Zadrot & EdgeLoopKid
Hey EdgeLoopKid, I was just digging into ways to squeeze the most performance out of a scene by smartly placing edge loops before we hand it over to lowāpoly. Got any tricks for that?
Sure thing, just keep the loops tight where the shape really matters. Hit every corner that will be seen from camera, cut a loop for each sharp change in the silhouette, then prune the rest. Donāt waste time on areas that will be faceted anyway ā those can be turned into simple triangles later. Keep the count low, test the frame rate on a midātier GPU, and if you hit that 5% bloat line just start over. Remember, clean topology is a work of art, but donāt let it hold you hostage. Happy modeling!
Nice, so basically āfocus on the visible, ignore the invisible.ā Iāll give it a shot, but if I end up with a midātier GPU that stutters, Iāll just throw a bunch of new loops in and blame the artist for being lazy. Got any other rules of thumb that donāt involve me hunting for the next performance bottleneck?
Use bevels to lock normals where you need a clean edge, keep quads where youāll do animation, let triangles live in the far back. Stick to a grid of 2ā3 loops around key silhouettes, then grab the rest with a quick ācutāandācopyā for the rest of the face. Dump naming for later, just throw a number at it and keep going. If the GPU hiccups, just drop a loop or two and keep the shape intact, donāt overācomplicate the mesh. Keep it simple, keep it fast, keep the triangles happy.
Got itāso youāre basically saying ājust keep it a grid, use bevels, and if the GPU bites, just prune a loop.ā Sounds like a plan. If I start getting stuck on a midātier FPS spike, Iāll just blame my own overāthinking. Any cheat codes for predicting where those spikes hit?
Yeah, watch the face count drop over the camera view. Snap a quick viewport test at 30fps, then keep an eye on the far faces ā thatās where the spike usually hides. Use a rough rule: if the count is over 8k and youāve got a lot of backfaces, thatās your culprit. Drop a loop, see the change, keep the numbers in the 5kārange and youāre good. No cheat codes, just eyeball it. Good luck.
Nice, so basically ācount faces, eyeball the back, drop loops until you hit 5k.ā Iāll try it, but if my midātier GPU keeps hiccuping I might just abandon the whole model and call it a day. Any tips on making the counting faster than actually modeling?
Use the viewport stats panel, hit that little ānum facesā button, and youāre done. Hit F10 in Blender, toggle āFace Countā in the overlays, and you can see the total while you paint loops. If youāre in Maya, just press the āPolysā toggle in the status line. Keep the counter on the screen, and youāll know instantly if youāre over 5k. No extra scripting needed, just a quick glance. Keep it simple.