#Sidewalk s UV is quite big from rest
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This is where the bleed happens I'm quite sure
Exactly!..... I've moved these vertices on this place and now its not happening
Thank you very much Boss... one last thing what should be the distance for this kind of issue
means in some cases UV's got stretched giving such distance then another problem occurs...
that UV got stretched
Hmm I don't know of any exact numbers
Mip maps halve the texture resolution every X distance according to some shader logic, plus mip map bias if the user has reduced texture resolution from their quality settings
Or minus, rather
You could run an edge loop though the middle of the curve lengthwise, and only stretch the asphalt-side UVs
Hmmmmm Ok.... Sir thank you very much for you time as I'm 3d Artist and not much have knowledge about unity but this issue is solved for now that's great. Next problem will be solved at its time... Thank you Sir.๐ โฃ๏ธ
Hi....
Hope so you are doing well Boss....
I've a little bit confusion can you help me about vertices count
I've downloaded this model from website but its vertex count is different in unity
This is unity screenshot here vertex count is different.
This scenario is before compression of this model in blender but after compression of these vertices in blender scenario varies.... as follows
The vertex counts across programs are rarely consistent, because there's multiple ways to count them
Maybe compression has something to do with it (though I haven't heard of that specifically altering vertex counts) but usually Blender counts split vertices as just one vertex, whereas Unity counts each one that's necessary for rendering
For example there can be only one UV coordinate per vertex, but an UV seam will require two or more, so Unity will count multiple vertices at those points
Same is true for normals / sharp edges, vertex colors, tangents, whatnot
Does Unity counts vertices based on triangles of meshes.???
No, it counts vertices, but vertices will have to be duplicated in these cases
Blender on the other hand only counts distinct verts even though under the hood those may be duplicated for the same reason
For Example a Simple cube in blender is of 8 vertices but in unity will it become 24 vertices as it is counting the tris....
It's not counting the triangles
A simple cube with sharp normals will require 4 vertices per side
With 6 sides that becomes 24
A smooth shaded cube on the other hand is just 8 vertices, if there are no UV seams
Okzz.... Means If we put seams on UV's on meshes in blender vertices remain same count but in unity it counts the seamed areas as separate areas??? Am I true?
Yes I believe so
It's important to know what data a vertex can hold, and when multiple vertices are required to represent a single corner
Mostly that means just normals and UV seams
Material slot is another common thing that causes it
Material references are per-vertex but they need to be rendered per-face, so the vertices between two materials need to be duplicated for each material
Also, you'll find that in scene vertex counts may go up a lot in many scenarios, for example lights may require a whole mesh to be rendered multiple times
Hmmm! sounds good as this concept is not available on youtube or google as I've searched this topic have you any idea about brief discription of this topic on internet or any other link regarding this?
But luckily geometry is cheap to render with modern hardware
And I think this is the reason that when we export an object from blender to unity we do'nt mark the edges sharp but when I export that model from unity to blender its edges marked sharped.
There's this thread
https://forum.unity.com/threads/normal-count-confusion.221762/ though it mostly just repeats what I spoke of
More information can be found in guides about 3D graphics rendering such as this
https://halisavakis.com/shaderquest-part-1-graphics-concepts/
Yes, that kinda reveals the operation Blender does under the hood to it ^^