I've been reading about model optimization for games/real-time rendering and I have a wip where I could use your advice on how to improve further and/or what to correct.
I'm modelling in Blender and the intended game engine is Unity.
Optimize too early is always a problem people fall into.
It's easier to down res than it is to up res. Not just for geometry, but textures too.
Keeping tri count low is good practice, but don't let the number restrict the piece. Your an artist after all, so stay creative and don't sacrifice quality when you don't need to.
I say no to posting the vertex or triangle count. If you have wires, people can see your topology and you the only time that number is going to stick out to me is if it way too high.
There's not much value in showing the triangle count. That doesn't matter so much anymore on modern hardware. As long as the mesh is reasonable, I can see the wireframe and I can tell if you're being stupid with the geometry or you're cutting where it counts.
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It's easier to down res than it is to up res. Not just for geometry, but textures too.
Keeping tri count low is good practice, but don't let the number restrict the piece. Your an artist after all, so stay creative and don't sacrifice quality when you don't need to.
Seems to echo the programming mantra of "Premature optimization is the root of all evil".
A low poly mesh with a reasonable number of triangles and predictable normals is FAR preferable to a highly optimized mesh that you have to futz with.
It depends on you. If you are proud of it, you can show it off
100% agree with that ^^
plus, that can help beginner to compare with their works
@kurt Thanks for the edits. It seems some of them will change the geometry but I'll try them out regardless for practise.