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 low‑poly. 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. Don’t waste time on areas that will be faceted anyway – those can be turned into simple triangles later. Keep the count low, test the frame rate on a mid‑tier GPU, and if you hit that 5% bloat line just start over. Remember, clean topology is a work of art, but don’t let it hold you hostage. Happy modeling!
Nice, so basically “focus on the visible, ignore the invisible.” I’ll give it a shot, but if I end up with a mid‑tier GPU that stutters, I’ll just throw a bunch of new loops in and blame the artist for being lazy. Got any other rules of thumb that don’t involve me hunting for the next performance bottleneck?
Use bevels to lock normals where you need a clean edge, keep quads where you’ll do animation, let triangles live in the far back. Stick to a grid of 2‑3 loops around key silhouettes, then grab the rest with a quick “cut‑and‑copy” 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, don’t over‑complicate the mesh. Keep it simple, keep it fast, keep the triangles happy.
Got it—so you’re basically saying “just keep it a grid, use bevels, and if the GPU bites, just prune a loop.” Sounds like a plan. If I start getting stuck on a mid‑tier FPS spike, I’ll just blame my own over‑thinking. 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 – that’s where the spike usually hides. Use a rough rule: if the count is over 8k and you’ve got a lot of backfaces, that’s your culprit. Drop a loop, see the change, keep the numbers in the 5k‑range and you’re good. No cheat codes, just eyeball it. Good luck.
Nice, so basically “count faces, eyeball the back, drop loops until you hit 5k.” I’ll try it, but if my mid‑tier 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?