I made these assets a year ago when I had very little experience with 3d game dev, and I assume many of it's 128 downloaders (computer number :soypoint:) have noticed that.
- My strange idea of material optimization introduced all of the downsides of 1px-per-color materials with almost none of the benefits, and made every model load a hodgepodge of bespoke textures with 99% redundant color data. the workflow for creating/implementing them was a pain in the ass, there's no way to consistently measure things out, and the end result is painfully rigid. It also required nearest neighbor texture filtering, which is surprisingly annoying in... certain engines...
- "Low Poly" -- in what world??? these things have all kind of strange unculled geometry hanging around unseen corners, I couldn't make my mind up on which sides should be visible, and there are MODELED SIDEWALK BUMPS IN A SET THAT ADVERTISES ITSELF AS PERFORMANT. the basic straight piece is 240 tris... for a SQUARE OF ASPHALT...... we were too busy asking if we could, etc etc
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