This is not a question that will have a definitive answer… but I’m looking to get some input from the community to, lets say, develop my intuition on when to split a mesh into parts and when to import it as one.
When importing complicated mechanical models (machinery, manufacturing equipment, forklifts, etc), you often have:
- A frame consisting of several big pieces, some of which should move independently
- Many small pieces like screws & bolts, fixed to the bigger pieces
- Considerable ‘repetition’ with mirrored pieces (e.g. left & right)
The question then becomes how to split/merge the pieces, choosing between:
→ Everything merged. One (skelleton) mesh with many (>1M) triangles, resulting in a heavy asset with maybe 10+ materials, creating LODs in UE
→ Everything separated. One simple base (skelleton) mesh with a minimum of triangles, attachinging hundres of pieces in a blueprint. Maximum use of repetition (one screw/bolt imported and repeated for many times in the BP, left/right the same mesh mirrored, etc).
… Or, in reality of course, something in the middle.
So the key question in this topic is: What’s the right balance here? How many ‘pieces’ should we aim for as a rule of thumb? Or how many triangles qualify to make a separate piece? Or should drawcalls take the lead and we aim for one mesh per material?