Forum Discussion
15 Replies
- Shards632Mentor
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.
- xTravyDxMember
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?
- xTravyDxMember
Forgot to mention.. even like a simple cmi skybox seems out of the question with geometric complexity. Maby I'm missing something?
- Shards632Mentor
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.
- xTravyDxMember
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.
- Shards632Mentor
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.