Is it even optimal for a videogame?

Forum Archive Is it even optimal for a videogame?

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  • #17486
    Robert Bondari
    Participant

      Is making all those details within mesh even optimal if we for example put this chest into a game?
      Wouldn’t it be better and more optimal to use texture and baking for something like this to add details?
      I’m having this question as I’m watching this fairly low-poly mesh become more and more detailed and the question just comes by itself.
      I guess it’s not supposed to be a game asset? But what if we decide to put it into a game? Wouldn’t baking textures be more optimal decision for those worn-metal details/imperfections?

      #84061
      Dwayne Savage
      Participant

        Short answer is yes. Longer answer is it depends on the game engine and target hardware specs. 

        #84062
        Martin Bergwerf
        Participant

          Hi Robert @RCooperArt ,

          Your guess is right, this is not supposed to be a game asset.

          If you’d want to use it in a game, you’d make a Low Poly version and Bake some texture maps for details (as is done in the Course Tread, for instance).

          But as Dwayne already mentioned, then it still depends on a lot of things, what optimized means.

          #84063
          Omar Domenech
          Participant

            Yeah you can further optimize the chest if you want, there’s certainty room for optimization, but as Wayne says, it ultimately depends on the game. 

            #84064
            Robert Bondari
            Participant

              thank you for explanation, so I still can work around converting it into a game asset, just need to bake those details first

              #84065
              Adrian Bellworthy
              Participant

                Additionally, the process of creating game assets is to create the high poly version first, then a low poly version.
                This can be done by modifying a copy of the high poly model.
                Then baking the details from the high poly to the low poly.
                Remember that high level detail can’t be baked, you still need some level of detail in the low poly model.

                Todays game engines are able to handle higher poly models.
                Having said that, it does depend on the game. If there are to be a lot of models in the scene all unoptimized then problems will arise.
                Normally a game studio will specify the poly count, but it’s not as low as it used to be.

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