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Newbie questions

Discussion in 'Editor & General Support' started by Lui14, Apr 29, 2014.

  1. Lui14

    Lui14

    Joined:
    Jan 31, 2014
    Posts:
    12
    Hi everybody,
    I just started to create games and I have some questions about the games performances.
    I understand that I must use low polygon models to add details in the normal map.
    Usually how much is the maximum number of polygon that can I insert in the map?
    When I create a normal map is there some device that I can follow? Or can I do what I want without any problems with performances?
     
  2. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    10K per character up to 4 characters on screen at one time and a total number of polygons in the game to not exceed 150K is the best with current common HW. There is help in the Unity Help pages if you take a look.
     
  3. jRocket

    jRocket

    Joined:
    Jul 12, 2012
    Posts:
    687
    It depends on your target hardware and how much of whatever object you're making is going on-screen. Gaming PC's can push almost anything you can throw at them, but mobile hardware is much more limited.

    That doesn't even make sense.
     
  4. Lui14

    Lui14

    Joined:
    Jan 31, 2014
    Posts:
    12
    Thank you for the replies :D


    I create a models and then I use mudbox and I sculpt it. In this way but the number of polygons raise very much, so I create a normal map that I use in unity to apply it on the original model that is a low poly. Is it correct? Or it make performance problem if I don't pay attention to something? I Just started to do this so I' m very ignorant
     
  5. goat

    goat

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    Aug 24, 2009
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    You need to retopologize / decimate in Maya, Maya LT, MAX, or Blender, take your pick. Create your textures before you do that and recreate you UVs after you do that is how it's done. However you need to do a good retopo / decimate job to keep the low poly version from becoming a mess. Alternatively, you could poly model and sculpt just bits of detail (e.g. the philtrum, the hair shape) using subdivision surfaces to create the high detailed UVs textures and then export without subdivision surfaces.
     
    Last edited: Apr 29, 2014
  6. Lui14

    Lui14

    Joined:
    Jan 31, 2014
    Posts:
    12
    Thank you so much, now all is right. If I want to create a character that user can costumize by choosing clothes, which is the right way?
     
  7. Suddoha

    Suddoha

    Joined:
    Nov 9, 2013
    Posts:
    2,824
    If the closes have the same model, you can simply change textures or the material, otherwise you can exchange the whole cloth mesh.
     
  8. Lui14

    Lui14

    Joined:
    Jan 31, 2014
    Posts:
    12
    I want to use different model for the clothes, so as to be more different between each other.
    How can I change mesh without affect on the character's animations?