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Weapon Optimization

ZenDavis
polycounter lvl 6
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ZenDavis polycounter lvl 6
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The goal was to practice optimization. The original high poly model was 105,549 tris. The low poly was 16,625 tris. How did I do? The objective was to get the model under 20,000 tris.

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Also I am wondering if removing all the edges in the circles and leaving polygons with lots of vertices on the borders (basically having huge ngons) is a good idea for games or not.

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  • Eric Chadwick
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    Looks pretty good. However it usually doesn't need to be a watertight mesh.

    The areas you circled for example... each of those vertices don't need to be present in the lower long part, it doesn't need to be one continuous mesh. Make that lower piece a long box, and rest the small "grip" trapezoids on top of it.

    The trouble is with those long thin triangles. Those stress the game renderer, lowering your framerate needlessly.

    Another thing to consider, if baking a normal map for this model then you'll probably need a few extra edges here and there to reduce gradients and banding.
    http://wiki.polycount.com/wiki/Normal_map#Tutorials
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