Hookshot & RetopoWolf
RetopoWolf RetopoWolf
Hey, I’ve been trying to keep my retopology clean and ready for rigs while still hitting 60 fps on a mid‑range GPU—any tricks you’ve got for balancing detail and performance?
Hookshot Hookshot
Got a mid‑range GPU and a model that needs to look like a pro? First rule: keep the vertex count under the “performance sweet spot” – 50k‑80k is a good upper bound for 60 fps on an RTX 2060. Use a smart retopology workflow: start with an edge‑flow that follows the silhouette and keeps quads, then decimate the original mesh down to that vertex budget. When you’re done, bake the high‑poly details into a normal map and throw it on the low‑poly. That gives the illusion of complexity without the cost. Next, bone weights: keep them under 4‑5 per vertex. Anything higher is a performance drain for skinning. Use the “Optimize Skin Weights” tool in your engine to trim redundant influence. For rigs, use the “Lod Group” feature – you can swap out a high‑poly rig for a simpler one when the camera is far away. Finally, test constantly. Load the model into the game, hit 60 fps, then tweak one thing at a time – maybe swap the texture resolution or tighten the bone weight threshold. It’s like a patch note: “Bug fixed – bone weight threshold reduced to 4 to improve framerate.” Keep it iterative, keep it simple, and you’ll stay on the 60‑fps track.