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CopperCube Performance
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Enter the missing letter in: "Inte?national"
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[quote][b]VP[/b] wrote: I think you're both correct. Low poly definitely runs better - as does low-res with fewer textures. When 3D modeling, number of polygons (groups of points in 3D space), texture-size, UV-map-efficiency and total number-of-textures work together to create the overall model detail. Each can be tweaked accordingly to hit the sweet-spot between performance and visual appeal. In addition, some tips to help achieve that balance: 1- Vertex-normal-shading can massively smooth the polygon edges on low poly models (it can make very low poly models look very smooth). 2- Bi/Tri-liniar filtering and anti-aliasing can smooth texture pixelation (it can blur very jaggedy edges to look almost perfectly smooth at a distance). 3- Lighting can be pre-calculated and baked into the textures (it can make non-lit objects look almost as good as Normal-mapped point-lit objects). I've come to a personal conclusion that low-poly, low res combination with no complex lighting will provide optimum performance - while high poly, high-res textures and realtime point/dynamic lighting with normal and specular maps will provide the best visual experience. Then just strike a balance between the 2 using the tips above - depending on the target device's capability, game-type/style, required visual result and final file-size. I've seen a few blogs and guides that recommend making the base-game with very-low-poly, un-textured dummy objects or billboards as place-markers. Only once the demo is working, they add the details of textures, sounds, animations, assets and post-effects. The working base-project remains just a tiny file-size with grey-cubes with dummy assets and no clutter - which can then be developed separately by different departments and only pulled together as a final phase before polishing and tweaking for final release.[/quote]
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