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Chapter 18. Materials/Shaders and Mappin... > Material IDs Versus Sub-Object Mater...

Material IDs Versus Sub-Object Materials

Using textures for low polygon-count applications is both simpler and more difficult than using textures for traditionally modeled high polygon-count scenes. It’s simpler because the scenes are far less complex, so the materials or textures are far simpler. It is more complex, because materials also have to compensate for the more simplistic geometry, and any bungling in this area will most likely wreck the scene.

All your artistic prowess will be called into play as you manipulate the geometry, adjust the colors, and play with the mapping to get an optimized scene that uses the fewest resources possible to give the maximum visual punch. Optimization is the final goal; your scene can be incredibly beautiful, but if it brings the target platform/application to its knees, you have failed.


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