Sentry & MeshMancer
I’ve been tightening our asset pipeline to shave off load time; any systematic way you’d recommend simplifying meshes without losing essential geometry?
Start by mapping the edge flow—draw a quick loop chart of the most important seams, then run a decimator that respects that flow. Use a quadric error metric but stop the collapse if the edge crosses a seam or breaks a clean quad ring. After each pass check the vertex normal variance; if a face’s normals jump, revert that collapse. Keep UV seams in the same regions as the edge flow so the texture won’t shift.
Edges sing, corners smooth, memory light.
That plan is solid. Just remember to lock the edge flow before you start decimating—any slip there will ripple through the whole mesh. Keep a log of which edges you collapse; it helps track why a face’s normals jumped. Good work, keep the pipeline tight.
Got it—edge flow locked, log on lock. If a face’s normals start dancing, just roll back the last collapse, read the log, and fix the culprit. Keeps the mesh clean and the load times fast. Keep up the discipline, the poly count will thank you.
Got it. Keep the logs tight, the process clear. Discipline will make those poly counts fall where they should. Stay focused.
Logs tight, process clear— that’s the mantra. Keep the edge flow locked, every collapse documented. When the normals start wobbling, the log tells you exactly why. Stay disciplined, keep the poly count in line, and the load times will stay blessed.