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Question by komagene78 · Apr 08 at 08:25 AM · renderinglow poly

low poly technical

![alt text][1]

In order to reduce the polygons of this model I made in blender, I deleted some edges (for example, there is no edge that connects the windows). Will it cause a problem in unity. Is this a wrong method for optimization? [1]: /storage/temp/194709-ekran.jpg

ekran.jpg (59.3 kB)
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Answer by MarekRimal · Apr 08 at 02:25 PM

No mesh topology will cause problem in Unity. The worst thing that can happen is that it could look bad - for example missing face. Just to say, I think its good to think about model optimization but in general I would say if your models has under 1000 polygons you are safe to go. So optimizing a few polygons dosent make a difference. For example Unity supports meshes with maximum of 64k of vertices just to put it into a perspective. Your model has probably less than 100.

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avatar image komagene78 · Apr 13 at 08:48 AM 0
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Thanks for taking the time and replying. MarekRimal. actually I'm wondering if it's a wrong technique to disconnect between polygons?

avatar image MarekRimal komagene78 · Apr 13 at 11:02 AM 0
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You mean that you removed the edges between the widows? That I guess it removed the whole face right? So you have added the face back manually? If that is true I wouldnt do it. I think the Unity will be triangulating the mesh anyway so if you have some non-convex polygons Unity will be most probably triangulating them anyway. So its better to leave those edges there in this case.

avatar image komagene78 · Apr 14 at 10:12 AM 0
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thanks I understand, thanks for your help and interest.

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