Two reasons: 1. Long thin triangles create rendering problems, they should be avoided at all costs. 2. Building textures are usually packed into a texture sheet, so the sections in A are needed to section off the UVs. See Chris' tut here. http://chrisholden.net/tutor/max_tiling04.jpg More tuts and info here, including…
What an awesome thread! Nice wireframe pics. But isn't duplicating bad for processor? I mean, the more seperate objects the more rendercalls processor has to do. I have understood that it is good to model thing in large chunks as much as possible. And duplicating increases polygons.…