Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Lairinus · Jan 03, 2013 at 12:38 AM · animationobjectblendermodel

[Modeling] Splitting and Rejoining Objects -- Good or bad practice?

Hello

I've been using Blender for a good amount of time now and now I know a lot about how to navigate, create good topology, etc, but there's still one issue that I'm not sure about.

When it comes to subdivision, unless you subdivide the entire object, you always add triangles. Because I like to have a smooth topology (especially before extruding character armor/etc) is it considered a good idea to split an object apart, subdivide, and then rejoin it, or is it best to just add edge-loops?

For instance, the model I am working on went from approximately 1.2k to 1500 for only a smaller detail, versus the 1.23k it was when I split the object, and then rejoined it.

--Yes, I know Unity uses triangles once you import the model. That still doesn't change the fact that it's much much much easier to work with quads, especially when you have a "generic" model that you can continually change.

By doing this (the splitting and rejoining), does it mess with animating and moving parts at all?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Piflik · Jan 03, 2013 at 12:46 AM

Not unity related, but when you model for realtime applications (Unity or otherwise), first create your model without paying too close attention to the polycount and once you are satisfied with the shape start optimizing. Remove vertices that don't contribute to the model's silhouette or are needed for deformation or unwrapping. Try to avoid poles (vertices with many edges) or NGons (polygons with more than 4 vertices, since you can't be sure the automatic triangulation does what you think it does).

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Lairinus · Jan 03, 2013 at 12:57 AM 0
Share

Okay, thanks for the answer.. no need to worry about polies at this point then lol

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

MMD How to export model and animations to Unity as 3rd person controller? 2 Answers

Blender or Unity for animation? 4 Answers

How to animate inside Unity? (Blender animation is finished) 1 Answer

Problems Importing Rigged Model from Blender to Unity 2 Answers

Animated FBX: Model Rest Position 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges