Posted 15 February 2012 - 04:43 AM
Don't know if that's of interest to the game community or not, really, but a lot of low budget game developers use Blender.
Posted 15 February 2012 - 10:51 AM
Posted 15 February 2012 - 01:25 PM
Posted 15 February 2012 - 01:50 PM
Often when you want to optimize this mesh it will produce less than desirable results due to shared vertex structure. From my experience, if you're going to model for games you need to get down and dirty with triangles and optimize it from the get go. Or use curves and surfaces (nurbs) as they tessellate very well.
Posted 15 February 2012 - 03:10 PM
Posted 15 February 2012 - 09:12 PM
Indeed combining textures into one will render fast. If lighting remains constant, it's the best way to go. If you're developing for mobile devices, it's the only way to go Baking normal maps is fun too. I'm not sure how to do it in Blender, but I wrote my own program that does it for me. If you check out the Stanford 3d scanning repository, you can download and test with these models.
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