![]() ![]() This segmentation might be based on the items construction, by Material assignment, on UV mapping, by mesh selection or any combination therein. Optimisation Toolsĭepending on the mesh the optimisation process might be easier with objects broken down into more manageable sections. Video overview using the Decimate modifier to (aggressively) reduce mesh density. Once a Decimate modifier is assigned the Ratio value can be lowered to reduce the Face Count to a reasonable level or the mesh structure is sufficiently reduced. Once placed ( Modifier Properties » Decimate) the Ratio can be changed (lowered) until a reasonable Face Count is achieved, or the mesh looks respectable relative to being optimised for purpose.ĭesign note: the degree to which Ratio needs to be lowered depends on the initial face count of the mesh extremely high resolution meshes may mean manually typing a fractional value, 0.1 or lower, due to the way such small increments are represented by the slider. Using Dissolve the mesh can be reduced by selectively removing elements while maintaining the overall integrity of the mesh including any UV maps.ĭecimate on the other hand only requires the modifier be applied to the mesh. Here vertices, edges and faces can be removed while maintaining the overall integrity of the mesh, including the UV map. To manually optimise, the mesh can be edited in Edit Mode using the standard tools alongside the various Dissolve options to selectively remove structure Dissolve Vertices, Dissolve Edges and Dissolve Faces – Mesh » Delete » Dissolve ( or press X » Dissolve ). Whilst the latter (modifier) is much quicker it’s also a lot messier, often producing structures that are chaotic and random, whereas the former takes much longer but typically results in much more organised structures.ĭesign note: generally speaking Decimate works best on organic forms where its random nature can be obfuscated or disguised by the objects shape. Generally speaking there are two approaches to optimising objects manually editing meshes or procedurally reducing them using the Decimate modifier. Shown in Material Preview with Wireframe overlay enabled, the difference between the two meshes becomes apparent, so too just how much optimisation can be done to the high resolution mesh (right-side). Looking at the two side-by-side there’s little obvious difference between them, meaning, all that extra mesh structure in the high res is essentially wasted. 55,000 triangles), white on the right is low resolution (c. Green on the left is the high resolution (c. In other words, individual items generally should not be more complex than the avatars that wear them and/or how closely they can be viewed or inspected in game (subject to what, and how big, the item is). In other words, all the structure that’s in place to make the high resolution version what it is does nothing to describe the object as would be used in IMVU, thus it can be removed.ĭesign note: as a general rule-of-thumb although silhouettes are a primary tool in determining the degree to which a mesh can be reduced, how aggressively this is done ultimately depends on the technical requirements of the environment into which the object is placed. Shown below for example very little difference is noticeable between the silhouettes of the same handbag accessory sitting side-by-side, one high resolution, the other low. To do this the items silhouette can be used, the outline or outer profile presented to the viewer, as this more readily instructs on what something is supposed to be than any internal detail. The basic principle of optimising is to reduce the complexity of an object to a minimum, maintaining its overall shape while conforming to any engine (technical) limitations on mesh density and/or texture usage. ![]() ![]() Important: notwithstanding copyright issues, modifying third-party meshes may require additional licensing or rights that specifically accommodate editing or use beyond the authors original intent. Whilst this applies to all high resolution (HD) products, Creators who purchase meshes may be particularly affected as they do not have source file access so will need to familiarise themselves with editing and optimising purchases for IMVU going forward. In other words, products must now be more efficiently or effectively optimised for IMVU so they use as few polygons as possible. With the introduction of IMVU Studio mesh uploads are limited to around 10,000 or so triangles, anything above this limit now errors-out during import. ![]()
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