#Blender question. I'm (always) making a 'retro' game that will use vertex lighting. I'd like to ensure that there's at least one vertex every n units so that the vertex lighting isn't too coarse. Is there a way to automate this within blender?
I.e. in this screenshot the 'floor' has a pretty consistently sized grid. The structures have some much larger arbitrarily sized faces, which means too few lighting sample points. I want blender to magically subdivide these faces to a similar vertex density as the floor grid.
@voxel
i guess simple subdivision will create too many dense spots. seems like something a geometry node wizard could solve.
@chengdulittlea or @MrmoTarius any pointers?