Mkay, got my butt into early mesh stuff. I remember that I used to say mesh was going to be easier than sculpties and far more efficient. Holyfriggncrapinablender was I right! XD
So, early stuff… I wanted to see what it would be to replicate and possibly even improve upon something I already have inworld. Something easy… Something like the picket fence around my yard. =^-^=
So… Here… =^-^=
no images were found
Now, all’s not perfect. Details are kinda like this….
Lower Fence: 4 prims (2 sculpted + 2 box) Physics Weight = 4.0 Render Cost = 138 Upper Fence: 1 mesh (5 prim equiv) Physics Weight = 0.4 Render Cost = 32
Sooooo… For 1 more prim, I get a far prettier looking fence with less lag. Why I lost that prim, I dunno. Server load? (O.o)
Either way, the new fence stays square to the tips instead of coming to toothpick points. The boards are UV mapped to different portions what can be a simple pre-existing flat texture… So, they mostly look like different and separate pieces of wood. And the physics bounding box is actually a box, just one, instead of two boxes and two crushed spheres. (^_^)
While I can probably get quite grumpetty over it costing me 5 prims for something that’s 75% more efficient… It’s a pretty fence. I just may keep it*. =^-^=
(* Or re-up-load it once beta is over and the possibly delete everything… )
Was that fully optimised mesh or just a simple test case?
And yes, mesh is (way) easier than sculpts. =^_^=
It’s relatively optimized. I did cheat a bit on the LOD models and I think I can make it a bit lighter… Moreso if I were to use a custom texture. My target was to replicate what was already there… That being a prefab picket fence. In spite of the extra prim-cost, I’m considering a functional success. (^_^)y