![]() ![]() If a hard-surface model approaches the limits you need to go back to the drawing board… it is not a good model for any gaming platform.Every material is split into a separate mesh because it will enter the renderer differently depending on its nature (alpha blended, bump mapped, etc).It is each sub-mesh in a model that has a 64K vertex limit because as you might surmise there is a 16bit index involved.Mesh limits more correctly should be interpreted as applying to each mesh element, not the whole model. ![]() Cleaning up your act – how a round trip through Blender can improve your mesh – Blog Post by Beq Janus, 1.īeq Janus, who improved the mesh uploader now in use in Second Life/OpenSim viewers, and hence understands the limits, offered this advice….This is a page of resources related to creating mesh models suitable for upload and use in Second Life and OpenSim. ![]()
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