@tig said:
using components for repeated geometry/objects, and the small overhead of importing it into another model is inevitable because of the additional data needed to describe it within its new home
Yeah, as I just told Gaieus, I've accepted that this is going to happen. I don't like it, but I accept it.
@tig said:
You can achieve the level of detail in other ways - e.g. apply a 'tread texture' instead of modeling every indentation into its faces in 'reality'.
Actually the treads are a texture (until I can get around to putting in the real things π )
@tig said:
you need to remember that the instances and the number of displayed facets and edges etc that you have in your one tyre/wheel is more that a whole complex building might include. This WILL have affects on the performance of SUp panning/zooming, exporting and rendering etc
Actually it has not affected panning, orbiting, zooming, anything (so far). And I am coming close to reaching the dreaded 10mb limit. Occasionally my textures will start to blank out when doing something, but all I need to do is purge (even if there's nothing to purge) and things are back to normal. Any idea why this is?
Probably won't have the nerve to upload the dang thing when I do finish it. But this has been my learning model, so it was worth it.
@tig said:
be aware that detailing every last bit of an object is often unnecessary - especially when you won't ever be seeing it, or might never expect to see it so close up so you'll never notice the simplified form.
I have kept this is mind, and I don't include detail that likely won't be noticed or benefit the model. As I mentioned before, tires and wheels are very important to the appearance of a car, so I did splurge on them. Overall I think the benefits of this have justified the extra edge count.
Wow! Screws under the chairs, with full threads! Can I have her phone number? π€£