Mud
I have to optimize the models. At the moment they are WAY too many polys on the collision meshes. You can get away with high polys as long as the Collision Mesh is not also high polys. ( Visible Mesh and Visible Mesh Final ) should never be used for high poly asset collisions. This most definitely applies to meshes made with Meshroom or other photogrammetry programs. The only downside I know of for using a low poly mesh for collisions is accuracy in the simulation. Tire can clip through actual model in places before it contacts collision mesh.
This is all I messed with today. Did work on someone's tank too, but made 2 steps back on that progress.
-filters used, Nvidia Freestyle. Alt - F3
Contrast, Color, Details, Tilt-Shift (the depth of field)
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