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Topic:
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game uv (5 of 7),
Read 9 times
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Conf:
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Rendering and Materials
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From:
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Josh Jones
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Date:
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Thursday, July 24, 2003 07:33 AM
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Eric,
From what little I understand from the programming side of things, the reason we avoid multi-subs is that whenever the engine encounters a Mat ID seam, it doubles up on vertices. (It essentially treats the object as multiple objects.) I gather this might be similar to your engine in the sense that it would also mean more tri-strips, etc. However, we do not use single meshes for our characters, but break our characters up into body parts. So in essence, we are using multiple maps for head and upper body, etc. Our particular needs require that our characters be modular, since we can swap out clothing and armor throughout the game. BTW, we're using Gamebryo for our engine.
-josh
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