Jump to content

Best practice for meshes and rigging


Recommended Posts



I created a model, rigged it and started searching how will everything go into Babylon (topic that covers skeletons).

After going through a couple (all) of the tutorials, documentation etc. one thing is still buzzing me.


What is the best way to structure a model and why?

Would it be better to break it down into multiple meshes or keep it a single one? 

I also spotted "submesh". What is it? Couldn't find anything useful not for blender not for maya.


I tried making sense from dude model but I couldn't figure it out.


My mesh (robot on image bellow) is created as a single mesh, only parts are divided into vertex groups.






P.S.: It's been four years since I touched Blender so it might not be the best looking creation.

Link to comment
Share on other sites

Hello and welcome!


submeshes are used to map parts of a mesh with multiple materials so not what you want here


Regarding how you want to structure your mesh, my opinion is that you should keep one mesh. Mainly because of performance: one draw call to draw your mesh as all the skinning will be done by shaders

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...