procedural game model optimization

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I was making a model for a game, and I was trying to think about ways to optimize it. Specifically, there are many polygons in the model that would never be seen. Does anybody have any tips for procedurally culling them?

I know i could just go crazy with blast nodes, and that is what i will do, if I have to, but it would be nice to do something fancier…

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Boolean SOP without second input will remove intersected polygons
Edited by Alexey Vanzhula - July 20, 2017 11:55:22
https://gumroad.com/alexeyvanzhula [gumroad.com]
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