Do the number of model pieces inside a msh affect game preformance at all?
There are stock msh's that have many pieces(segm's) in one modl chunk like the AT-AT and player models with hands and heads seperated into discrete modl chunks of their own.
There are also msh's that seem to have everything condensed into one model piece (all in the same segm.)
The munger sometimes complains about more than 16 sections(i forget the word it uses) but goes on to say it is handling the situation. And my models work.
I just wonder, is one way better than the other?
I am working completely from hex, so having seperate pieces comes in very handy, but if the cost is preformance, then I would rather switch my methods up now before putting too many more days of work into it.
How many models per msh?
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Re: How many models per msh?
I seriously doubt it, and if so it's exceedingly minor. The number of triangles in a model is what really matters.
- tirpider
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Re: How many models per msh?
Groovy, Thanks.
I'm kitbashing around with stock msh's and now that I've found a somewhat reliable method for isolating geometry based on uv's, I wanted to build a stockpile of msh parts. (Reintegrating them once they are isolated is beyond my ability atm.)
But that means the models I finish will either have many segm's or several extra modl's.
I'm kitbashing around with stock msh's and now that I've found a somewhat reliable method for isolating geometry based on uv's, I wanted to build a stockpile of msh parts. (Reintegrating them once they are isolated is beyond my ability atm.)
But that means the models I finish will either have many segm's or several extra modl's.
