Modelling Question

Hi all,

I’m modelling a casino slot machine for use in Unity (on a PC platform), trying to keep the amount of polygons down in Max etc. The main section of it (which consists of the chrome slot/reel housing is one mesh and then there is an outer case which is slides into, made up of another separate mesh. Sorry if this is an idiotic sounding question, but is it at all beneficial to end-performance to take those faces of each object which are never going to be visible and just delete them? Will that even matter, or does Unity not even take into account polygons that it can’t see in its calculations at runtime?

I was also umming and arring about the sphere capping the operating handle on the slot machine. While I want to maximise performance, it’s important that it still looks good, so I looked at the amount of tris on a typical Unity default sphere which was 762 tris and replicated the amount on my sphere in Max.

Once again, sorry for the possible dumb-sounding questions, but I’m only used to building high-poly models for stills and suchlike, I’m only starting to learn about game development.

Thanks NathanAu, and thanks for the tip. I’ll do that :slight_smile: