I’ just created this WIP building throughout my spare time today.
The building is 111118 (X * Y * Z) blender units (1 BU = 1 UU correct?) and the tris is 5.420.
I have no idea what the tris for buildings like these are (I still need floors inside, perhaps some more details of windows etc.), so I was hoping some might give me a on tris for buildings in generel? Best practice?
Now, I know the differs alot depending on details of perhaps a building that’s more in focus vs. a building in the background, but let’s say a building in focus? How many tris does your buildings have? Could you provide a dump + tris count for reference?
Alright your tris count is currently quite good, seeing as it is a static mesh with the size… You could easliy go up to 20k or more with the building on the outside… Because you want to create an inside you could probably go up to 50 or 60k(easily), but I would have it so that your inside disappears at further lod distances, because at that point its pointless to have it…
In terms of what you could do to improve the model… Yes adding in more detailed windows is a good idea… Also improve the roof[it looks like its been destroyed, idk if thats what you were going for](the door seems a bit small as well.)
Quick question of my own? Do you use a normal map and if so how did you make it?
The tri count always depends on the type of game -> how many meshes will you use in your scene, which textures you use (e.g 4k), …
But in general 5k tris is acceptable for such a mesh
No normal map. I simply created the model to look like this (extruded the “pillars” and the window edges)
It’s supposed to look destroyed. I’m working on a post-apocalyptic open world RPG. As for the door, I used the standard “Cube” mesh from blender (It seem to be the exact same height as my character in UE4). The door looks alright height and width wise when the character goes closer to the door.
well in that case your best bet is to add more detail to the lower windows and then for the rest of the model create a high poly for the higher windows,(which the player will never look directly at) to use a normal map.
I see what you mean, but I want this building to contain different levels, so if the player walks inside, he would actually be able to walk up the stairs to “loot” the place.
This model is still very much WIP, and it’s my first building of this caliber that I’ve ever created, so any suggestions like these would be perfekt.
Could you explain the normal maps? I understand that they add depth the the structure, but how about displacement maps? Could I use those for greated detail? If so, would you care to explain how?
Normally you use displacement maps fro parallax shading or tessellation -> both of them are not so good for the performance, so just go with a normal map.
This tutorial will explain you how to create a good normal map: ?v=vze2wnl6duY