I'm modeling assets for a game and want to keep the polygon count to a minimum. One problem I've run into is having unnecessary edge loops on one part of a mesh that are necessary for a different part of the mesh.
Both these parts need to be connected in a single mesh. If I join them at their intersection, I'll end up with a lot of unnecessary edge loops on the top piece.
Should I do this, or will the extra polygons affect performance?
In general, what is the best way to handle two meshes that need to be connected, but have different vertex counts on the adjacent edge?