polycount
A good game artist knows how to work with a low as possible amount of polys and using textures to ad even more detail which are actually not in the model itself. Such a person will also check out his work and delete or fill unnecessary faces to export the model as clean as possible.
But i'm afraid that there will be people who are new into creating game assets literally start sculpting out one brick and duplicate them to create a wall, instead of using a texture of a brick wall. So yeah, you make a good point, i hope we will be able to see how high the polycount of a model is.
Another thing. One reason why some parks are slow is because many people combine certain pieces to create something else with them, but than they stick 90% of the pieces into the ground or a wall because only that other10% is the part what they need. Many times they duplicate this hundreds of times. They do this because they can't find what they want, so this is their solution. This is one reason why some parks run slow. This is why this toolkit is so great. Now we can finally create those missing pieces.
One last question.
I pretty much assumed items made with the toolkit would be a whole lot better for our park's performance, but I read something that made me think this may not be as straightforward as I thought.
So just as there are piece-heavy blueprints now, will there also be possible high-poly blueprints that will have a similar effect on our parks and we should preferably use sparingly?
( or high vertices, faces or how that all works and whichever is important here... )
Plus, if so, how do we know this? ( Can we know this? ) Is there a way we will know this in advance of downloading? Or in game - like we now can select a 'regular' blueprint and see the piece count, could we see the poly count and if so, how much IS too high / considered to use sparingly ?
Also, curious, is this then more a matter of size of the blueprint itself, or does it depend on how the artist makes them?
Well, I guess that's one last questiion, split up into several [bored]
A good game artist knows how to work with a low as possible amount of polys and using textures to ad even more detail which are actually not in the model itself. Such a person will also check out his work and delete or fill unnecessary faces to export the model as clean as possible.
But i'm afraid that there will be people who are new into creating game assets literally start sculpting out one brick and duplicate them to create a wall, instead of using a texture of a brick wall. So yeah, you make a good point, i hope we will be able to see how high the polycount of a model is.
Another thing. One reason why some parks are slow is because many people combine certain pieces to create something else with them, but than they stick 90% of the pieces into the ground or a wall because only that other10% is the part what they need. Many times they duplicate this hundreds of times. They do this because they can't find what they want, so this is their solution. This is one reason why some parks run slow. This is why this toolkit is so great. Now we can finally create those missing pieces.