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yeah... in the end it doesn't really matter what your mesh looks like, unless you're porting it to a video game. And the truth is, the mesh here is probably fine. But software isn't always the expert at handling hidden edges in the mesh.
Assuming the actual wireframe looks like this, if the hidden edge is traveling up and down on those diamond shapes above the wheel, then that's going to give good results. But if they're being generated front-to-back, then you'll be getting strangely wide triangles, which can mess up shading just by being .02 inches off.
But yeah, if you know exactly what your hidden edges are doing, then more power to ya. I only suggested to change that because most of the time, people only associate hidden edges to be an editable mesh thing, and don't realize they exist on editable polys as well
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