Great Asset Pack, Love the flowers and Pine Trees. And some of the bushes looked great. Not sure about the grass.
The .Veg pack didn't work for me, not sure why.
Have a few questions, criticism, and suggestion if you don't mind.
So you know, had to manually apply textures to most objects. Done quickly, but this is because you exported a new modified model without the texture, using the material applied to previous model. Rename both and re-export you texture again with your new model, so you can just copy settings from previous material. then delete old stuff. You might be able to rename it back to previous name after exported, not sure if it will stick after that.
Currently, I'm working on optimization, trying to understand how things work and what can be done. Had some thoughts I'd like to share. Like to hear what you think, possible feedback as to why I'm wrong. ThxTextures
Some texture are greatly optimize but others could utilize better us space, you have some textures that are barely distinguishable, Some leafs textures are not that different why not just use one leaf with higher uv resolution?
Not sure how you decided to map out the Pine Trees, (btw they look great
Will have a look, But I would think they could have been done with much higher resolution, reducing the need for such large textures 2048.
Ex: moss texture uses half of a 1080p screen resolution, why the moss detail is spread out using barely any uv space, the different versions of moss can't be recognizable both because of uv rez, and object rez on screen.
Your uv distribution seems even and pretty at the expense of resolution in game, not sure why you wouldn't want to squeeze as much res as you can?
And finally, Materials setups, you could use as few materials as possible, just combine as sub materials. for instance your forest trees, They can be group under one Trees material, sub leafs and branches. Similar to Plants material. This might require working with several object under one file, but it's suggested better for performance.Proxies
They are red color coded suggesting high poly counts, by the look of it, you didn't make separate proxy mesh for the trees, this add unnecessary calculations.
Use the proxy tool under crytools. Quick way to produce simple meshes for your objects.
I'd optimize even more, unless you plan on having physical particles bounce off each branch, you could remove physical collisions at the upper half of the trees, or reduce every odd proxy created using proxy tool element mode.
Or name the trees without proxy for branches as Pine_Distance or Pine_No Proxy, So the artist knows where to use what type of tree for best optimization.
The Trunk could be a 4 side rectangle angled to evenly cover the rounded surface.
Can you reduce the Mountain mesh with optimizer and use it as a proxy?No LOD
But I guess that has something to do with discussion above, Lod work fine for me on objects, not sure about vegetation objects.Breakables and leaf bending versions
Wondering if you plan to make your leafs touch bending, nothing is worse the static bushes. Or trunks procedural. (side note: just played the new medal of honor, It's a task to find something interactive in that game lol)
I hope I didn't hit you with to much, I'm trying to learn the best performance optimizations following guidelines below, thought I'd share some ideas, hope to hear why you guys think for even better tips.http://freesdk.crydev.net/display/SDKDO ... Guidelineshttp://freesdk.crydev.net/display/SDKDO ... Guidelines