You can easily have 100 5k models and 100 2k texture sets. It will eat up a great amount of video memory, but most modern graphics cards should be able to handle this with ease. You wouldn't be able to make a full game like this, but I guess thats not the goal here. Once I worked on a project that had more than 100 8k…
Wow - you guy are THE BEST. Polycount experts dropping the knowledge! @pior that's a great tip, I had no idea and will take a look. @er@"Eric Chadwick" thanks for the amazing info and sorry for the generality of 'game ready'.. It's for VR on an Oculus with a 1070 GPU. The skeleton is the main focus of the experience, with…
Polycount is one of the most hardcore CG modeling / rendering resources online. Because of that I'm really I'm hoping someone can advise on something I've been struggling with for months. My end goal is a game ready composite asset in Unreal, made up of around 100 medium models (a dinosaur skeleton from scan data)I have…
Definitely overly wasteful? Do you have any suggestions on what I should be doing differently? Maybe I should be defining one long seam on the inside of the bone.. Seems like it would be super slow to click each vertice to split, especially on a 100+ bone workflow. Any tips appreciated.
What do you mean exactly by "game-ready"? Depends on the game, the hardware platform, and how the model is being used. A mobile game has very different needs than a console game. http://wiki.polycount.com/wiki/Polygon_Count#Typical_Triangle_Counts Decide your target resolution, then work backwards from there. 200k tris…
UE4 has a built-in tool to do exactly that on static meshes. Window > Developper tools > Merge actors. Assuming that your individual UVs are not to wasteful to begin with, it will pack all the source textures into atlases and will create a single static mesh with a single mat ID, filled by a single lightweight material…
You should use some better packing tool. I'm pretty sure there are many for blender. All those tiny uvs could be placed around the large pieces filling up the huge gaps between them. You also don't need as many splits. Such a piece could be unwrapped into 1-2 islands, which would provide a more performant mesh overall (uv…