Marvelous Maglev

Just a small update today, with an object some of you may recognize. This is a high-poly model, where an artist goes all-out to produce the most detailed, accurate, beautiful model of an object as they possibly can, without any regard for poly count or performance.

The Maglev

While we’re pretty confident that our engine could handle a model like this in realtime, the next step will be to create the low-poly model, which judiciously reduces our polygon count without sacrificing accuracy and detail.

13 Responses to “Marvelous Maglev”.

Team members' usernames are in red.
  • Flake Says:

    Very nice ! Thanks 🙂

  • Flowerpower Says:

    Wow, this looks amazing! 🙂

  • Andross Says:

    So do you not texture before you poly count optimise? Wouldn’t that mean you’d have to texture twice?

    • Philip Says:

      Nope! We use a technique called retopologization, which lets us texture the high-poly once and “bake” the colors from the high-poly onto the low-poly.

  • Dario Says:

    That looks pretty good! I wonder if the interior is also done

  • The green butterfly Says:


  • Andross Says:

    @Dario you can see the interior through the window. So yes! 😉

  • Anyant Says:

    My rig should be capable of loading the high polygon count version. Please retain that option as I love how detailed it is!

    • Tycho Says:

      The high poly version of an asset is never meant to be seen in game. The one you see in the image is nearly one million triangles and would be extremely inefficient to be used as an in-game mesh. “Low” is a relative term. It’s a very common practice to create the detailed version and then transfer the details to a low poly version. You could also call it the game-ready mesh. Essentially it’s the one you’ll see in the final game. Our Maglev’s game-ready mesh is currently around 36k triangles. If we’ve done our job correctly, you won’t even be able to tell the difference in the final game!

    • tomy Says:

      Umm, no. It is not a good idea to use high poly models in 3D games, good computer or not.

  • Mozalbete Says:

    Those rounded parts better stay round in the final version, because it looks really good.

  • Yali Says:


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