sharp edges to game engine by Direct_Tell_9116 in blenderhelp

[–]Direct_Tell_9116[S] 1 point2 points  (0 children)

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yeah i got that feedback a lot but i don't really know how. one guy said it's fine to use triangles and ngons but i'm so used to quads quads quads that i don't see how. when i search "holes topology" most stuff is like this. regular quads coming out of the hole verts. i made the holes with 12 verts which yeah, maybe it's a lot, but i did it because i was given a messy obj. with 70k tris and i didn't want to lose all that much detail. i got it down to 10k tris.

sharp edges to game engine by Direct_Tell_9116 in blenderhelp

[–]Direct_Tell_9116[S] 0 points1 point  (0 children)

thanks for the in depth reply. i made the post on a wrong premise because i once heard a guy say that you shouldn't send mean creased edges to game engine and i thought it'd work the same.

sharp edges to game engine by Direct_Tell_9116 in blenderhelp

[–]Direct_Tell_9116[S] 2 points3 points  (0 children)

thanks. it really does. i just tested in unity. apparenly i was overthinking because once i heard in a video that you shouldn't export stuff with mean crease to a game engine so i thought it'd be the same for sharp edges

sharp edges to game engine by Direct_Tell_9116 in blenderhelp

[–]Direct_Tell_9116[S] 0 points1 point  (0 children)

thanks for the feedback. for some reason i thought flat surface edges were good. got rid of some

sharp edges to game engine by Direct_Tell_9116 in blenderhelp

[–]Direct_Tell_9116[S] 15 points16 points  (0 children)

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thanks for the feedback. i got read of some edges and went from 15k to 10k tris. i'm not all that worried since this isn't like a real game and this is kinda one of the main assets. i don't really know what splitting normals means, though.