Hi all,
I have a question about 3D modelling, or more specifically about how Unity handles a certain aspect. For what it might be worth, I’m using 3DS Max 2010 to model my objects but I think this question applies whether modelling with a external application or using simple models built direct in Unity - hence why I’ve posted In this forum.
My question is whether there are significant (by which I mean just about ANY) performance gains by removing any polygons that intersect through another polygon and so have surface inside the main mesh of the model (and therefor would never be rendered).
For example, suppose you were making a (very) simple and stero-typical flying saucer. You create and squash a sphere to form the flat circular base then plonk a second sphere on top to form the dome (where the crafty aliens would sit). The second sphere on top could be be set so it is sunk half way into the bottom section create the dome effet on top. This of course leaves the bottom half of the sphere hidden inside bottom section of the ship.
There are several ways to get rid of the excess polygons (booleans, deleting the invisible polygons, manually creating the dome from a single object, etc) but, regardless f this, the question is is it worth taking the time to remove them for performance gains in Unity?
I’ve trawled through dozens of guides, tutorials and forums to try and get a solid answer but most of what I’ve fiound is in the context of rendering an animated movie (in which case it doesn’t really matter that much).
My train of thought is that, when considering this in a gaming environment, there probably would be gains as the engine would not have deal with the existance of these ‘invisible’ polygons on any level but I haven’t found anything as yet to support this.
Any thoughts?
