Hello there, you may know me as the solo developer for Raid a helmet cam tactical shooter primarily focused on cqb and a storyline. I’m currently working on a map for my game and I’m using models made in blender. These models have a high polycount and it requires me to duplicate them to add to the scenery. What other alternatives would be suggested so i could fill this area up with the containers rather than lagging and ruining the experience for the players.
Sorry, on phone, so a few bullet points.
Blender does not have to mean high poly count.
Try to avoid modelling features that could just be part of your textures, e.g. handles, surface details and opaque windows.
Think carefully about where to spend the polys, e.g. in the image your dock side cranes have cables modelled hanging from them, that is a quick way to use polys for a relatively low visual impact. Avoid small round, curvy sections as much as possible, e.g. handrails can be square or hex section.
In terms of blocking out your map: storage sheds, boxes, warehouses, liquid storage containers (the hexaginal ones in a frame are visually interesting and cheaper than cylinders). Have a look at the GTA V dock images. Walkways over containers give the players a 3rd dimension to play in, but with solid sides using nice materials / textures can give them some cover whilst being cheap in polys.
Loading docks, rail lines, rail wagons (keep the running gear simple) and pallets of stock (could be covered in low poly tarps) waiting to be loaded
interesting. I found a decent solution where I created a PBR Texture in the design of a shipping container where I just duplicated regular parts and left out the majority of the details. When its required I will place those containers throughout the map to reduce lag. Thanks a lot!
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