   One main element or several different ones.
  Hey, this is for a mmorpg, check it out http://narrowmire.sourceforge.net/testsite/index.html (site in construction, head to the forums)we have two 3d artist, (so far) myself and another, he models differently and i argue with him because i still get better results (polys, looks) but he says my method is wrong. His method: Say for a table, he takes one single box, makes it a 5x5, extrudes for legs, adjusts the vertices some, then welds, he gets 42 polys My method: Same table, I take 5 boxes, one for the top and 4 for each leg, i take off any surface that will not be seen and/or will be welded, weld the corners of the top to the legs, i come out with 21 polys. I do however have a feeling he is right, but what do you think? My "leader" says he would rather use the other guys way because it is easier to texture (he is also the 2d artist) However, it is only easier because he uses bodypaint, instead of something like unwrap uwv (which is very easy) So which is actually right? And if he is then why, if i am then why...... Also the game engine we are using is OGRE, just incase that has anything to do with the right answer....thnx for ur troubles, lastnight  
  There is no right an wrong way to model, its like programming, always more than one way to solve a problem, but...Which method is takes the most time?  You can also have your engine guys do some tests.  Have them drop about 50 of those tables in fly by scene and benchmark it.  Then do the same scene with the other tables, whichever one gives you the fast render time is the one you should go with.But on an unrelated note, if you guys are wasting time discussing something like this, you might be headed for trouble.  You guys should try to recruit an experience lead artist, who has the authority to put his foot down about these kinds of issues.;  yes we should, like i said, we are still looking ;  I''d say both ways are fine in certain cases.Your way is ok as long as you don’t have any issues with leaks... and faster too (less polygons). If you are going to have some sort of real-time shadow volumes you might run into trouble though (easier to make shadow volumes from capped objects). His way is more robust, no leaks from the uncapped legs. It is also better suited for long distance rendering, no z-fighting when looking at the table from far away (between leg and tabletop). It might also be more robust to use these kinds of objects when doing collision detection...It’s all up to the engine that is going to use the objects. ;  well this was my response to the leader of the project after i tested it in an engine i had: "I know it doesnt really matter now but I tested out both mine and his modeling for the table, remember that convo? Well here are the facts: Table (1) His: 42 polys Mine: 22 polys Real-Time Game Engine Tests with 32 tables of both, same size, same position, same everything except design, same look of table: His: 1344 polys Mine: 704 polys FPS during his game: 20 FPS during my game: 28 ( i have a slow comp, so these values are low)Now I know there wont be as many tables..... but im just saying, and im one of those ppl who need to know who is right. "And also there will be no shadows, except for ones that are rendered onto the texture, so no realtime shadow rendering, there should also be no problem with the colision detecton, but i guess we shall see......thnx anyway 