I've had long long discussions with my lead engine coder about this, and he has raised something which I don't think has been mentioned here yet: Having bevels along edges that could otherwise be hard (as in the first toolbox example on this thread), whilst not increasing the vertex count, does lead to quite a lot more…
yeah I sometimes kinda forget that you are 'removing' polys rather than adding them. It just confused me in the example that because the optimised verison of the box still had a decent bevel along the edges and I thought it would still look correct with a normal map on it. To me that extra row of loops adds nothing to the…
yes thats true, but I think it was mentioned before (I put it into first post now). Thin triangles or triangles smaller than a pixel or just a few pixels will be bad for the reasons he mentioned. That boxmesh example here, depends of course on the size of the box "on screen". Once it's just background, or always small on…
Per: I'm a 3dsmax user myself. That's why I got curious in the first place because my experience with the cage has been different. And even now, if I render the testcase you proposed I get two exactly identical normalmaps.Max 8 and Supersampling activated. I used a simple box here (one SG) and almost always use the cage…
Haha. Why am I not surprised. http://www.ericchadwick.com/examples/provost/byf1.html http://www.ericchadwick.com/examples/provost/byf2.html Part 2 talks more on the whole uv/smoothing/mat splits issue.
[ QUOTE ] per ,don't get downhearted. What I said was that you should be modelling just enough detail to support the model you are making. My point was that you shouldn't add more detail just for the sake of it. I did n't say anything about rendering speed. personally I would keep taking out loops until I thought it was…
Mop: sure, but theres always cases where they need to fill in gaps and anything will do when you can scale things. Clearly a box prop isnt the best example, i was trying to detail a general attitude toward environment asset creation to substitute the 'everything must go' all purpose optimization attitude. Also another…
[ QUOTE ] A mesh is pretty much free for the 1st 600 polys, beyond that its cost can be reduced dramatically by using lightmaps for generating self shadowing and so on rather than vertex lighting. [/ QUOTE ] do you mean a unique prebaked AO map?. In theory if you use a second UV for unique map, thats 2 shorts = 4 bytes,…
Before you go optimizing smoothing groups, consult your friendly neighborhood engine programmer, shared vertices may or may not be used at all by the engine and your model exporter may ignore your hard work. The engineering term is Vertex Indexing and there are some reasons not to always use it. ALL vertex data has to be…