Bake your details!
Here you can see how important is to bake your HIGH poly meshes to a lower version for 3d games. Version on the top has over 400K poly count, not only would melt your GPU or CPU while playing, you’d also have a lot of LAG. The mesh below has roughly 490 poly, while it keeps the general shape in order, it will not only work better in the game but you will also manage it easier in need of an edition (You can reproject the detail if needed) or making UVs.
With a clean UV map you can get all your details baked back to a Diffuse and Normal map therefore optimizing your mesh.
I see a lot of beautiful CC everyday, download it, to found that it has crazy amount of polycount that my PC will hardly tolerate and sadly it has to go. I respect everyone’s work and this post is not meant to be directed to any creator in particular.
It’s just a reminder that optimization is a well stablished step of creating CC for Sims, or any other game, and you should take it into consideration to optimize people experience with your content.
















