So, Taoki started with finding buildings and city models on blendswap.
Since this could be of interest, I guess nobody will do anything as usual but whatever.
I'm curious if anyone besides Taoki would like to drive in modern cities, in SR ?
Keep in mind I hate those modern commercial games, and asphalt, and SR isn't meant to be anyhow similar to them ..
Here is the list of models,
be careful don't edit it
http://saluuna.dy.fi/pad/p/sr-citySo, some stuff described on
create objects and
car modeling wiki pages applies.
But, in general, steps for each model from blendswap are:
(kind of applies to all whether car or static/dynamic object, vegetation etc.)
- Open in blender, if you see a million triangles, blender works slowly, forget it immediately
- If 200k-500k triangles, possibly could be reduced, see on all meshes, if they have Subsurf modifier,
reduce it, while it still looks good, or even drop it completely
- Sometimes Decimate modifier works ok to reduce if still high, but be cautious, it can make holes or crappy mesh in general
- Finally for a car 100k triangles is high but okay,
maybe also ok for a mesh that will be once on track. LOD would be nice, although I didn't manage to have it working on ogre meshes and have tangents, IDK
For a building, well depends on how many will be used, you probably can put it 1-4 times, I guess 1k-20k ?
In total, on scene, counting from only buildings (meshes) there shouldn't be more than:
300 batches (high already) if you have 1024 terrain then count 200 batches if vegetation too then 100 batches
and 800k triangles max.
in game if you look at whole track (in higher preset) there shouldn't be more than 1000k tris and 400 batches
- Flip normals, every time there has to be lots of polygons that are the opposite side (are 2 sided in blender, won't be visible in game), select them and Ctrl-F, F to flip normals, show normals to see if correct, or disable 2 sided in viewport
- Apply all modifiers like mirror, array etc. (those which were needed to create the final mesh)
- To reduce batches Join all meshes (ideally we need 1, but then needs uv unwrap to have different materials on 1 texture)
- Some places may have holes, add triangles so the mesh is full
for cars this is notorious, also making interiors, and keep in mind tris in game are 1 sided, you need to make the stuff twice, with some distance if it's meant to be visible from inside
- If the model is already textured that's awesome, but usually isn't, so:
- UV unwrap, takes hours usually (could be days), if it isn't done, and the model is complicated (lots of different parts)
do this last since you can't modify mesh after (will loose uvs) but some parts can be added after, just need to map uvs to some place on texture
I think about 1 to 4 hours for each model is needed to get it into game properly (if it didn't have more than say 300k tris/faces).