Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Modeling an object that will animate

Discussion in 'Formats & External Tools' started by Apollo580, Aug 31, 2016.

  1. Apollo580

    Apollo580

    Joined:
    Jul 25, 2016
    Posts:
    14
    I have another question regarding how to build models. I’m modeling a door with around 6 moving parts. Some parts are sort of small but add the visual detail that I’m looking for. Should every moving part be a separate object? I’m just worried this will be a lot of textures and would slow down the game? Some parts are generally around 1/5 of the main door but I would still like to use 2048x2048 textures to make sure the quality isn’t lowered because it’s a smaller part. So I’m wondering how I should proceed, thank you.
     
  2. xboxxxxd

    xboxxxxd

    Joined:
    Jul 18, 2015
    Posts:
    14
    If the Destination of this Door Model is Unity3D v5.x, then you should just be able to Animate it into Unity3D Studio,
    Otherwise use a Visual Movement Fading Shader to make it look like it's moving as it is drawing and slowly disapearing texture's of the door behind it, this could also give a great effect on the quality, you won't even need 1024x1024 textures for this, because of the fading effect it wil create while it move's.

    Just some idea's to help you up and further into this... Door :p
    PS: A Visual Movement Fading Shader is really hard to make, same for finding one anywhere from the internet..

    EDIT: Slow Motion Shader could also help with this, But make sure it's Target is the Door.

    Greetings.xboxxxxd
     
  3. xboxxxxd

    xboxxxxd

    Joined:
    Jul 18, 2015
    Posts:
    14
    Also, if you use a Visual Movement Fading Shader, Make sure to put off texture on door Movement, and when it does not move, make it visible again, just a little improvements of my last reply..

    Greetings.xboxxxxd
     
  4. Apollo580

    Apollo580

    Joined:
    Jul 25, 2016
    Posts:
    14
    Thanks for the reply, but I'm going to animate the object in Maya LT. I guess my question is if I should model all parts that move separately so that it saves texture space and size.
     
  5. xboxxxxd

    xboxxxxd

    Joined:
    Jul 18, 2015
    Posts:
    14
    Well, Maya isnt really my flavor kind of Studio.. And no problem :)

    Greetings.xboxxxxd
     
  6. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
    137
    Bit late but hope this helps.

    Model the main door and parent the smaller parts to the main door. Unless you have a reason use a tileable wood texture and UV map the main body of the door to the tileable texture. Repeat this process for the small parts... But keep them all in the 0-1 UV region and it's OK to overlap the UVs. You can scale up/down the smaller UV island so they look correct relative to the main body of the door. Use the same material for all of the pieces. One tileable map, one material, for the entire door.

    The exception here is if your painting on the texture map then overlapping UVs will be an issue. But it's common to overlap UV layouts of repetitive parts in a model or share texture attributes.
     
    Apollo580 likes this.