EnaiSiaion Posted May 21, 2012 Share Posted May 21, 2012 Well I suppose my question is already in the title... Link to comment Share on other sites More sharing options...
VileTouch Posted May 21, 2012 Share Posted May 21, 2012 i suggest you look at the vanilla armors for a guideline of what the developer thinks it's best for the game performance wise it was also discussed a while ago: http://forums.nexusmods.com/index.php?/topic/503302-a-reasonable-poly-count-for-skyrim-models/ so you might find that thread interesting Link to comment Share on other sites More sharing options...
EnaiSiaion Posted May 22, 2012 Author Share Posted May 22, 2012 Thanks for the link! Ugh... 10K max. Tricky tricky tricky. i suggest you look at the vanilla armors for a guideline of what the developer thinks it's best for the game performance wise Thing is, while default armors are fairly stingy with polygons, you are pretty much expected to support CBBE which has several thousand polygons itself (you can reduce this by approximately 99% if you cover up and delete the nipples, but still). Also, Blender's poly reducer tends to mangle objects whose edges don't look like a map of Manhattan. Just try to make an armor with 2000 polygons that doesn't look like it came from Carmageddon 2. Link to comment Share on other sites More sharing options...
VileTouch Posted May 22, 2012 Share Posted May 22, 2012 the trick is to use good texturing. make your ultra-high poly armor and then, instead of exporting it as-is, just bake it and export a low poly one. normal maps can REALLY make a difference Link to comment Share on other sites More sharing options...
EnaiSiaion Posted May 22, 2012 Author Share Posted May 22, 2012 (edited) Wait... so if you change your mesh you won't need to redo all your textures? :blink: Now I'm certain UV unwrapping is magic. How does it know... o_O Edited May 22, 2012 by EnaiSiaion Link to comment Share on other sites More sharing options...
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