Is it ok to have unconnected or unwelded meshes in a track model??

Skynet

Hi,

I am starting a track project and have a couple of questions that i would really appreciate some help on ;

Does the track surface for any reason have to be welded to the infield or the rest of the terrain, buildings or objects in the track? can they remain unwelded/unconnected?

If objects are seperate in the scene does that cause any problems with collisions or anything else in RF?

Can you butt up objects to one another or even have them intersecting each other, whilst not welding their vertices?

any tips on topology where an object of higher polycount must connect to a lower poly mesh like track to surrounding terrain?

So i have read that it is best to use 4 sided polygons, is it an absolute no no to use 3 or 5 or anything else?

kind regards

Skynet
 
Last edited:
Does the track surface for any reason have to be welded to the infield or the rest of the terrain, buildings or objects in the track? can they remain unwelded/unconnected?
They can be unconnected.

If objects are seperate in the scene does that cause any problems with collisions or anything else in RF?
I don't think so.

Can you butt up objects to one another or even have them intersecting each other, whilst not welding their vertices?
Yes you can. Intersecting polys can cause rendering problems though. Around the intersection, they are so close (<4cm) that the game struggles to work out which one to draw last, so as your view changes they appear to flicker. They will also look strange when headlights shine on them.

any tips on topology where an object of higher polycount must connect to a lower poly mesh like track to surrounding terrain?
You can cover the gap with an armco barrier, wall, or hedge etc. You could also subdivide the edges of the low poly mesh so it's vertices can all line up with the high poly mesh. You'll only increase the poly count slightly but it allows a clean connection.

So i have read that it is best to use 4 sided polygons, is it an absolute no no to use 3 or 5 or anything else?
As far as I know, games only deal with triangles. Your object program may show a face as, for example, a 5 sided poly, but when you export, it'll be converted to a 3 triangles.
 

Back
Top