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I may agree with you axel but there are single models with 17000, 21000 polygons in this category (one of yours too), why shouldn't be 5000 polys a low poly?
It would be easier if there was a poly limit per volume, do you know if there is a guide for this on CGTrader?
What makes a low-poly mesh is that it is well optimized to have the best ratio polycount/rendering, that it has "UVS" and textures. If I wanted to import your mesh as is in unreal or unity, impossible. Also, I don't think your mesh is a "Polygon mesh" as it is made to be subdivided (Turbosmooth) but rather a "Subdiv mesh".
If you can import a 20,000 polys in Unreal and Unity you should easily import this 5,000 polys model.
I don't know, I don't have any problem importing it in Unreal Engine, even with 3 iterations.
It has no textures because it doesn't need textures, and the Unreal Lightmap uvs works fine with it.
The base model is a polygon mesh, then you can apply any subdivision method to use it also for detailed renderings. Works fine as a Low Poly and also as a high detailed model.
Anyway it's a Low Poly, not an UE Asset.
You're right, i get your point. It's not impossible to import with flat color. But i still think it would be better to have a "low poly" made specially for real-time, with maybe baked normal map from your high poly and geometry where it need to be. Because with the iteration 0 you loose the "smooth" aspect of your mesh and with a proper low poly you can keep it with less geometry. That doesn't take a lot of time (you already get your high poly) and maybe people would be interested by a real optimized asset (VR games still need a good optimization). But I understand that you are surely busy on other things. Anyway it's just my opinion, I guess your domain is rather precomputed 3D, the 3d real time is here a bonus and will maybe suit most people.. :-)
Of course it would be better, I agree with you, a model born exclusively for VR should have all the characteristics of both visual and low poly. This is simply a model that has also a low poly option of the same model (with different appearance of course).
Anyway, about the base model without any iteration the smooth aspect could be achieved with the smoothing groups, I think engines like Unreal keep the effect. I should try and if it works I will add it to the archive.
Then maybe I'll try to make a complete UE Asset of it.
Learning never ends...