hey dudes, (and dudettes?)
i'm making this portfolio piece of Neuschwanstein and the surrounding vista with the goal of being as accurate and complete as possible. the finished scene is gonna be large so i'm looking for ways to reduce the polys in the castle piece. I know there are things that can be turned into instanced modules, (windows, doors, trim, stairs, halfed symmetrical stuff??..) but I haven't done any of that yet. i'm just now trying to get my head around how best to optimize it.
i'm contemplating the windows at the moment. can the windows be made into decals that have a displacement applied that gives the illusion of cutting into the surrounding wall?
I guess i'm just looking for ideas...
Replies
Also, it depends on where you want your camera. If you know this you can prioritize the count. For example, if it's going to be an environment in which a player can walk around, you'd derez that entire roof, the windows, the cantels, and... well.. everything that won't be clearly visible from the ground and could be done with texture maps.
i'm still not sure what approach to use for texturing. which is what the approach i'll use for optimizing the geometry depends on i suppose... should i use all tileable textures or one big texture atlas? or both?...
guess i'll just have to figure it out for myself...
here's this floor tile texture i made, but it's diffuse spec and displacement are 4096x4096 size in order to have that level of detail, wich is pretty big.