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Question by oppg · Sep 11, 2013 at 05:36 PM · mobilenormalsvertexsubdivision

Vertex smoothing and relief/spec shader options for mobile tech

Hi all,

I have spent my career so far in commercial and film 3D art production. Now I am jumping in to 3D art for mobile games. I am spoiled by being able to add high detail on my meshes. Yes, I have used displacement, normal/bump mapping with that work. Never had to be as tri or poly number sensitive.

My questions for you all. I have created low poly characters and assets for the game. In zbrush did a high res detail sculpt off the base mesh, then out putted a normal map with xNormal and pumped that into the unity attaching it to the material. This is the shader that is attached to my material. http://wiki.unity3d.com/index.php?title=ReliefSpecular Right now I am still seeing tesselation. What is the best way to remove tesselation in low poly characters using normal maps and displacement/height maps?

If so, can it be rendered in a mobile game format? Can vertex sub div smoothing be rendered for mobile games? I found this example to computer vertex sub d smoothing. http://wiki.unity3d.com/index.php?title=MeshSmoother

Thank you all for reading and helping me figure this out!

Cheers, Greg

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