you mean its recommended to close mesh even if they are penetrating each other ?
like these:
so red is not recommended ? again if it penetrates closed mesh like in left picture
is there any formula to know how much 1gig VRAM costs in terms of triangle count ?
that info would be nice , one will be able to know how much he can go with his hardware
because again if you have 6gigs of ram and you can easily hit 10mil tris 30fps
why would you shrink your models polycount too much
you said textures and shaders are more weight on GPU than mesh density ? is that right ?
what kind of a shaders should I avoid , I have to say that I can’t avoid concrete, glass and some other reflections
I will not use any refraction roughness and all that super effects or any particles or things like that
can UE handle simple reflections (even if half of things are reflective) ?
should I combine mesh in my host app maya and then make UVs or make UVs and then combine mesh or not combine mesh at all or always combine mesh ?
for example I have a column , it has main body and some other parts like sweep profiles , its one body in real world anyway
so should I make 1 mesh from it ?
what is your workflow ?
thanks a lot ! don’t get angry on me I’,m a new in UE but have to hurry up with my studying