I have a chair model that I’ve been working on. I modeled the bottom of the chair as a separate object from the back. My question concerns how I should go about combining these objects. Note, in case it matters, I am intending this chair to be used as an asset in a Unity3D game.
From what I have been able to tell, my options are to just join the two meshes, which is by far the quicker and easier of the two options, or to make the mesh continuous on the vertex level (either by doing it by hand, or using a boolean union modifier).
(My chair model, with the vertices shown after a join)
Everything I have read online suggests that making the mesh continuous, eliminating intersecting faces, is the “proper” way to do it. What I can’t seem to find is the reason why. Is there some reason that a mesh must be continuous? I’m not dealing with co-incident faces, so z-fighting isn’t the issue, nor do I have any completely hidden faces. I could see strange artifacts potentially occurring if I were to animate this object, but I am not planning on doing that. I could also see the argument of texture alignment being difficult (since you won’t know what portions of the uv map aren’t visible) but I’m not concerned about that.
Searching these forums (and Google) I was only able to find one other thread that asked the same question. The response said to not worry about non-continuous meshes. This is, however, the only post I have found to suggest that. All other modelling threads I’ve looked at regarding joining objects have said to make the mesh continuous. I guess what I want to know is the “best practice” position on this, and more specifically the “why”.