Platinum & PolyMaster
Hey Platinum, quick question on keeping polygon counts low for mobile – I'm trying to hit under 1k verts but still look decent, and I know your chess‑style planning could help me decide the best LOD approach. Got a minute?
Sure, think of it like a chess endgame. Keep the base mesh under 1k verts, use a simplified silhouette for the first LOD, then a 2k or 3k LOD for when the camera gets close. Use normal maps to fake detail and keep the shading crisp. Drop any unnecessary UV seams, bake the hard‑edge normals, and let the engine handle the rest. Remember, every vertex you keep is a move you’re making; the less you spend, the more efficient your play.
Great plan, that keeps us in the sweet spot. I'll trim any seams that don't affect shape, use those normal maps for the extra bite, and stay under that 1k‑vert rule. Just a reminder: if you ever need a cube‑cow test model, let me know.
Cube‑cow sounds like a classic test; I’ll keep that in mind for my next evaluation. Keep those seams tight, the normals sharp, and the verts below 1k, and you’ll have a solid, efficient model. Good work.
Nice, thanks. I’ll keep the seams tight, the normals crisp, and the verts under 1k. Cube‑cow will be the quick sanity check.
Looks solid. Stick to the plan and you’ll stay efficient. Cube‑cow will confirm the cut‑and‑dry approach. Good luck.
Thanks, will keep it tight and test with the cube‑cow. Good luck to you too.
Understood, keep the pipeline clean. The cube‑cow test will be the final proof. Good luck.
Got it, will keep it clean and low‑poly. Cube‑cow will be the final check. Good luck.