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Floating Islands Optimization Guide 3D models
Floating Islands Optimization Guide - 3D Models
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All islands and their variations have a high level of detail to make the experience more visually appealing. Thus, the vertex count of each 3D object is considerably high compared to low-poly objects. This is to be expected, since they are not simple objects, but huge islands for the character to roam freely.

LOD (Level of Detail) versions of some objects with high vertex counts are available in the "LDO" folder.

Advantages and Disadvantages of the LOD version:

Advantages: The great advantage of these versions is that the vertex count of each object is about 50% lower compared to the original object.

Disadvantages: The LOD creation process uses the main mesh as a base and decimates half of the vertices. The result will not always be perfect. Small visual problems will be visible in some parts of the object. Overall, the result is acceptable compared to the gain.

- - - So, why not use retopology? Well, all islands are created dynamically and meticulously sculpted one by one. It would be an incredibly difficult and unfeasible process to retopology each object, sorry about that! - - -

It is extremely important that you take this information into consideration when creating your project. Both textures and 3D objects must be carefully positioned in your maps. Never use dozens of islands and events in the same map. Newer hardware can easily render everything without problems, but lower-end hardware will not do so fluidly.

Create several separate maps to get the most out of your project. Use props variations for each island and see which ones best suit the current scene.

Practice makes perfect. Testing and combining will be the crucial key to optimizing your project and making it acceptable to any end user.

Overall, if you strike a balance when creating maps, taking into account the object and event count, you can fully utilize the content pack, whether using 4K textures or 3D objects with original mesh.