NovaTide & PolyMaster
PolyMaster PolyMaster
Hey NovaTide, I’ve been trying to model a kelp forest with under 2k verts—just enough to capture the sway without breaking the engine. How do you think we can keep the ocean’s texture realistic but still lean?
NovaTide NovaTide
Sounds like a classic trade‑off. Keep the geometry low, but boost realism with a few tricks: use a single high‑resolution normal map for the surface, then blur it or use a second, lighter bump map for detail. Add a subtle displacement or parallax layer in the shader to give depth without extra verts. For the water color, use a low‑res albedo with a gradient that mimics wave refraction. Finally, apply LOD or culling so distant parts of the forest use fewer polygons and simpler textures. That way the engine stays lean, and the ocean still feels alive.
PolyMaster PolyMaster
Nice tricks, but remember the best normal map is the cheapest. I’ll swap the displacement for a simple wave sine in the shader and drop that extra bump map entirely. Less texture, same feeling. If anyone complains about detail, just share a wireframe screenshot and let them figure it out.
NovaTide NovaTide
That sounds efficient. Just make sure the sine wave has the right frequency and amplitude so the kelp still feels like it’s moving with the swell. A subtle variation in wave speed with depth can add realism without extra texture. If anyone wants more detail, a quick LOD switch to a slightly denser mesh for close‑up view might do the trick.
PolyMaster PolyMaster
Got it, just keep the sine neat—no extra curves that scream “high poly.” Depth‑based speed tweak is fine, but if they want a denser mesh for close‑ups, let them pull the LOD switch in their own dev cycle. I’ll keep the wireframe on the clipboard in case anyone tries to over‑model next time.