hey guys, posting this up because I think I'm stuck or there's no more optimization to make on it, but wanted some input.
Currently the outside and inside faces of the wheels are not using square opacity, as we don't know if mobile devices will be able to draw that much overlapping opacity yet... we're supposed to be doing some tech stress tests at some point.
So with the current wheels, just the outside and inside faces of the wheels are eating 48 triangles.
The car totals 266 triangles, so with opacity mapping, we're talking losing another 32 triangles off of that if we can draw that many animating opacity maps.
It also has an underside, pretty ugly mesh that will probably light like ass, but it will be seen should the car flip. (also why it needs inside facing wheel textures)
so looking at a range of 234-266 triangles for the car. Can anyone else see some optimization that I missed?
Replies
not really worth it and I'm assuming they're being textured as a half and then mirrored in most places, in which case I think you've pretty much nailed it, in my view.
Have you tried six/seven faced cylinders instead? You could probably get a bit lower with them but it depends really on your preference. Me, I prefer seven sided. Reckon maybe you can get away with 6 sided but I'm not sure what screen res you are aiming for
thats just my input, probably wrong, but there you go
Well as long as I'm in the right neighborhood, I think two or three extra tris is not going to hurt.
I could probably lower it down even more but it will stop looking like a nascar and just generic box car. Also our devs are contemplating level of detail models, so I also have a model with integrated wheels... think that's below 200 but with the exact same body shape sans wheel wells.
if you go ahead with the alpha wheels you could save more than 32, if you make the centre cylinder have four sections that will be .....er.....12 tris per wheel saving 64 tris
will look ok at certain angles other will look pantos
With the wheels never coming off, it might be okay to delete these almost hidden faces.
In my opinion, odd-number-sided cylinders always look rounder, because the viewer's eye doesn't immediately recognize the symmetry you find in even-number-sided cylinders. Sometimes you'll need to tweak your textures and UVs a bit more than normal to accommodate this (you shouldn't need to in this case), but if you have the time and effort to spare I think it's worth it.