Hey all,
3 questions:
I recently created a snake character mesh and have a low poly version (49k tris, it’s a 9m long anaconda) that works fine, which I then subdivided twice to get a high poly version (3m tris) and imported into unreal.
- Which took something like 14 hours of unreal being completely frozen… (i5 14400f) Is that normal? I found posts complaining about meshes taking a long time but wow
- Even more concerning is that the high poly fbx file was 490mb, but the resulting uasset file is 1.6 gb. Is that normal?
- btw when I put some breakpoints in some code i could see that the fbx format called it 1.5m polycount (equal to the vertex count). so should I call it a 1.5m poly count or 3m poly count mesh?
I’m reading that some modern character models could get up to 50 million polys, which i guess would take a month for my PC to import with these apparent scaling laws
I searched for other posts on the subject here but the ones I found didn’t quite seem this extreme and were a decade old
I’m trying to ensure everything is up to standards so thank you for any advice you have!