Usually every part of a hierarchial model is a separate thing with separate surfaces and I think it's the same in Blitz3D too.
Case 1:
100 aliens, evry alien is boned single mesh. All use exactly the same material (textures etc) = 100 surfaces and objects.
Case 2:
Spacecraft model, with one main part (hull) and LOTS of small moving bits like ailerons, laserguns, bombs etc. Total number of objects is 100 (1 hull + 99 "other parts"). All use exactly the same material (textures etc) = 100 surfaces and objects.
This is how it would go, I think... IMO your case (2) would be exactly the same as Case 1. Is it bad? It depends how heavy the scene is otherwise and what kind of textures etc you have, but IF you can, reducing the number of childrens would be good.
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