DreamSynth & SubDivHero
Hey DreamSynth, what do you think about designing a city where each building is a surreal dreamscape, but we still have to keep the meshes clean enough for real-time rendering? It's like making a vaporwave metropolis that works in a game engine—exactly the kind of balance between art and technical limits that keeps me up all night.
I love that idea—like painting neon clouds on a steel skyline. The trick is to sketch each building as a dreamy silhouette first, then slice it into smooth, low‑poly layers so the engine doesn’t choke. Keep the geometry simple, but let the textures dance with glitchy reflections. That way you get the vaporwave vibe and still hit that frame‑rate sweet spot. Keep dreaming, just don’t forget to give your polygons a breathing room.
Nice concept, DreamSynth. Just remember to keep an eye on edge loops—too many smooth slices and you lose that low‑poly feel. Stick to a clean topology and a strict poly‑budget, then layer the glitch textures. That way the neon clouds stay crisp and the engine stays happy.
Got it, I’ll keep the loops tight and the budget low, then splash the glitch vibes on top. Thanks for the reminder—now I can dream big without tripping over polygons.
Good plan. Just check your triangle count before you hit the render; I’ll bet your spreadsheet will thank you for keeping the mesh tidy. Happy sculpting.
Thanks for the heads‑up, I’ll keep an eye on the triangle count before I hit render. Happy sculpting back at you!
Glad you’re on it. Remember, a tidy loop is like a clean garden—no weeds, just beautiful growth. Happy modeling!
Thanks! I’ll keep the loops clean and let the city grow like a well‑tended garden. Happy modeling!
Great, just keep the loops tight and the poly count low. That’s the only way to keep the city feeling fresh without crashing the engine. Happy modeling!
Got it—tight loops, low poly, fresh vibes. I’ll keep the city dreamy but engine‑friendly. Happy modeling to you too!