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7/16/2025, 5:33:20 AM
lvl3 is used to bake normals and AO for lvl2, it's also sometimes used for texturing (for vertex colors)
lvl1 is the animation and UV model
>>715587580
a lot of that stuff is super easy and handled through maps these days. Hair maps, fur maps, etc. instead of oldschool modeled shell-fur
lvl1 is the animation and UV model
>>715587580
a lot of that stuff is super easy and handled through maps these days. Hair maps, fur maps, etc. instead of oldschool modeled shell-fur
6/28/2025, 5:49:05 PM
>>713899158
>The ceiling for low poly is surprisingly low
keep working, it's a lot higher than you can ever imagine
>The ceiling for low poly is surprisingly low
keep working, it's a lot higher than you can ever imagine
6/12/2025, 2:44:27 PM
What is it that determines if an asset is "heavy" on performance?
Polycount? Textures? Amount of bones?
Is there a real way to measure something like this?
Like, say an asset that's low poly with multiple 2048px textures, that's gotta be "heavy" right?
What about a high poly mesh that just has a 256px texture?
Polycount? Textures? Amount of bones?
Is there a real way to measure something like this?
Like, say an asset that's low poly with multiple 2048px textures, that's gotta be "heavy" right?
What about a high poly mesh that just has a 256px texture?
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