How to Optimize meshes within your Games

Hello, there! How are you doing? I hope you are having a wonderful day

As you can already tell, in Roblox, many games have been coming around with good building, organization, and especially using features that were added to help developers with their projects, regardless being at scripting, building, and other development areas. Recently, I saw that a new, and re-made experience just released in Roblox called “SharkBite 2” (created by @opplo & @Simoon68) with brand new architecture regarding the level design and the user interfaces! If you compare it the old one with the new one, more meshes were added with good simplicity…

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And, speaking of “more meshes”, here is a thing, the 3D models and their composition seem to be quite impressive that sounds like they passed the limit of how Roblox Studio can handle the triangles once bulk importing within the game’s sandbox… Whenever I make my own meshes, I always need to develop them with my own style, but in the end, all of them look not good as I need to quickly clear in a little their geometry to be possible to be exported as .fbx.

However, it is possible to find a solution for this little problem, which is optimizing the meshes, to look stylish and smooth! And, therefore, I was wondering how I can do this with good techniques that are going to help a lot for modeling situations in case of having huge vertices… If anyone can help me, I would appreciate it very, very much!

Thank you!

I believe most of the users who saw this got a bit confused about what I was trying to say… Therefore, I am going to repeat in summary way:

How can I optimize my meshes? I truly want them to be perfect while not affecting heavily its design once reducing the triangles, as Roblox only supports 10,000 (above this value won’t work).

Roblox supports baked textures via surface appearance! You’ll find many games using this as it is simply free detail :grin:
i suggest also keeping watch of your triangles in the middle of your workflow.
enabling scene statistics by right clicking the gray bar at the bottom of blender would allow you to check the triangles of your mesh on the spot
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alternative way for this is to enable statistics in viewport overlay, but i dont really like it that much.
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i wish you luck! reply to this message if you’re confused, ill try to explain in more simple terms

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Certainly got the parts to analyze the workflow as enabling the world’s statistics to see how the triangles of the meshes are, yet I think something is quite missing to work well and not affect heavily… For example, let’s say I want to make a tree:

As you can see, the triangles are immersive and won’t be able to be exported. What I do in these situations is decimate its geometry for the model itself… But, whenever doing this, it gets terrifying to a moment that results in something extremely terrible:


(That is the part that I want to find a solution/a better “alternative” way to prevent in these cases)

Also, I am quite confused about what you meant by Roblox supporting “baked textures” within Surface Appearance… Could you explain to me exactly?

Well decimating geometry causes all sorts of issues sometimes, its not reliable at all.
theres plugins that help you optimize your mesh automatically but i just suggest you retopology and anything that has to do with it.

and about baked textures? so imagine you get a very high poly mesh right? so you make a low poly mesh that matches the shape of the high poly mesh roughly the same… so that you can bake the details onto the low poly mesh via normalmap in surfaceappearance and it’ll kind of make an illusion of that detail being there without being too hard on performance, if you’re good at this you can make it look just like the overdetailed super cool high poly mesh!! its quite the amazing technology!

heres a little example of a thing i did for a game, it uses baked textures!
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for your tree i suggest using decals tho

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As someone already mentioned:

If you’re into textures, then bake textures with Blender.
If you have a really large mesh, then you should separate the mesh into pieces, and import them into Roblox Studio in pieces, then put it together.

That’s how I do it, I hope this helps!

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