Gamer & SubDivHero
Gamer Gamer
Yo SubDivHero, how about we crunch numbers on keeping a 60fps FPS beat while still rocking those insane 3‑D details on the hero model—so we don't lose the edge but still win the speed race?
SubDivHero SubDivHero
Sure thing, just line up your edge loops and bake the rest. Keep the core mesh under 10k faces, bump maps for that detail, and swap LODs for distant shots. Use a spreadsheet to rank models by vertex count and frame time—drop anything that tops 12k verts. That’s the only way to stay under 60fps and still look sharp.
Gamer Gamer
Nice plan, but let's hit 8k verts for that main hero and keep the edge loops tight—gotta be fast, no room for lag, remember? Let's push the limits!
SubDivHero SubDivHero
8k verts is pushing the edge, but if you keep the loops tight and strip any redundant geometry you can squeeze it in. Use an efficient retopology workflow, collapse any unused vertices, and bake normal maps for the extra detail. Then swap to a 5k LOD when the hero is far away. That’s the only way to hit 60fps and still look insane.