Thursday, December 10, 2020

Creating objects : Thinking in an optimized way

 

One thing I think is ideal is to create an object that is 'perfect' and, at the same time, does not overuse the target system's (PC, Cellphone, Console) resources. 

For example:


Whereas the 'bone' structure is really simple:

This object has:

Triangles:     4,334
Faces:             2,046
Vertices:         2,192

(more optimized looks like this)



Wrong way to do it: In my humble opinion: Too many lines and vertex: it's heavy and resource consuming (imagine the same object drawn a lot of times in the screen, not only once).   


Only because today's PC's and consoles are potent, does not mean that don't need optimization. Let the texture (bump, displace, etc) do the work when possible. 

Or, even, we can create an adaptable mesh, wich the system could depend on the situation, use the high-quality mesh and or low-quality mesh even reduce automatically, depending on the situation - such as:

I already said someplace - "from far distance there's no need to view the squirrel in one of the tree's branches, just a point moving can do the same effect, whereas as the closer you get the point will transform into a moving thing, then finally into a squirrel".


This is just an example. you must design/export meshes having in mind the export format that your enterprise/GameHouse tool(s) is using. Some prefer meshes with quads (quad geometry), others, with triangles (triangulate faces) when exporting. Avoid n-gons!


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