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memory consumption vs. quality
Hi guys, I have a doubt. What better workflow? Noting memory consumption vs. quality. I have a wall, and I'm wondering if I separate it into modules, I bake in Max and I export them, which leads to a greater number of materials and textures. Or if you keep it together in a single mesh and do bake in Unity. I hope I have been clear.
Answer by melonman · May 16, 2012 at 01:46 PM
It really depends on what your going for.
If the resolution and texture detail doesn't matter that much then combine the wall as one piece however if it does why not split the wall up modularly and add a tiling texture to the lot.
You could add further detail using decals and vertex paints.
Or use seperate textures that are very but are still tileable and use one material for the lot. This allows for variation but is still relatively optimal.
Then bake in unity as unity has some really good lightmapping capability's now with beast lightmapper. The whole scene with objects in etc will now create a unique blend of lightmap that will tie your scene together nicely.
That's how most developers seem to go about building levels now.
Thanks $$anonymous$$arl, I have made the lightmap in Unity, I think the very good result, but I always try to test new options for optimizing the maximum my scene. I have used a unique texture and a unique material for the walls, do not use vertex paint or any variation, it is architectural project and the customers like everything clean. $$anonymous$$aterials separated by the scene, found it easier and from what I understand the Unity Children Combine applies when objects have the same material I right? Here is a short video I made of my scene, she was left with 80 $$anonymous$$b for the web, and 223 $$anonymous$$b for PC.
http://dl.dropbox.com/u/16366319/CasaPiscinaFinal/WebPlayer/WebPlayer.html
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