Forum Discussion

xTravyDx's avatar
xTravyDx
Member
10 months ago

Alright, If were moving to mainly tri-mesh worlds...

Can we get this world capacity up?.. Already limited to what I can do in a primitive shapes because of capacity. 
Using just a few solid CMIs puts me over unless I simplify the mesh to the point i might as well be building in Primitive shapes.

15 Replies

  • You will find that with CMI, you will be much less limited by 'object count' capacity than you were with sub-d primitive shapes. Also, if you are _careful_ with your mesh complexity, and rely more heavily on texture for detail, you can also reduce the 'geometric complexity' of your worlds substantially using CMI.

    • xTravyDx's avatar
      xTravyDx
      Member

      Yeah simplifying the mesh complexity and still having my material look good on the object is what I'm struggling with. In unity there's a build in mesh simplifier that I'm used to. Closest thing I can find in blender would be the decimate or Remesh modifiers. And I'm not a fan so far. Any other suggestions?

    • xTravyDx's avatar
      xTravyDx
      Member

      Forgot to mention.. even like a simple cmi skybox seems out of the question with geometric complexity. Maby I'm missing something?

      • Shards632's avatar
        Shards632
        Mentor

        There are lots of existing CMI worlds with inverted skyspheres textured with a high res image.

  • I've seen world sphere assets with the texture already assigned. Is it possible to swap textures with code and I can just have 1 inverted sphere asset and multiple texture asset. Is there a downside if it is possible.

    • xTravyDx's avatar
      xTravyDx
      Member

      Yeah If you just mean swapping between textures on the same sphere you don't need to code that. Just click add new- texture and upload your png on its own and then select the texture on your sphere property panel.

    • Shards632's avatar
      Shards632
      Mentor

      You can also swap textures via code on _UIO material meshes. Or swap materials via code as well.

  • I built a world, mainly using and modifying planes in blender and with assets I used or made and the world only used 21% Geo and 2% Obj. A lot will mainly depend on the assets you're using.