I need help optimizing my showcase

Hey everyone! I need a bit of help, please. I’m working on a birthday gift — a field of lilies — but since I’m not very good with Blender, I decided to model the lilies using parts in Roblox Studio, haha XD.

The problem is that the lilies have too many triangles/polygons, and I was planning to place a lot of them across a map that’s roughly 7000 studs wide. But after adding just a few, Roblox Studio froze and crashed.

Does anyone know a good way to optimize this? Maybe something like a chunk loading system (like in Minecraft), or any tips for handling performance when working with a lot of detailed models?

I was really excited to finish this gift, and the lilies are the main part of it. I’d really appreciate any advice. Thanks for read! :smile::pray:

Game and Model Pictures:





Best way is to have a mesh part from blender. Parts are not recommanded for detailed models. You have to use 1 mesh part id for all the flowers if they have the same shape
Anchored, no collision, no shadows,

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Implement a LOD system and use mesh parts

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Maybe use streaming enabled and definitely turn off their collisions and anchor them

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Unions and then export it as mesh and reimport.
Althrough you will likely have to bake texture in blender…

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Thank you very much bro, I’ll try it but something that I usually find difficult is texturing in blender. :smile: :blue_heart:

:astonished: How can I enable streaming? :thinking:

What is LOD system? :thinking:
And thanks bro, I’m going to turn them into mesh parts at the suggestion of many. :smile:

TYSM bro!!!, I’ll try it but something that I usually find difficult is texturing in blender. :crying_cat_face:

you don’t need to if you are baking
Blender will do that for you automatically.

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Whenever I import a Roblox object into Blender that only uses colors and materials, it gets exported completely white. The “pixelated” texture you see in the image is actually just a material. :pensive:

In blender its a material.
You have to bake material into a texture

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I’m going to look for a tutorial on YouTube. :mag: :nerd_face:

Level of detail system. The poly count and detail of a mesh is reduced the further away it is. It’s the opposite when you get closer. Kinda similar to SteamingEnabled but with more control. This is Roblox so you’d have to implement it yourself tho :frowning:

And try using occlusion culling please

it might be enabled by default but it’s a property in workspace. It will stream in and stream out parts depending on how far away you are.

You can also change the distance in which it happens.