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Hey guys :D
When creating my own floating island, I ran into two big problems. (I created my terrain in blender, but I have more Unity specific questions...)
What would be a good way to paint my mesh? When I unwrap it, the UV-map for this mesh shouldn't be gigantic right? What would be a good approach to it, so Unity can handle it?
How can I use the collider for this big island? I learned in the lessons of Unity to use small colliders, so the 40'000 face mesh collider would be too much I guess? Do I have to somehow 'cut' the island into pieces and use 40 times a 1'000 face mesh collider?
If you have any other ideas to efficiently create a floating island, please let me know :)
Answer by toddisarockstar · Mar 09, 2017 at 01:44 AM
size/scale has nothing to do with proficiency. A box that it big is just as easy to render as a box that is small. its the number of faces / triangles that can slow you down. Also, amount of total pixels in all the textures that are sent to the video card is important.
also it shouldn't matter if you have 1 object with 10 faces or 10 objects with 1 face each. its all about what is sent to the video card for rendering!
so with your island hopefully you used as little as needed. as far as the collider, if you feel there are more faces than what you need, you could always create a secondary island object in your modeling program that has less detail than the acuall island. you would import it into unity and turn off the renderer to make it transparent so you only be using the more simple collider generated by the second island. and turn of the collider to the actuall island.
that way you would have a seperate mesh thats eaisier for the physics engine and collisions if there are small details in your island that might not matter to player movement. this would also give you an oportunity to eliminate collider faces for anything that might not get collided with like treetops or whatever.
as far as the paint. unity does have a terrain builder with paint options but if you made the island with blender you should pry paint it there too before you export. it's easier to do in a modeling program
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