Low Poly Question - One Mesh or Multiple?

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  1 Week Ago
Low Poly Question - One Mesh or Multiple?

I've been making this Victorian lamp post. Its coming along nicely. It has a lot of curved extensions like below.. I was wondering how this is organized.
Would you..
1. attach the curved piece to the lamp post and make the lamp post as one low poly mesh and export as one mesh to Unreal?
2. Or keep them all separate as individual pieces, place them in appropriate places, freeze transformations and export all of them in one fbx to Unreal?

Attaching this to the main post will require geometry changes (adding more loops to the lamp post and makes UV mapping a pain)

How do you guys normally do this?
Any opinion is appreciated..
 
  1 Week Ago
Allowed is what works. I personally would avoid too many loose mesh parts here though. You might end in visible Z fight flickering where the loose mesh parts meets each other. I would make it one closed mesh.

What you should avoid is to make it unconnected loose parts, as many independant meshes. Then one mesh part is one draw call.

As a side note, when such simple geometry makes pain to you at unwrapping, then i would rethink the mapping workflow and tools.
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Last edited by Tiles : 1 Week Ago at 06:18 AM.
 
  5 Days Ago
#2 is absolutely fine unless it's an extreme closeup on this lamp post. If it's just to decorate a scene I'd stick with the easy option.

This should also allow you to clone the curvy parts once you model and UV them, meaning you don't have to UV each one separately after you've completed the modeling.
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