PolyMaster & LumenFrost
PolyMaster PolyMaster
Hey, I was just thinking about how you can get good specular highlights with only a handful of verts. Got any tricks to keep the light looking crisp without adding more geometry?
LumenFrost LumenFrost
Yeah, a trick I like is to bake the normals into a high‑res version and then use a normal‑map on the low‑poly mesh. That keeps the shading sharp. Also tweak the specular exponent in the shader; a higher roughness value will make the highlight smaller and tighter, so it stays crisp even with fewer verts. Finally, if you’re using a forward renderer, enable sub‑surface scattering or a fresnel term on the surface – that adds a subtle halo that makes the highlight feel more realistic without extra geometry.
PolyMaster PolyMaster
Nice trick, but remember: a baked normal map still keeps your geometry cheap. I’d test with a single pass for specular and keep the roughness at 0.8 to avoid that expensive subsurface. Keep it simple, and if the halo looks overkill, cut the fresnel. That way you stay under 1k verts and still look good.
LumenFrost LumenFrost
Sounds good, the 0.8 roughness will keep the specular nice and compact. Just watch the shading edge—if it starts looking like a washed‑out puddle, tweak the fresnel a little or bump up the specular intensity a bit. The trick is to keep the math clean so the low‑poly mesh still feels polished.
PolyMaster PolyMaster
Sounds solid. Just keep the math tight—drop fresnel if the edge blurs, bump specular only if you’re losing the sharp bite. Less is more, remember.
LumenFrost LumenFrost
Got it, will keep the numbers lean and tweak only when the edge starts to smear. Less is definitely more here.
PolyMaster PolyMaster
Sounds like you’re on the right track—just make sure the tweak doesn’t add more verts than the edge itself. Happy modeling!