I was curious if some of the more experienced modelers were open to discuss technique and method... less of a specific-program or a specific-problem line and more best practices and a professional approach to the art.
My leading question(s): when modeling complex objects, and with an eye to implementation in game engines, is it considered acceptable to use separate intersecting meshes (such as an engine mounted in a wing) or is it best to keep everything in one mesh? If a single-mesh approach is better, do you find it more practical to model separate parts and cut/weld vertices as necessary to join them, or to start with your core object and grow/extrude as needed? And with modern effects such as bump mapping is it more effective to create a very simple mesh and effect (affect) as necessary, or work from a more complex model and refine it down as the mesh develops?
Or are meshes rather outdated and I need to stop living in the 90s?
My leading question(s): when modeling complex objects, and with an eye to implementation in game engines, is it considered acceptable to use separate intersecting meshes (such as an engine mounted in a wing) or is it best to keep everything in one mesh? If a single-mesh approach is better, do you find it more practical to model separate parts and cut/weld vertices as necessary to join them, or to start with your core object and grow/extrude as needed? And with modern effects such as bump mapping is it more effective to create a very simple mesh and effect (affect) as necessary, or work from a more complex model and refine it down as the mesh develops?
Or are meshes rather outdated and I need to stop living in the 90s?