I want to rebuilt my granmas apartment. I kinda have a floor plan. My goal is a realistic looking scene that I can walk around in first person in VR. What would be the most efficient work flow? I thought of this:1) 3D modeling the whole apartment in a Blender/Cinema 4D scene. Including all the furniture, etc. I'm a bit faster in C4D so I might use that. Do I have to take care of polygon count or such or doesn't it matter in a private project? I would probably do it quite rough with just cube after cube. 2) Export it all and import into Unreal. From there I add lightning, texture/materials/colors (or is this better done before export?).3) Run in VR. Is this a good plan? any suggestions?
Continuing, I modeled a part of the room and the polygon count is as of now around 2 million. Can VR handle it?
>>1025107Regularly export to unreal as you go and check vr performance
>>1025107>Can VR handle it?It depends on the platform, 2 millons is a bit high but it should be fine if it's not mobile VRKeep modeling and optimize towards the end
>>1025112Alright>>1025114Just reached 12 millions, not sure if I should start to be worried that I'm doing something wrong here.
OP here,this is not OP:>>1025107>>1025117But I get your message, I'm a noob and you wanna make fun of me ending up with millions of polygons in a VR scene :(
>>1025103export it. you never know how shading will fuck things up between engines
>>1025146How do I shade it? Is it all one smoothing group?