The amount of unions in your game can affect performance however as long as you use tactics such as only having castshadow on parts which you want to have a shadow, then it will help a lot. If your game is getting laggy due to a lot of studio made cars then you could export the parts as a mesh then reimport it into studio again, meshes are less performance heavy.
@@alek9194reinporting them does nothing since the meshes still have unnecessary useless tris inside them, unions are very messy and buggy, often making the tri count of a regular mesh x2-3 larger. It's better to just model it in blender from the get go instead of trying to fix unions by manually deleting the extra tris.
Bro that amount of time is crazy good job
I would recommend CSG curve cutter. Its a bit faster, but probably not as precise as setting up your outlines manually
I liked it! I decided to create my own car
i use archdimes
@@addietheenthusiast1276 what's that?
Thank you for teaching
Are there any tools to scale the references correctly or is it just eyeballing?
is there a part 2?
Doesn't creating unions make the game more laggy?
Every game has lots of unions
The amount of unions in your game can affect performance however as long as you use tactics such as only having castshadow on parts which you want to have a shadow, then it will help a lot.
If your game is getting laggy due to a lot of studio made cars then you could export the parts as a mesh then reimport it into studio again, meshes are less performance heavy.
@@alek9194reinporting them does nothing since the meshes still have unnecessary useless tris inside them, unions are very messy and buggy, often making the tri count of a regular mesh x2-3 larger.
It's better to just model it in blender from the get go instead of trying to fix unions by manually deleting the extra tris.
Part two pleade
pleade
Goofy ahh music