Curved bridge

I’m still getting the hang of this. So what you are saying is…

My objects have too much detail all the time, and thus when the world gets full it will be a drag on most systems. I’ve seen some people make two versions of each model, a high poly and low poly. Then you use level of detail to only show the high poly one when close to the object yes?

I will try to take that into account as I start figuring all this stuff out. To be honest I was just pretty happy that I could actually get multiple materials on one object. And I want to figure out how to get my materials to always tile correctly.