Mesh output optimization

I’d love for the mesh output device to be able to reduce the polycount of the terrain based on detail amount. So steep areas would keep a high polycount while flat ones would be reduced.
Kinda like how terrains in Witcher 3 were handled, here is an example pic !


I dont know Witcher 3 but you can edit the mesh in Blender. add/remove or re topo the mesh

Hey JackBB, I totally agree with you in this one. I made a topic about it myself a while ago, maybe you can add ideas/thoughts to it?

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