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Up and Coming
February 21, 2025
Question

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

Shards632
Honored Contributor
February 21, 2025

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.

June Programming Calendar
xTravyDxAuthor
Up and Coming
February 21, 2025

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?

NullValuePoint
Inspiring
February 22, 2025

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.

xTravyDxAuthor
Up and Coming
February 22, 2025

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.

PrinceMustHustle
Participant
February 23, 2025

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.