#Sidewalk s UV is quite big from rest

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sturdy sapphire
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I mean

gray plover
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they are overhere

sturdy sapphire
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This is where the bleed happens I'm quite sure

gray plover
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Exactly!..... I've moved these vertices on this place and now its not happening

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Thank you very much Boss... one last thing what should be the distance for this kind of issue

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means in some cases UV's got stretched giving such distance then another problem occurs...

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that UV got stretched

sturdy sapphire
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Or minus, rather

sturdy sapphire
gray plover
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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.๐Ÿ˜‡ โฃ๏ธ

gray plover
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Hi....

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Hope so you are doing well Boss....

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I've a little bit confusion can you help me about vertices count

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I've downloaded this model from website but its vertex count is different in unity

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This is unity screenshot here vertex count is different.

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This scenario is before compression of this model in blender but after compression of these vertices in blender scenario varies.... as follows

sturdy sapphire
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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

gray plover
sturdy sapphire
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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

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Same is true for normals / sharp edges, vertex colors, tangents, whatnot

gray plover
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Does Unity counts vertices based on triangles of meshes.???

sturdy sapphire
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No, it counts vertices, but vertices will have to be duplicated in these cases

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Blender on the other hand only counts distinct verts even though under the hood those may be duplicated for the same reason

gray plover
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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....

sturdy sapphire
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It's not counting the triangles

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A simple cube with sharp normals will require 4 vertices per side

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With 6 sides that becomes 24

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A smooth shaded cube on the other hand is just 8 vertices, if there are no UV seams

gray plover
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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?

sturdy sapphire
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Yes I believe so

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It's important to know what data a vertex can hold, and when multiple vertices are required to represent a single corner

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Mostly that means just normals and UV seams

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Material slot is another common thing that causes it

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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

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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

gray plover
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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?

sturdy sapphire
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But luckily geometry is cheap to render with modern hardware

gray plover
# sturdy sapphire With 6 sides that becomes 24

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.

sturdy sapphire
sturdy sapphire