I'm building this scene for a portfolio piece. This is meant to be a real-time asset, so I'm keeping it under 10,000 tris. Kind of got the Mirror's Edge bug, so that's the sort of vibe I'm aiming for.
Some stuff I booleaned on, yes. On the second image, all the circular extrusions on the two large units up top are attached. Is it just best to keep those detached?
well it depends on the lighting engine in my opinion, but generaly if a bolean produces alot of very thin tris then that is badyours doesnt look too bad except the widows on the side of the building a few more cuts here from each window cut along to the side would produce alot cleaner geometry
For things like those units on the left, they'd most likely just be a prop where you make one, and can place multiple in the world (quicker to render instances of the same geometry).
This would reduce tris, avoid the problems of thin tris, and the lighting would go unaffected for the most part. Mirrors edge had baked in world lighting using lightmaps.
The only situation where you would want to cut something in, is something large and circular, where you will get stepping on the lightmap if the resolution is too low. Other than that, for straight things like those vents I'd just make them props and let them float.
I was more or less looking at those windows. It may look and render out fine in whatever 3d app your using, but in engine, it may~ cause some lighting issues. I generally try to avoid clumped up tri's like that because it never seems to light right when I port it into the engine.
And yeah, pretty much what the other cats said. What engine are you planning on putting this in btw?
Thanks for all the feedback. I wasn't aware of such lightmapping issues with stretched tris. So are you guys suggesting that, for the windows at least, I make straight edge loops horizontally instead of tucking them into the corners?
@whats_true: I'm thinking Unreal 3. From what I've seen of it so far, importing models into UT3 is pretty easy.
i was playing the game last nite and one thing i noticed was those 45degree boards wernt that big in game, they came up approx. to your hip ingame, while yours seem larger than the door
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This would reduce tris, avoid the problems of thin tris, and the lighting would go unaffected for the most part. Mirrors edge had baked in world lighting using lightmaps.
The only situation where you would want to cut something in, is something large and circular, where you will get stepping on the lightmap if the resolution is too low. Other than that, for straight things like those vents I'd just make them props and let them float.
And yeah, pretty much what the other cats said. What engine are you planning on putting this in btw?
@whats_true: I'm thinking Unreal 3. From what I've seen of it so far, importing models into UT3 is pretty easy.
I just set that goal because I want to keep myself as efficient as possible. I know it's pretty low, I may break it.