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A question on low poly optimization

polycounter lvl 10
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dzibarik polycounter lvl 10
If there is a flat surface on a low poly can I remove all support edges and keep only those which keep vertices in their places to retain a shape's form?

Will I get shading errors afer I bake my normals?

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  • .Wiki
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    .Wiki polycounter lvl 8
    It won´t have any effect on the tri-count if you remove the edges because the game engine will triangulate your mesh.
    Leave it as it is or even create the final triangulation by hand.
  • dzibarik
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    dzibarik polycounter lvl 10
    .Wiki wrote: »
    Leave it as it is or even create the final triangulation by hand.

    Are there any rules for that? So I triangulate a mesh and then remove all edges I don't need manually?
  • Bek
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    Bek interpolator
    Everything will be triangles so you don't remove anything. One important thing about triangulation is that it can affect surface shading, so you should triangulate before baking a tangent space normal map (since if you don't, the automatic triangulation in the baker may be different to the triangulation in your modeling app).

    There's also this but I dunno how relevant that is today.
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