A super performance was to optimize all characters to use better texture atlases and reducing the amount of skinned mesh renderers to a total of.. one. With some mesh tweaking, the size of the models were reduced from 10 megabyte to roughly 800 kb compressed, without visible loss.
As you can see in the image above, the former state of each character had the similar composition. Somewhere in the past, I really wanted these models to be modular (and they still are) - but the price was to paid by the graphics card and the memory. It took some weeks to automate the process for all characters, but it was more than worth it!
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