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Modelling 3D objects?

Discussion in 'General Graphics' started by sojos1, Jun 16, 2015.

  1. sojos1

    sojos1

    Joined:
    Jun 16, 2015
    Posts:
    4
    Hi,

    I'm using 3dsmax for a long time for animations and images. Now I have to create some models for unity3d.

    What do I have to consider by creating models.

    how many polygons? low poly-modelling?
    the size of the textures?
    and so on...?

    thanks for help
     
  2. TwiiK

    TwiiK

    Joined:
    Oct 23, 2007
    Posts:
    1,729
    I'm sorry, but how do you animate and create images in 3ds max without creating 3d models?

    Depends on your game and target platform.

    Depends on your game and target platform.

    Depends on your game and target platform.

    The easiest way is to look at a game similar to what you want to make and make 3d models that are similar in "budget".
     
  3. sojos1

    sojos1

    Joined:
    Jun 16, 2015
    Posts:
    4
    That's very helpful :-(
    Sure, I create 3D-objects, but for images it's equal how many polygons there are (up to 1.000.000 polys per object are no problem). But these are too much for a game.

    I want to know what is better: e.g. one big object with every detail modeled or many small low poly objects with many high res textures, or what?

    The object I have to create is a military plane fully functional with the whole cockpit in high resolution. What is the best way to create for unity3D.

    The target system is the webplayer on a standard office pc and a android tablet.

    Thanks.
     
  4. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,381
    1. Model in Max.
    2. Export as FBX
    3. Drag into Unity
    4. Profit
    There is ample information on the internet about polycount guidelines but it is not something you can just say "Yeah, only use xx,xxx polygons for item Y" because you have to profile your game performance based on everything, not just polycounts. For instance if you made a plane with 50,000 polygons and had one in the game that would be fine. If you had 600 of them in the game that would be bad. (This is a rhetorical and hypothetical example, not an attempt to assess a proper performance profile for your game.)

    Yet if you had really great LOD and occlusion culling then 600 planes at 50k poly might be fine, it all depends, are you targeting PC? Well, maybe you could have 1500 of those planes! Mobile? More like 100.

    Again, there is no answer for your question. You have to profile your game and go from there. General guidelines for polycounts can be found by googling.
     
  5. sojos1

    sojos1

    Joined:
    Jun 16, 2015
    Posts:
    4
    ok, thanks.
     
  6. antislash

    antislash

    Joined:
    Apr 23, 2015
    Posts:
    646
    hello, ouch ! i suggest you learn quickly how to bake normals if you haven't yet
    texture size is not a problem , work with detailed textures first , then you can reduce them in PS, you will learn quickly wich size fits your need.
    cheers