AcidBingo Posted December 21, 2022 Share Posted December 21, 2022 So I've got my model, and have optimizeded my LOD meshes (seen here) and now that I've managed to claw my assets and costs down to something I consider semi-reasonable I have to ask... what is considered reasonable? I know LI and associated costs aren't necessarily indicative of actual render costs, but what is the average in this instance or your experience? Currently my mesh and LOD's sit at about L$35 to upload, L$10 of that is for the model base price from what I can tell. I did a couple tests on stuff: replacing my HQ model with my LOD2, filling 1 & 0 with custom meshes and then generating the lowest. That only dropped my cost down about L$10, which to me is negligible, and I honestly want to keep my HQ model if possible (it's my first born, I don't wanna kill it if I don't have to). I'd say it's got a high tri count when compared to other meshes, but is that actually true? Having seen some walkthroughs and workflows from some creators on youtube and elsewhere, some clothing items in the wild have bigger polycounts for their hq models than all of my meshes combined! In this forum I've seen people state that they've made relatively small clothing items with counts as high as 20k, granted those same people got super aggro on their LODs, but still? 20k?! Others I've seen using full size materials with high poly meshes and normal maps for elements that can only be seen under a microscope. While I know that isn't supposed to be the norm, it kinda is anyway? Given that, I guess I'm asking, is my model within acceptable ranges? The HQ is twice the polys that the base character is, but again, when I look at all the other stuff out there that kinda leaves me scratching my head. As for my materials, they aren't going to be that complicated. 2 textures (color and spec, maybe even just color) per material x 3 materials. Thanks! Link to comment Share on other sites More sharing options...
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