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Asset Optimization

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bout a year ago I posted my top tips for UV unwrapping (see here). Since then, I’ve FINALLY started working through my backlog of models and texturing them (some of which I created five years ago…where has the time gone?!). While prepping these assets, I spotted some un‑optimised geometry that needed fixing. This then felt like the perfect opportunity to share a few more tips on how to shave off the poly count.

Like UV unwrapping, model optimization is a necessary evil. However, unlike UV unwrapping, you can adopt what I like to call the 'polygon janitor' mindset whilst you build the model.

Here are five tips I've found particularly helpful while mopping as you model:

  • Pre-visualization: Before you start moving pixels, picture how your asset may look like untextured in wireframe view. Visualize the curves and edges. Is this a hero prop or a background asset? Are there specific areas that need more detail? How close will the viewer/camera get? If the answer is 'far away' or 'low‑impact', you can afford to keep the geometry pretty simple.

  • Poly-Density and Hotspots: As you add hundreds of points and vertices, look for dense areas and hotspots like on edges and curves. Constantly ask, do I really need a crisp smooth bevel or can I get away with the bare minimum? For a videogame, optimization is absolutely crucial for performance. Whether the model is for VR, film or an ad, a clean mesh is a happy mesh!
  • Interior Faces and Hidden Verts: Ask yourself, will anyone ever see the interior faces of this object? If not, delete it. Interior faces actually make up the bulk of unnecessary tris. Targeting these, you’ll cut the count without visual loss. Also, look out for overlapping vertices. In Maya, utilize the 'Merge Vertices' tool with a shallow threshold. Be thankful such an automatic wonder exists; saving you a lifetime of manually merging two verts one at a time with the Target Weld tool.
  • Over-attached Points and N-gons: Trim the excess geometry now. Future you will be very VERY grateful. Try to avoid over-attached vertices. Keep the limit of six edges for one vertex for best practise. Whenever possible, replace N‑gons with quads. Quads split cleanly into triangles on export, and keep the count reasonably predictable.

  • Purge and Purge Aagin: After you think you have finished reworking the model, run through the steps again. Even better, go slightly beyond that. You'll be surprised how on each pass you can uncover a better layout.  Optimization is an iterative process.

    Underneath is a before and after comparison of a recent revision. These sorting table wheels were at a count of almost 2,000 tris. After following my cleanup, it was down to 1056 tris. Don't be afraid to keep refining. Remember the saying "Good, better, best. Never let it rest. 'Til your good is better and your better is best."!

     


    Jason Bartlett ©


    Next post, Sorting Table renders!


    Thanks for reading :)

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