I used to think everything was fully modeled. Then I looked closer at real games. Most details are an illusion — and that’s intentional.
This post is part of my daily learning journey in game development.
I’m sharing what I learn each day — the basics, the confusion, and the real progress — from the perspective of a beginner.
On Day 50 of my game development journey, I learned how games fake details using textures instead of geometry.
What I tried / learned today
I learned that most games don’t model everything.
Many small details are created using:
- Textures
- Normal maps
- Flat meshes instead of real geometry
For example, items inside a refrigerator are often just flat planes with textures. They look 3D because normal maps fake depth and lighting.
This approach saves a lot of performance, especially in large environments. I also learned that lighting still reacts correctly on these fake details, which helps sell the illusion.
What confused me
At first, I was confused about:
- How fake objects can look so real
- Why developers don’t model small items
- How lighting works on flat surfaces
- How much normal maps can actually do
It felt like cheating — but it’s not.
What worked or finally clicked
I finally understood that geometry is expensive, but textures are cheaper.
Players usually don’t notice fake details, especially during gameplay. What matters more is performance and a smooth experience, not perfect realism.
Smart tricks beat heavy models every time.
One lesson for beginners
- Don’t model every small detail
- Use normal maps to fake depth
- Flat meshes with good textures work well
- Performance matters more than perfection
- Optimization is part of good art
Slow progress — but I’m building a strong foundation.
If you’re also learning game development,
what was the first thing that confused you when you started?
See you in the next post 🎮🚀
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