3D I – Crate Optimization
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Urban Contemporary Crate – Optimized by Jonna Jarlson While going through the xView filters Jonna also discovered a lot of overlapping surfaces. This was because the object is several forms combined into one, causing the inside faces of the boards to overlap with the “pillars” surfaces. This didn’t appear to be a problem however, as overlapping faces tend to become a problem first when it is two surfaces that are both facing the camera and occupy virtually the same space. This could cause texture clipping, as there could be confusion as to which texture would actually be shown. Four surfaces that could actually be fixed was the bottom of the “pillars”, as these would always face the bottom of the crate and never be visible to the camera. These faces was thus completely unnecessary and could be deleted. The last thing she noticed was that there were a number of T-Vertices in the model. I am not entirely sure what this means, but I think it was explained as sharp angles that could be a problem animating since they could be misread by the engine. In something like a crate that doesn’t deform however it didn’t appear to be a very big problem. They could apparently be enhanced, I’m guessing by creating Tris instead of Quads? Sci-Fi Crate – Optimized by Ida Lahti Medieval Crate – Optimized by Me The problems n-gons can cause is quite a bit as I understand it, as some engines can’t really process models with n-gons at all, so fixing these are pretty high on the to-do list when optimizing. But other than that, this was also rather clean. Here again I start questioning the shapes I use. It has stricken my on a couple of occasions that perhaps I am creating objects that are a bit simpler than I ought to. I am by no means particularly skilled in the art of 3D-modeling, but maybe I’m not really taking what I can do quite as far as I should. I tend to use extremely simple forms in creating objects, so being a bit more adventurous wouldn’t necessarily be a bad thing. |


