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Complex models: Merging meshes vs. One mesh

Discussion in 'General Graphics' started by PenguinEmporium, Dec 13, 2016.

  1. PenguinEmporium

    PenguinEmporium

    Joined:
    May 30, 2013
    Posts:
    134
    I've been looking around at other people's models and playing around as well and I've noticed two different modeling methods. The first is modeling separate parts of a complex model then merging them together. The other is creating the model as one mesh or stitching separate parts together.

    Granted, the model as one mesh does look amazing but takes time. Merging parts together is quicker but frame rate can suffer. Note, I'm not taking about separate models on a character or object for the sake of game scripting/logic such as a sword being a separate object.

    Any thoughts or opinion as to which is better for the average developer?
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,782
    I prefer keeping my models together, however I've built up a pretty large repository of hands, feet, and torsos over the years to use as starting points, so I'm constantly merging separate mesh pieces together - to speed up workflow.

    I also like to work on higher poly detailed areas with other parts of the mesh hidden. In Max select any area you want at poly/tri level and just select hide under sub-object mode.
    This allows to focus directly on that area without having to manipulate the viewport render mode or orientation as much.
    One draw back of this workflow is when I don't have a sub-object level selected the camera rotates around the entire models pivot point, so I can set a working pivot or detach this area and set a local pivot - until modeling is complete.
     
    PenguinEmporium likes this.
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