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Which one in Optimized "Single UVW Map" or "Multi-subobject material"??

Discussion in 'General Graphics' started by Vansh-Bingo, Feb 4, 2015.

  1. Vansh-Bingo

    Vansh-Bingo

    Joined:
    Feb 4, 2015
    Posts:
    2
    I am developing a game in Unity 3d and using 3D Max for my weapons and character modeling. Which one is a best way "Creating a multi sub-object material in 3d Max " or "Creating a single UVW Map " . I observed that when i used multi Sub-object material in 3d Max and imported that object , the statistics is showing 3 Draw calls as there were 3 material slots. And when i imported a model and applied UVW Map on that object, here in Unity it shows 1 draw calls. Which one is optimized way ? Are draw calls affect frame rate of the Game??
     
  2. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    Single UV Maps are the way to go.

    Less Draw Calls = Less the Grahpics card has to "Draw" in the game, therefore better performance overall.
    It's very important to get as low as you possible can whatsoever on Draw Calls. You can't
    go wrong with lower Draw Calls. Especially for Mobile devices, optimize literally every single thing.
     
    Vansh-Bingo likes this.
  3. Vansh-Bingo

    Vansh-Bingo

    Joined:
    Feb 4, 2015
    Posts:
    2
    Thanks for your reply. I also want to ask that most of the time , specially when object do not have many polygons, most of the area goes useless..Like in this image.. So in this problem what should i do??
     

    Attached Files:

  4. Deon-Cadme

    Deon-Cadme

    Joined:
    Sep 10, 2013
    Posts:
    288
    @Vansh Bingo - It would be a bit easier if you showed the whole model...

    In general, something like a brick walls tend to use a simple tile.You draw the brick wall within a square shaped area of the texture. The brick image must be repeatable. Then map the UV:s (vertices) on the wall so that all of them fall within this area of the texture. This allows you to drastically cut down the texture size.

    We can use Minecraft as a simplified example because the basics of the technique is easier to see in that game



    Can you see how the texture for the rocks, dirt etc is repeating itself?



    This is what the texture looks like... every quad in the terrain that is made up of dirt will use that small dirt texture in the top left corner.

    Minecraft relies on cube shapes to model all of the terrain but professional artists use the same trick... take a sword blade as an example. Why texture each side when you can split the blade in two halves, map them to the same UV area and then only draw one side for the blade that appear on both sides.