I've been going through a lot of portfolios for people creating game assets, and I've noticed that some of the pieces to a whole object arent fully connected by polys, they're just kinda "sitting/ floating" in the main piece. Is it ok to not have every thing fully connected in a model? For example, take a look at the SCAR…
Not connected Polys are not always bad. It has a common usage in the "connection" from two highly different objects like a arc with many segments and a simple plane. A clean modell in this constellation dont look better it simply increase the polycount because the plane polys are wasted. A no go are Modells wo will be…
Wow I had no idea... since I started modeling a few months ago, I've been trying to make sure that everything was fully connected. Now with this knowledge, I can save some polys! Thanks guys!
Dude, that's not even the conversation. The guy wanted to know if every polygon had to be connected in game engines. They do not (as many games will prove), so that was my answer to him. I've yet to advocate one method over any other other, that just appears to be your assumption because I've been questioning the notion…
I'm not saying the result of a merged mesh wont look superior if you take the extra time to work on it, I just don't see it saving any UV space if the UVs need to be split anyway, nor do I see the connection point looking so unacceptable.
Ok thought I'd also post on this thread as I myself am an amateur still studying concepts like these at university. I've modelled meshes using both these techniques in both max and Maya an wanted to clarify one thing. - wouldn't sometimes it be a must to have meshes that aren't connected in models I.E organic or character…