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Asset Rejected due to mesh is too dense

Discussion in 'Assets and Asset Store' started by mesaurabhsaxena, Apr 19, 2019.

  1. mesaurabhsaxena

    mesaurabhsaxena

    Joined:
    May 27, 2018
    Posts:
    14
    Hello,

    My asset is rejected because mesh is too dense and textures do not look aesthetically pleasing.
    Please find below the link of my asset:
    https://connect.unity.com/p/trishul-of-shiva



    I used Blender, Substance Painter, Unity.
    It would be very helpful, if someone would guide me .
     
  2. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,615
    How many vertices does the entire mesh have in Unity? How many materials? What is the intended use for that asset?
     
  3. mesaurabhsaxena

    mesaurabhsaxena

    Joined:
    May 27, 2018
    Posts:
    14
    Total Vertices = 78791

    Meshes Name = Count
    Chakras 7086 X 7 = 49602
    Chanda - 390
    Eye - 2901
    hand art - 6294
    Lotus - 1689
    Staff - 2678
    Trishul head 14661
    Wire - 576

    16 Materials

    Intended Use - Its a weapon like Sword
     
  4. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    your model doesnt look that high poly at all
    heres my advice;
    make it one mesh, one uv set with one material. reduce polycount to 2k tris max and make a good normal map as a base for your substance painter project
     
  5. mesaurabhsaxena

    mesaurabhsaxena

    Joined:
    May 27, 2018
    Posts:
    14
    Ok. I`ll try to do that :) As this is my first creation so i`ll take time.

    Earlier, I was checking that why my asset is rejected so i downloaded an asset from the asset store.
    https://assetstore.unity.com/packages/3d/characters/humanoids/therer-s-still-hope-143973

    Its Total Vertices count is much more than mine. Why is this so?
     
  6. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    im sure u will get better, it ll just take some time and alot of trial and error;)
    i dont know that pack, so i dont know wich model u are referring to. but its a complete scene so its probably got alot of triangles, and i saw it has LODs. i think your high polycount comes from modelling out all the emblems and stuff.
    u can bake those in a normal map; good luck
     
  7. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,615
    Here is a detailed tutorial about baking normal maps:
    https://lesterbanks.com/2017/09/baking-perfect-normal-map-blender/
    You can create a very low-poly version of your model with no detail. You bake all of the fine details from your high poly model on to a normal map. Then when you apply the normal map to your low-poly version it will look exactly the same as the same as high-poly map but it will be more efficient.

    There is an article here that explains how to set up materials for the unity standard shader:
    https://blog.teamtreehouse.com/beginners-guide-physically-based-rendering-unity
    Right now it looks like that you have separate materials for the decorations that are shinier and more metallic then the rest of the object, but if you use a metal/smoothness map you can combine them into a single material that has some shiny/metal parts and other parts that are non-metallic and less smooth.
     
    mesaurabhsaxena likes this.
  8. mesaurabhsaxena

    mesaurabhsaxena

    Joined:
    May 27, 2018
    Posts:
    14
    Thank you :)