Someone said it doesn't add (extra/duplicate?) vertices, though some said game engines/gpus in the end usually do. My conclusion from the thread was that auto-smooth is pretty much doing the same thing as split mesh modifier (including respecting sharp marked edges).
#POLYGON BEST GAMES OF 2017 MANUAL#
Had a quick google and there seems to be a degree of confusion, among Blender users themselves, and in the thread I read some users cite Blenders manual and others informing that the manual is/was incorrect.
Marking edges as sharp lets the edge split modifier know which edges the modifier is applied to. I follow that person on YouTube already but I'm always forgetting to go back through his Leadwerks when you calculate your normals you will want to specify an angle rather than calculating the normal angle by an average. I would recommend to try and put a high angle like 70 or 90 and see if that works for you mark edges as sharp in Blender that adds a tag to that edge, its mainly for the edge split modifier. I wouldn't say I've settled on a particular method myself though.Ĭurrently I've found it quite satisfying and quick to take things to a low or mid level of geometry with multiple simple materials (which you can then drag and drop to switch in leadwerks), rather than regenerating maps all the time. I like the idea of trying to re-use many simple 'materials' in a larger shared texture which I think would boost performance significantly and maybe offset to a degree medium-poly modelling. If you know what I mean? The cushions of course take the most geometry.
Not trying to model out a single box modelled block. I'm using a number of simple unconnected intersecting meshes (same single blender edit object) with hidden faces removed. Wouldn't call myself an expert but image attached if any use. I'm trying to practice modelling now and then so I had a go at a similar couch. 7329 vertices. Is it too much for a prop? I'm sure I made several mistakes with the process and I understand how it is essential if you want to have small details without additional polys, but for now, I decided to just try to use high poly version to get the roundiness. And it runs actually well and looks decent for a first couch I've ever made.īut it has three to four times the polygons compared to my other few models I've managed to create.ġ2 325 polygons. I made a test sofa or couch and used as few polygons as possible to get it's shape, then with much more ploygons, made it rounder and tried to bake normals and then use that texture in low poly model. It looked bad. īut not everything can bee "hard and sharp". like seats. But today, how many polygons is reasonable amount to use for a model (prop) I've been learning 3d modelling for few months now and to this point, I have really tried to keep polycount as low as possible for simplicity, speed and I kinda like the "straight lines"-look my game is taking due to this (and currently I just lack the skills to create more complicated objects). This must have been asked a million times, sorry for that.