Hey builders,
I am relatively new to building and so I am not that experienced with keeping some of my bigger builds optimised. Recently, I started a big project to make a police station with a full exterior and interior across two floors. Because of this, it is important to me that this build is at least somewhat optimised especially if I plan on selling it in the future.
Anyway, as an example, here is the break room, it has wall trim which for this simple room, is 9 parts. I think this could be a problem as this building has 17 rooms, all of different shapes and sizes and therefore some have a lot more than others. Should I make these wall trims into unions and then import them back into Roblox as meshes or should I keep them how they are?
Any input would be greatly appreciated since I’m still learning!
5 Likes
Considering that they are simple wall trim, you shouldn’t need to do any exporting.
I think the best option is to extend the trim across the other side of the wall to minimize the total amount of parts that you are using.
5 Likes
i dont think importing them as meshes will do a better job it will surely take more data to read then normal blocks arranged
so the best thing that you can do to minimise the block count( just the block count and little optimisation)
i usually make the entire blueprint with various blocks and then common out the blocks i mean the over lapping/ parallel / common running blocks i remove them an introduce a new block which will fulfil the entire collection and replace it as one
i could give you a tip for the doors i do use image hack
i mean just using an image instead of the wood in the door it does reduce the load time again ( you do need like over 20-30 doors then only it could make a huge difference)
just experiment
Have A Happy Deving
~Astro
3 Likes
A slightly more advanced approach you could take towards building optimisation is creating the building outright in Blender, (if you wish to use Roblox Materials) vertex painting all the parts that will share a similar material and joining them, or if you’re planning on texturing them; UV unwrapping and utilising a trimsheet to texture the building.
Since you’ve said you’re still learning; the best thing I’d recommend for you is to finish the building in Studio; importing it into Blender (no need to turn anything into Unions); pressing Alt+J to turn all faces into quads and deleting all the faces you won’t be able to see inside the game. Then I’d just carry on with either one of these two texturing approaches:
(if you wish to use Roblox Materials) vertex painting all the parts that will share a similar material and joining them, or if you’re planning on texturing them; UV unwrapping and utilising a trimsheet to texture the building.
If carried out correctly, you should be left with a minimal amount of meshes in the Workspace.
To further optimise, I’d recommend creating custom collisions out of invisible block parts and wedges & setting the mesh’ CollisionFidelity to Box & turning it off. Roblox will still render the invisible parts but they will have a next-to-minimal impact on the TriangleCount & you’ll be saving yourself physics memory as you won’t be using PreciseConvexDecomposition. B)
3 Likes
Thanks to everyone that has commented so far, I will take this into account, if you have any more ideas please feel free to comment them below!
2 Likes