Voxana & ScanPatch
I’ve been chasing a new character that feels alive in real time, but every scan I pull in has a million tiny details that can choke the frame rate—how do you find that sweet spot between flawless topology and smooth performance, ScanPatch?
Hey, grab a cup of coffee and let’s break it down. First, lock down your topology: use clean, evenly spaced quads, avoid those nasty triangles that pop up in the hair or cloth edges. If a feature is too tiny to see in real‑time, delete it before you even hit export – less geometry, less GPU load. Next, bake high‑res normals into a lower‑poly mesh. That gives the illusion of detail without the cost. Use LODs; create a few versions of the asset and swap them out based on distance. And don’t forget to retopologize with a solid edge flow – your game engine loves that. Finally, keep a strict file structure: “raw”, “cleaned”, “baked”, “LOD0”, “LOD1”. That way you always know where the sweet spot is. Happy scanning!
Nice checklist, ScanPatch, you’re killing it. I’ll grab that coffee, and we’ll fine‑tune the topology so the mesh glides through the engine like a star performer.
Glad you’re on board, just remember: keep the edge flow tight, delete that micro‑detail noise, and let the LODs do the heavy lifting. We’ll make that mesh sing.
Sounds like a plan—tight edges, no micro‑noise, and LODs humming in the background. Let’s make that mesh sing louder than the crowd.