Order of Operations

Hey Team,

When doing this lecture’s challenge, I ended up making a flat base Before decimating the mesh. The modifier left the base flat, and I found that I could get way closer to 256 verts this way.

  1. Is there are reason for the order in the video (decimate then flatten)?
  2. Is there a preferred number of verts/polys to aim for for a given collision mesh? I guess in my head that having more polys would increase load times? But then you sacrifice precision in the hitbox and you get a “thresh hook” nightmare on your hands (Thresh, in league of legends, would throw a hook and the visuals would look like it missed, but then the hook would snap to the character because the hitboxes tocuhed)?

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