I originally tried to make this exact case less than 24-hours ago, but I did everything manually which made everything underdetailed and inaccurate. Now, I used a plugin called Model Resize (thanks Musketfall for recommending it for me) and this is about as detailed as can be.
If you are ever using this in a game, use something that is like magic Unions , It lowers the part count and doesn’t cause as much lag, but be careful as unions can corrupt sometimes.
In order to get certain parts as thin as they are, using Unions will break BlockMeshes and will use the absolute size instead, otherwise I for sure would’ve used unions.
EDIT: I can use negating parts to get them as thin, but in my opinion it was easier this way.
This gave me a little heart attack… It would be way easier and performant if you tried to recreate this in a 3D modeling program like Blender it would be way more usable than how it is in its current state
Also, the game runs perfectly fine despite that raging 16k part count. My computer is pretty underperformant compared to todays standards, so it still performs well.
But if I were to be making something for the intents of other people to be checking it out (as you suggested a showcase), I would use an external modeling program.
I meant that it’s not going to be fine if you were to put that in a game with other models/scripts, it wouldn’t have been fine and you’d lose a lot of performance just because of it.
Not all showcases are meant to be for others to explore. Showcases are meant to show your skills that you can share with just posting photos. I’m just saying that if you want to push the limits (as you said) you’d do more progress with a showcase rather than if you stuck to that case.
There you go, already looks better . Also; regarding your previous conversation, unions are a no-go. Yeah, they lower part count, but they sure as hell don’t lower the tris count - if anything they probably double if not triple the tris in the unioned parts so be wary of that.
Thank you, and about unions. They can also cause collision problems as Roblox’s Automatic collision fidelity doesn’t exactly capture all of the geometry accurately. You can bypass that by setting it to PreciseConvexDecomposition though.
And yeah, the plugin uses meshes to scale the part down to ridiculously small sizes.
Ahh alright, didn’t usually check the children of the parts as for me they don’t change to MeshParts. I also wouldn’t worry about that high part count either; the case is designed to be detailed I think a higher part count is justifiable.
I know the logo is a different color, but making it the same color as the case completely made it invisible, so I made it a tad darker. Plus, I like it better that way imo.
Yeah Model Resize allows you to open up to a bunch of new ways to make things without having to leave Roblox! Just making sure, did you mesh it because if you did not, 16000 parts will crash computers… by a computer.
Nice pun, and also no I did not. Doing so will make the ultra thin parts respect absolute size instead of plain geometry data. (Model Resize uses Meshes in order to scale things below 0.05 or any size really)
If I really must, I would try my best to lower that count so it doesn’t crash.