0 votes

I started to work on a top down tank shooter and using blender to make the 3D models. But I don't know what scale to make the 3d models at.

Let's say my character is a cube, can I keep the default cube size of Godot(in blender that size is 2m) or is it better to make it smaller lets say about 0.5m. After some testing any size works.

But what is best for performance in Godot? Should I make the models smaller?

Godot version 3.5
in Engine by (67 points)

I'm not sure, but the scale may not be very effective in terms of performance.
But the number of diagonals is effective in terms of performance

https://docs.godotengine.org/en/3.0/tutorials/3d/3d_performance_and_limitations.html

1 Answer

+2 votes
Best answer

Model scale has very little to do with performance. I would recommend modelling at a real-world scale, that way it's a lot easier to figure out relative scale of different objects.

What will matter is how many objects, materials and vertices etc. are visible and processed each frame. For a topdown game the camera angle and camera distance will be very important in deciding how detailed your models should be.

If you know you want a distant camera, with a large view area, you probably want to keep model details to a minimum. On the other hand, If you want a close-up perspective, with few object visible at a time, then feel free to crank up the details.

by (1,122 points)
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