Is it even optimal for a videogame?

Is making all those details within mesh even optimal if we for example put this chest into a game?
Wouldn't it be better and more optimal to use texture and baking for something like this to add details?
I'm having this question as I'm watching this fairly low-poly mesh become more and more detailed and the question just comes by itself.
I guess it's not supposed to be a game asset? But what if we decide to put it into a game? Wouldn't baking textures be more optimal decision for those worn-metal details/imperfections?
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  • Dwayne Savage(dillenbata3) replied

    Short answer is yes. Longer answer is it depends on the game engine and target hardware specs. 

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  • Martin Bergwerf replied

    Hi Robert RCooperArt ,

    Your guess is right, this is not supposed to be a game asset.

    If you'd want to use it in a game, you'd make a Low Poly version and Bake some texture maps for details (as is done in the Course Tread, for instance).

    But as Dwayne already mentioned, then it still depends on a lot of things, what optimized means.

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  • Omar Domenech replied

    Yeah you can further optimize the chest if you want, there's certainty room for optimization, but as Wayne says, it ultimately depends on the game. 

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  • Robert Bondari(RCooperArt) replied

    thank you for explanation, so I still can work around converting it into a game asset, just need to bake those details first

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  • Adrian Bellworthy replied

    Additionally, the process of creating game assets is to create the high poly version first, then a low poly version.
    This can be done by modifying a copy of the high poly model.
    Then baking the details from the high poly to the low poly.
    Remember that high level detail can't be baked, you still need some level of detail in the low poly model.

    Todays game engines are able to handle higher poly models.
    Having said that, it does depend on the game. If there are to be a lot of models in the scene all unoptimized then problems will arise.
    Normally a game studio will specify the poly count, but it's not as low as it used to be.

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