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МОД: Клинок Армагеддона / Armageddon's Blade

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#75
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I think you're overcomplicating things. For example, why so many polygons on the tower-like structure? In the end, you'll still have to reduce the polygon count and bake one part onto another, and somewhere, something won't align, resulting in artifacts. Wouldn't it be easier to use a low-poly model with optimized smoothing groups and bake it onto itself? Regarding the arch example, I didn't quite understand. Will you ultimately bake them onto a flat surface? Won't it look crooked? In any case, there are indeed a lot of polygons on these arches and "steps." If this model is for the global map and the player will be viewing it from a distance, I would make a solid "step" and cut out the arches and openings using an alpha texture. Considering the scale, the player won't notice the difference. Also, the number of steps can be reduced, considering the scale. The issue isn't even the polygon count, but the fact that a large number of small details on a small model will be barely distinguishable and may be perceived as visual noise. If you make them larger, it might make the model more pleasing to the eye. Compare how the cities on the map are simplified in the original game compared to what you see in the city menu. By the way, if the model is for the city menu, then, of course, you need to create it using geometry. Regarding the chains, it's simple. Look at how the inquisitor/monk's chain is made in the game. Essentially, you need two elongated planes intersecting in a cross. Cut out the chains using an alpha texture on them. Here's an example, but the author has slightly complicated the scheme by adding volume to the chain links. At the scale of your model, I think this is unnecessary, but it also won't consume many polygons, so why not?
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