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Found 2 results

  1. So I thought about this the other day. In zbrush when people typically reach a certain poly count (usually in the millions) it seems that zbrush automatically displays a reduced version of all other sub objects in the layer hierarchy. Especially when navigating and sculpting. I'm assuming this is to boost performance, as the program isn't rendering unnecessary parts that aren't being directly influenced. 3D coat has this feature for the same purpose, but you have to manually turn it on and it takes a second to apply. I'm not sure if this is true for everyone, but for me speed and performance is everything in my workflow. Sluggish framerates and slow response times can make me feel like things are dragging along instead of getting made. I'm not sure if there are any plans to implement some kind of auto caching feature, but it could possibly be a nice touch. Just putting this out there.
  2. For games where the model will be converted into tris and use a texture and normal-map, Is it more efficient to use separated topology like this (22 tris) Or joined topology like this (28 tris) ??? and why
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