“This is the 15th day of my participation in the Gwen Challenge in November. Check out the details: The Last Gwen Challenge in 2021.”

👉 About the author

As we all know, life is a long process of constantly overcoming difficulties and reflecting on progress. In this process, there will be a lot of questions and thoughts about life, so I decided to share my thoughts, experiences and stories to find resonance!!

Focus on Android/Unity and various game development tips, as well as various resource sharing (websites, tools, materials, source code, games, etc.)

Welcome to pay attention to the public account [Mr. Empty name] for more resources and communication!

👉 premise

This is a continuation of the Unity performance Optimization series. A 3D game, the model is everywhere. If you do not deal with it well in the early stage, and then try to optimize the model in the later stage, not only may affect the process of the whole project team, let alone you who make the model, the kind of crazy sour feeling can also make you collapse. So do in accordance with the norms, become a top priority.

👉 Practice

Before we start, we need to understand the process of model making: original drawing – low model hand-drawing – high model making – topology low model -UV splitting – baking map -SP drawing material – rendering.

  • Original drawing: The art will sketch the model and draw the final drawing, as well as the decomposition of the model (concept drawing)
  • Low-form hand-drawing: Modelers restore 3D models from drawings, which are usually rough.
  • High mold making: to carve and optimize the details of the low mold, and then produce a model with many details and high faces.
  • Topology low mode: High mode in the engine and development is very difficult, so the topology low mode, to meet the requirements of the engine low mode, but also to project the details of the high mode on the low mode, as low as possible and as far as possible the ultimate effect, to achieve a balance.
  • UV split: The UV of the 3D model is split into a plane for easy mapping.
  • Bake map: The purpose is to record the normal information on the object’s high model as completely as possible.
  • SP material: paste all kinds of baked pictures on the low mold, adjust the material parameters and other details, to present a more realistic effect.

These processes involve multiple positions, and there will inevitably be communication problems if many people cooperate. If something goes wrong, the specific person in charge can be found, but it is easy to kick the ball when you want to optimize the task further. You give me your reasons, AND I’ll give me mine.

Therefore, it is necessary to have norms in the process (norms are references, not absolutes; there are exceptions). This article is our main exploration

😜 one, unified units, positioning standards

There are many objects in the scene, so the model must unify the reference objects and the proportion should be correct. It is not only comfortable to look at, but also unified even after the program controls the scaling. The unified unit is the meter ****

😜 2. Model specification

  • 1. The center at the bottom of the model should be the origin. The center of the object is suggested to be the axis. Minimize invisible parts of the model below the ground (e.g. rocks, half above the ground, half below the ground, invisible to the player, but still costing performance)
  • 2. Surface number control. Mobile terminal 300-1800 is a good choice, PC terminal 1500-5000. The invisible back of the model is simplified or even deleted as much as possible. The recommended number of screens on a mobile phone is less than 50,000, and that on a PC is 200,000. Keep the bone count below 50
  • 3. Try to copy as many objects as possible. One object can be copied out of 100, which is basically equivalent to the resource consumption of one object.

😜 3. Texture material

  • 1.Unity has good support for standard and Multi/ sub-objiect
  • 2.Unity map size is 2 to the power of N and it is recommended that the maximum size is 1024*1024.
  • 3. Maps cannot be named in Chinese and cannot have the same name. The name must be the object ID for easy searching. Use a texture ball for the same map.
  • 4. Maps with Alpha channel should be stored in TGA or PNG format. It is recommended to add a suffix, such as _al.
  • 5. Do not use double-sided materials unless necessary

😜 4. Naming conventions

  • 1. Try to use English, not the same name
  • 2. Keep the object name, material ball name, and texture name the same
  • 3. It is easy to distinguish and can add the abbreviation suffix (_HC: flowers and plants _SM: trees _Jz: buildings _gw: monsters)

👉 other

📢 author: Kom and Kom in Kom

📢 reprint instructions – be sure to specify the source: Zhim Granular’s personal home page – column – Nuggets (juejin. Cn)

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