Evgen & PolyMaster
Hey Evgen, I’m trying to cut our mobile game models down to a few thousand verts while still keeping them solid—no over-modeling, no wasted polygons. Got any quick tricks to keep things sharp without blowing up the budget?
Sure thing, just keep a few rules in mind: focus on the silhouette, drop any internal geometry that never shows up, use normal maps for detail, swap out big chunk meshes for simpler, low‑poly versions where you can, and always bake your lightmaps before you start trimming. That way you keep the look sharp but cut the verts. Good luck!
Nice rules, but remember the silhouette is everything. If you can keep the outline in 1k verts, you’re already winning. I’ll stick to normal maps and hard edges, no bevels or fancy tesselation. And if you need a quick test, drop that fancy crown and swap it for a plain cube—works for the proof of concept. Keep it tight.
Got it—silhouette is king. Keep those edge loops tight, ditch any hidden geometry, and use a low‑poly base for tests. That way you’ll see if the shape stays sharp before adding detail. Happy trimming!
Sounds solid. Keep it to a 1k-vert cut, drop any unnecessary interior faces, and test with a clean, low‑poly base first. If it still looks good, you can add a normal map for the finer touch. No need for extra loops or bevels—those just eat your budget. Happy trimming, and remember: if all else fails, a cube‑cow will do.
Nice, that’s a solid game plan. Keep it simple, test it, then layer on the normals. And hey, if the cube‑cow ever needs a makeover, I’ll bring the coffee. Happy modeling!