Hello. I’m doing my first models to some game at Blender 2.79, .x format. Becouse of the nature of the game and its engine i have to keep triangles count as low as possible.
I did base of my model using many loop cuts. I use some addon for displaying measurements, so i keep scale quite realistic.
Everything is single mesh/object. When i use limited dissolve, result is quite good.
I still have too many triangles thanks to mess at windows…that’s extra question at end of the post. Anyway i tried different approach, i duplicated all windows/door faces. When that faces are not connected to rest, i can dissolve building walls into simple squares.
I want to ask about proper terminology here, how do you call that disconnected faces, is it still same mesh, or different one? This looks pretty powerfull, no extra edges to determine position of that faces at wall. When i move that faces little bit in front, i can’t think of any issue that can happen. But i still feel like there has to be some catch at this approach. So in general… is it ok to have disconnected geometry at single object?
Anyway this is good for low poly only, at hipoly i will be cutting holes into walls to insert windows…is there any trick how to make such wall having less triangles than when using limited dissolve?
Extra question, lets call it part two: When i dissolve faces, those vertices from loop cuts still remains. That couse many extra tringles at square window instead of two simple ones. I know i can remove that vertices manually one by one with merging,…but is there any better quicker way?