Forum: Blender


Subject: This is why I hate to Texture

EClark1894 opened this issue on Mar 24, 2020 ยท 40 posts


EClark1894 posted Sat, 18 April 2020 at 9:52 AM

Warlock279 posted at 10:50AM Sat, 18 April 2020 - #4386449

EClark1894 posted at 4:13PM Thu, 16 April 2020 - #4386429

I already have several individual prop items for this set, but as I'm trying to fill up these shelves AND keep the poly count down, you just haven't seen them.

More wouldn't radically impact your scene. You'd be looking at 100 items for 600 polygons [1200 tris], and over 200 for 2500 triangles. That's nothing to modern computers, even a game engine running in real-time would hardly take notice of that. Your bigger risk is likely texture memory, the more textures you have the more ram you're using for textures.

If you wanted to save some texture memory on the individual items, you could "float" the polygons on your existing texture sheet for that item. That would cost you a few more verts, but again, nigh meaningless at the counts we're talking, and it saves you the texture space.

If you wanted to shave some polygons on the milk case. you could use a sloped shelf. With the slope you'd only need individual cartons for the first, maybe, two rows of the case, after which you could switch to a single block like you're using for the cereal shelves; barring an unusually low shot designed intentionally to expose the cheat, you'd never be able to see the tops of the stuff back there because of the slope and the shelf above.

I did something like that already. I got rid of the bottoms and backs of cartons. Things that the camera will never really see anyway.

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