One of her main purposes for taking her sabbatical was to learn more about mesh optimization and practice modeling/texturing/baking and so forth. While she appears a bit downtrodden and weary, it was well worth taking the time. An example of what she learned to do (and plans to share at the Midtown Storybuilding Workshop in Kitely follows:
For some time now I've been using the mesh landscape generating tools in Blender, but the matter of too many vertices prohibited me from using the lovely terrain molded there in my builds. A lot of hills an dales resulted in a lot of lag. The objective was to use these quickly produced landscape artifacts, but take the weight out of them. It was less complicated than I thought, but the decimation modifier did a bit of the work. The process required a HI poly and LO poly transfer. Either the blender render or cycle render sufficed, but the cycle render node editor works more efficiently to produce a satisfying result.
|Lo Left and Hi Right definitely makes the weight worth it|
In world there really is no way to tell one way or the other either. Side by side they look pretty much the same when detail is compared. No UV matters needed to be considered - always good news
|Guess the Dr. Who trilogic game - Which one? 594 or 7938?|