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Are we forgetting the art of optimization in 3D workflows?

waseemkadri
polycounter lvl 6
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waseemkadri polycounter lvl 6
As a 3D artist who's seen the evolution from low-poly game assets to RTX- powered photorealism, I’ve observed a growing gap between generations of artists. Today, I’ve shared an article exploring this shift where optimization meets high-quality production, and why smart planning matters more than ever.

Whether you're building for Android or aiming for cinematic fidelity, understanding when to optimize and when to leverage GPU power can make or break your pipeline.

Replies

  • Eric Chadwick
    Thanks for sharing. 
    There’s not much info in the article though, beyond just expounding on an opinion.

    I was hoping for more “meat” to help people learn how to optimize, where to learn the techniques, how to evaluate the art, etc. 

    But instead it’s just an exhortation. Which is ok, you have an opinion, which is great. But then you just leave it hanging by the end. And it feels empty. So then it looks like more like yet  another SEO page to increase engagement. I hope you see what I mean?
  • waseemkadri
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    waseemkadri polycounter lvl 6
    Ok if its not helping forum you can delete it. And honestly it was not an engagement effort. 

  • Eric Chadwick
    No, that’s fine, I don’t want to cancel it. Instead I’m offering directed feedback, which is the way we help each other out here at Polycount.

    As with any feedback, feel free to incorporate, or to ignore, of course.
  • Eric Chadwick
    One thing I personally have to be careful of is a potential implication that whatever I post as an admin might be perceived as coming from a “voice of authority”.

    But most of the time it’s not, I’m just another artist sharing my work and offering feedback.

    Shrug.
  • waseemkadri
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    waseemkadri polycounter lvl 6
    And let me add, Even before the feedback, I felt the article could use some actionable solutions alongside my observations. :) Initially, I wrote it with LinkedIn in mind, where thought-provoking discussions work better than technical deep-dives.

    However, for a community like Polycount, adding practical examples, workflows, and tips will definitely make the article more valuable. I’m already working on another article to address a common industry myth that modelers should never use triangles while modeling and I plan to approach it with both educational content and real examples.



  • Noren
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    Noren greentooth
    Call me ignorant, but I wasn't even aware people wrote articles on LinkedIn.

    In the spirit of the article: That text png could have been a gif (or use a reduced color palette either way) and it's a bit blurry and crammed.
    But maybe there are size or format restrictions or it got processed during upload.
    Edit: And just in case, I'm not terribly serious about this, just something I noticed.

    Other than that, I agree with Eric. Example images would also help. 
  • sketchem
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    sketchem interpolator
    and build geometry that held up at a distance
    The hard part back then was making things that looked great up close. Everything holds up a distance, that's the easy part. 
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