidden because it's intersecting the other box. example A is more sensible because even tho you have more splits, your're not wasting pixels with things that won't get visible. does that make sense?
If there's a huge difference in scale between the bolts and the main object it'd probably be better to leave them separate; otherwise you might have difficulties with the cage (not that the example above is complex enough for these issues to occur). Because if they're connected and you need a large push for the main body's…
you will need to make an example for it since i didnt' understand what you said. and also, i prefer method A, i was just explaying how method b is more prone to wasted pixels.
Well let me use this as an example now, i'm making this lamp type model and i want the ends to flare out as such, but i didn't really see a way to make it with one piece without disfiguring the top piece, so would i try to connect these 2 or leave them as is?
It makes yeah, but why would anyone do it like the B. I mean the highpoly is one continuous thing in this case. Here is my example: Lets say you have a box, and there are some modeled screws on the lp of it too. Would you still connect them to the box? I obviously wouldn't.
It depends. Preferably, you don't want to have floating/intersecting geometry as it leads to z-fighting. I've also heard it can affect hardware performance, as more individual meshes = more draw calls. However, I do know some tricks were it is necessary to separate a mesh. For example, on a gun model, you would model the…
Sorry i haven't been on this thread in a bit to reply because i was busy, but with all this info i don't know where do start, but i guess for anyone or maybe Obscura since he seems to be replying often. Would say something like a realistic car be alright with all different pieces for baking or overdraw. And an example for…
Intersecting geo is used a lot in games. The simplest example is when you add props onto a terrain, or combine rock meshes to get rock formation so its definitely something that is used in some causes. Here is a thread related to overdraw: http://www.polycount.com/forum/showthread.php?t=89154 And you can read this in it:…