#Blender Vs Studio

1 messages · Page 1 of 1 (latest)

dusk grotto
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Hey! So I have a question that is related to my manhattan project thing.

What option is better?
A. Have 20-50 models that each has around 7-12 parts in average.
B. Have 10-25 mesh parts that each has in average 100-300 triangles ( they are mainly normal blocky buildings, simple).

What is more performant? Since my project is pretty big and planed to have subway system too and more things..

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Also about option B, each of those mesh parts are supposed to include around 6-15 parts, so wonder if worth exporting them to blender and working with meshes

bold bobcat
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umm, I think you also have to factor in the meshes tris.. but there are lots of topics about this on the dev forum.... seems to go in circles... I think the bigger thing is part cahcing...

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other option are 'field of view' scripts that decrease the visiblility of objects further out.. there are a number of options for that.. I have a few if you want to check them out

dusk grotto
steady flare
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ill try to list them here

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Parts
pros:

  • Much faster load times as they are in the engine by default, same goes for wedges, spheres, etc.
    cons:
  • All faces of a part are rendered no matter what (I think)
  • CFrame has to be calculated every frame (If you have anchored set to false)
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MeshParts
pros:

  • Ability to remove faces that will never be seen by players,
  • CFrame is only calculated when a meshparts position changes (If anchored is set to false)
    cons:
  • Slower load times as they have to be downloaded from the website
dusk grotto
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also

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how could I fix transparent texture problem?

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when I import into roblox, the backround is somehow black tho i never colored it