> Optimization in game engines relies on things like textures and UV maps.
I think for lettering and similar things (high-complexity but essentially flat) you're right. You could probably use quads here to give you easy UV mapping and script the creation of textures.
What else have you modelled which would ideally be done via textures in a real-time engine?
I think for lettering and similar things (high-complexity but essentially flat) you're right. You could probably use quads here to give you easy UV mapping and script the creation of textures.
What else have you modelled which would ideally be done via textures in a real-time engine?