Well yea it is very engine specific, most of the engines I've dealt with have used vertex lighting and open ended pieces don't matter as long as you have verts in the right spot to catch lighting. http://www.hourences.com/book/tutorialsvertex.htm
And I would never accept a job at a studio working with an engine like that. Oh, the horror.... But yes, some Engines DO require them, but (thankfully) many nowadays are moving away from it, as it is a complete nightmare to have to work under those sort of restrictions.
what engines require "water-tight" meshes that are all merged into one solid mesh (with no intersecting geo?) Engines utilizing stencil shadows (which require water-tight meshes) just required you to cap the intersecting meshes so that you had no open borders, you could still intersect all you wanted.
Yeah, I've worked with some engines that require water tight meshes, but that was a long time ago. Now a days like others said, you can get away with deleting hidden stuff, and it's usually recommended. However, I've had to make water tight collisions for certain engines for it to not have errors, and also for vertex…
I've worked with at least two engines over the last year that require water-tight models for proper lighting. I don't really see it as a nightmare (keeping the few hidden faces didn't seem to kill the performance, and its at least one-less button press to not delete them)
Hi guys, Just wondered what the opinion is on intersecting and open geometry? Is it an acceptable practice to save polys and time? Can I delete back faces etc that are hidden? Will game engines not happily accept these things, or does it cause problems and best avoided? Would it be ok to show this in a portfolio? Would it…
I worked on an indie project where the collision mesh and detail mesh where the same and they could contain one sub-object, one smoothing group and the meshes needed to be water tight. It was my first intro into water tight meshes and wow did it leave a bad taste in my mouth. Ever since then I've been able to delete hidden…
INTERSECTING is fine if they are near 90 degrees, if it goes 30 degrees or lower then that, there might be a problem with the Zbuffer trying to render it on lower bits. Better avoid lower angles for intersection. If BACK FACES are hidden, and for some reason you are not going to use them, yes, definately needs to be…
I had meant water-tight as in not one continuous piece (a hand going into a sleeve it wasn't connected to, eyes, etc), but still not being able to delete the end caps and faces that never get seen. Even if faces/verts were left as padding for the lighting, it still wouldn't light properly until every island on the mesh was…