Modeling best practices?

Is there a guide anywhere to best modeling practices for mesh creation? I’ve gone through the documentation, especially the sections on optimization, so I know about things like “one object of 1000 faces is better than a thousand objects of 1 face”, texture optimization, that sort of thing. But I’m looking for a bit more detailed information on modeling, things like:

  • Does Unity have a problem with intersecting faces? Will it create additional faces if this is done?
  • Should meshes be created as watertight models, or can they have intersecting masses?
  • Is there any reason to triangulate quads before bringing into Unity?
  • Does unity have issues with concave faces?
  • Any guidelines on non-manifold geometry?

Generally, any modeling guidelines, best practices, topology tips…that kind of thing. I suspect there’s material out there on this but I’ve yet to be able to find it!

Thanks!

I’d have to go on a very long rant to explain most of these in a good way, it would be simpler to google most of these questions and watch some youtube tutorials on 3D modelling practices but I will say this:

Avoid intersecting meshes where the mesh intersects itself, Two meshes intersecting each other will usually be fine but don’t go overboard.

You can remove polygons from a model if you know they will never be rendered.

Quads do not need to be triangulated before exporting, polygons with more than four corners might give you shading issues so try to keep quads at all times, tris is also ok.

Most non-manifold geometry can be fixed using the cleanup tools of your modelling application.

Hope this helps a bit at least.