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Vertice count is higher than it should be whats happening?
i recently finished making a map on blender 3 and it stands at 200k vertices's on blender so i imported the map in a fbx file to unity and placed it in the scene for some reason when i point my camera in a section of the map it will show form 500k to 1 million vertices's when my map is 200k vertices's i really dont know whats going on i dont have any tessellation on can someone pls help here are some pics
[1]: /storage/temp/96094-screenshot-398.png
First, hard edges quadrupel the vertices (one vertex for each normal necessary to face orthogonal to each adjacent face).
Second, blender might use optimizations on how many vertices are actually necessary for a geometry to be complete (like multi use of the same vertex on non quads)
Answer by elenzil · Jun 17, 2017 at 07:26 PM
hm.
it might be duplicating vertices to handle texture-mapping.
you could try chopping it down to just a tiny section that shows the issue and uploading that.
Answer by tanoshimi · Jun 17, 2017 at 07:48 PM
Blender stats are telling you how many vertices are in the geometry. Unity stats are telling you how many vertices have been processed.
In any lighting model other than the absolute simplest of an unlit scene, vertices are generally processed by more than one shader pass - in a forward rendering mode, each pixel light in your scene will generate an additional pass for the objects affected, and this will be included in the Unity figure.
Try adjusting the material to a simpler one, or changing lights in your scene and you'll see the figure vary.
Answer by numberkruncher · Jun 17, 2017 at 11:20 PM
In Blender if you have a sharp edged cube; chances are you have just got 8 vertices.
Import that into Unity and you got yourself 24 vertices because the sharp edges have to be split to retain the sharpness when rendering in your game.
Splits in the UV space will also cause vertices to be separated since in Unity each vertex has only got 1 UV coordinate, 1 position, 1 normal, 1 vertex color, etc. In cases where a vertex needs to have multiple values (per face) it is necessary for them to be split.
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