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Modular models in game engines

When using 3D models in game engines, to reduce overall rendering tax in realtime, the models can be used in an efficient manor, even beyond just their poly count.

In efficient 3D game design, one singular model can be rendered once but told to used in a variety of ways in the scene, so that the overall impression is one of more complexity, but still using less rendering power.

This is a model kit of many modular components for building a futuristic city with many different building blocks. Kits like this allow designers to create complex and large environments more easily, and makes the rendering more efficient as the environment is broken down into pieces to be rendered in different ways and at different times.

Also, large models can be divided into smaller pieces to render individually and be used modularly, so the same models can be repeated over and over to give the impression of one larger model.

Here is an example of a set of models ready for rendering that allow a designer to create many different types of similar buildings, all using the same library of simple building blocks. This will reduce the overall modelling complexity and scale, allow for simplification and yet versatility in the scene. All while giving the impression of a much more complex scene and collection of models, and importantly reducing the rendering load too.

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