Unity supports textured 3D models from a variety of programs or sources. This short guide has been put together by games artists with developers at Unity to help you create Assets that work better and more efficiently in your Unity project.
Working to scale can be important for both lighting and physics simulation.
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.The method you use to construct objects can have a massive effect on the number of polygons, especially when not optimized. In this diagram, the same shape meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary has 156 triangles on the right and 726 on the left. 726 may not sound like a great deal of polygons, but if this is used 40 times in a level, you will really start to see the savings. A good rule of thumb is often to start simple and add detail where needed. It’s always easier to add polygons than take them away.
If you author your textures to a power of two (for example, 512x512 or 256x1024), the textures will be more efficient and won’t need rescaling at build time. You can use up to 4096x4096 pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary, but 2048x2048 is the highest available on many graphics cards and platforms.
Search online for expert advice on creating good textures, but some of these guidelines can help you get the most efficient results from your project:
Unity can use two types of files: saved 3D application files, and exported 3D formats. Which you decide to use can be quite important. For more information, see Model file formats.
2018–04–25 Page amended
2018–09–26 Page amended
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