W3rlds Wiki
  • 🎉Getting started
    • What is W3rlds
    • Quick start
  • 🏗️CREATE AND MANAGE
    • Managing Worlds
      • Adjusting main settings
      • Adding mobile version and advanced limitations
      • Managing Avatars
      • Measure success with Analytics
    • Assets and Storage
    • Augmented Reality
      • Creating AR
      • Editing AR
      • Custom Viewer
  • 🎮Using Space editor
    • Getting Started
    • Setting the Lighting
    • Adding Assets in Metaverse
    • Creating Activities
      • Automate Animations
      • Activating Colliders
  • 👣Explore
    • Navigating with Avatars
    • Interacting in Worlds
    • Socialize
    • Hosting Events
  • 💡Content creation
    • World optimization guide
      • Naming
      • Colliders (Collisions)
      • Portals and spawn points
      • Geometry
      • Scale and positioning
      • Smoothing groups and custom vertex normals
      • UVs
      • Textures
      • Lighting
    • AR preparation guide
      • Occlusion channel
      • Bone animated AR model
      • File format limits
    • Creating Avatars
  • ⚙️Setting up your W3rlds
    • Accounts & Profiles
    • Choosing a subscription
    • Custom domains
  • Changelog & Announcements
    • Releases
      • 💡0.22 Release notes
      • 💡0.21 Release notes
      • 💡0.20 Release notes
      • 💡0.19 Release notes
      • 💡0.18 Release notes
      • 💡0.17 Release notes
      • 💡0.16 Release notes
      • 💡0.15 Release notes
      • 💡0.14 Release notes
      • 🔧0.13 Release notes
      • 🔧0.12 Release notes
      • 🔧0.11 Release notes
      • 🔧0.10 Team profiles and portals
      • 🔧0.9 Performance
      • 🔧0.8 Augmented reality
      • 🔧0.7 Continued usability improvements
      • 0.6 Creator web app
Powered by GitBook
On this page
  • Concept
  • Redundant polygons and correct grid construction

Was this helpful?

  1. Content creation
  2. World optimization guide

Geometry

PreviousPortals and spawn pointsNextScale and positioning

Last updated 2 years ago

Was this helpful?

Concept

The concept can be created in different ways using multiple programs.

The easiest way to optimize is to create a scene in Maya, 3Ds Max or Blender using Subdivision or Turbosmooth (3Ds Max). In this method, the mesh is easy to optimize.

If Subdivision is done correctly without topology issues, you can reduce the number of polygons simply by applying Decimation or a similar tool that reduces the density of the polygonal mesh, and then manually removing the support ribs.

If the mesh was made with Boolean or Cad, it will be challenging to process the geometry with complex shapes. In this case, the geometry will need to be redone if complex shapes are included.

The simpler shapes need to be cleared manually, or in semi-automatic mode. In Blender 3D this can be the Meshmachine addon and removing all edges lying in the same plane.

Redundant polygons and correct grid construction

The main thing when optimizing a polygonal grid is to follow simple rules:

  • Remove all unnecessary edges that do not change the visual appearance of the object.

  • Distribute the number of edges per facet correctly. If the facet is small, then it doesn't need to be given additional degrees at all. The larger the radius of the facet, the more additional edges it will need.

  • Avoid N-gon geometry, as well as the set of edges converging into 1 vertex.

  • Avoid stars and other incorrect convergence of polygonal mesh, as it will negatively affect model shading.

99% of the geometry mesh can be created only from 4-corner polygons.

  • Delete all geometry that will not be visible

The final file should be pre-triangulated before the export to the Platform. If this is not done, then due to the difference in triangulation algorithms, artifacts may appear in shading, or in UV on texture mapping.

💡
Optimization of Subdivision geometry using Decimation
Geometry created by Boolean, and cleaning with meshmachine and point stitching.