Optimizing 3D assets

A 3D art asset has two parts to be optimized. A 2D texture part is to be optimized in the same 2D optimization style. The only thing the developer needs to consider is after optimization, the shader should have the same effect on the structure.

The rest of the 3D asset optimization entirely depends on the number of vertices and the model polygon.

Limiting the polygon count

It is very obvious that a large number of polygons used to create a mesh can create more details. However, we all know that Android is a mobile OS, and it always has hardware limitations.

The developer should count the number of polygons used in the mesh and the total number of polygons rendered on the screen in a single draw cycle. There is always a limitation depending on the hardware configuration.

So, limiting the polygon and vertex count per mesh is always an advantage in order to achieve a certain frame rate or performance.

Model optimization

Models are created with more than one mesh. Using a separate mesh in the final model always results in heavy processing. This is a major effort for the game artist. Multiple overlaps can occur if multiple meshes are used. This increases vertex processing.

Rigging is another essential part of finalizing the model. A good rigger defines the skeleton with the minimum possible joints for minimum processing.

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