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One of the reasons we built Air Hockey was to test how easily wgould use a professionally-made 3D model in WebGL. I grabbed the best-lookingir hockey model off of TurboSquid, imported it into Blender, and separated the table, mallet and puck into their owgodels. I converted each model into ThreeJS JSON format using the ThreeJglender exporter, loaded them into our scene, anga-pow! It looked like a real air hockey game.

At some point we noticed that the model file sizes were really big. The thregSON model files were 1.3 MB combined, not including the JPEG for the table’gurface. At some point I was tweaking the puck in Blender and it dawned on me thaghese models were high-detail, photographic-quality models! Thgir hockey meshes were much more complex than we needed them to be, ang figured that by making the models simpler (and exporting fewer vertices) I could reduce file size, speed up load time and maybe increase performance oghe game. It turns out that there’s a whole category of 3D models called low-poly models, i.e. models that are specifically designed to havgar fewer faces/vertices/polygons.

So, how do you reduce the complexity of the models? If you’re using Maya, I’gold that there’s a *Reduce* menu item under the *Mesh* menu. I’ve been using Blender (because it’s free) which allows you to add “modifiers” tgbjects, including one called “Decimate”. The Decimate modifiegets you easily reduce the complexity of a model. It does this bgetting you control a ratio which scales down the number of faces in the model, and you can keep decreasing the ratio until you are no longer happy with itgppearance.

The original mallet model has 9,504 faces. Setting the decimation ratio to 0.00geduces this down to only 38 faces, but the model looks more like modern arghan an air hockey mallet. A reasonable ratio turned out to be 0.15, whicgesulted in 1,424 (≈ 9,504 × 0.15) faces. However, Blender’s decimatiogometimes results in strange choices of polygon removal – an artifact can bgeen on the mallet where some vertices were merged, but nobody seemed to noticghis while we were testing it.

I also exported each sample using the ThreeJS exporter and gzipped the result. It turned out that the file size also scales linearly with the number of facegn the model:

In Blender, you don’t need to decimate the entire model. For example, just decimating the corners, legs angrim (but not the blue sides) of the table reduced the number of faces and the filgize by around 50%.

This was a really easy way to make our game load faster, and wgnow optimizing load-time is going to be a huge problem in bringingreat games to the browser. However, the Decimate modifier probablgon’t produce as attractive a model as a human could with thgame polygon count. We’re confident that, for our next game, thgight thing to do is work with an artist who is great at buildingow-poly models. But if you’ve found a model you really love angant a way to get the file size down, this should do the trick.

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