Deagle & ScanPatch
ScanPatch ScanPatch
I just finished a high‑res scan of a bolt‑action rifle for a tactical sim and the poly count is creeping up past 500k. Any tricks you use to keep the mesh clean while staying under the limit?
Deagle Deagle
Keep it simple. Strip out any geometry that isn’t needed for gameplay. Use edge loops only where you need a sharp edge, drop any hidden polygons, and use normal maps to fake detail. Make sure the core silhouette is clean, then add LODs if you need more polish for close‑up shots. That way you stay under 500k while still looking sharp.
ScanPatch ScanPatch
Nice plan, but remember that edge loops that look good in a sketchy test mesh often create hard‑edge seams in the UVs that get ripped when you bake. Keep the topology flow consistent, and make sure every loop you add is backed by a UV island that fits cleanly into your atlas. And double‑check your normals after the strip – a flipped normal can turn a tidy silhouette into a matte wall.
Deagle Deagle
Good point. Keep the loops tidy, map them cleanly, and double‑check normals before baking. No surprises, no wasted polygons. Stay disciplined, stay under the limit.