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lightmax7
08-26-2013, 06:52 AM
Hey All,

I'm working on a medical simulation for Unity3d.
I have modeled about half of the geometry I need and did a frozen test of the sub-patched model. It was over 3.5 million polygons! My final model will be like 9 million!

Unity has a limitation that each layer in a model be no more than 65k polygons.

Is there a tool or plug in that I could use on my subpatched model to reduce polys to a specific amount? or should I just use "reduce polygons+" to be under the limited level?

Do you have any other suggestions?

Thanks

Nicolas Jordan
08-26-2013, 07:03 AM
The reduce polygon tool in Modo alllows you to enter a target number of polys. You can also use falloffs in Modo to control where you want polygons reduced. If you don't have Modo already you may want to download the free trial and use it.

lightmax7
08-26-2013, 07:41 AM
Thanks for that, but I need something more long term and inexpensive.

any more Ideas for making low poly models from sub-patches?

Emmanuel
08-26-2013, 08:36 AM
Quemmloss, decimate, simplify object. Iirc they to allow a target polygon number. Your wokflow seems broken, btw.

allabulle
08-26-2013, 08:37 AM
Have you tried Blender's re-topology tools? That could be useful if re-topology is an option workflow wise.

RayO3D
08-26-2013, 08:42 AM
You could try using qemLOSS3 (https://www.lightwave3d.com/assets/plugins/entry/qemloss3/) to get your objects down to something Unity can use a little more effectively. I have used it in the past and its a pretty good tool. A friend of mine that actually introduced me to it advised that instead of jumping straight to your target poly count to instead go in steps so you can better control and see what happens to your object at each phase.

For example, I would take my object and reduce it by like 80% each time until I got in the range of what I was looking for on the final count. There are some tricks you can do to help guide it along on where you want seams to remain (using UV maps or different surfaces to create borders). The main thing to remember is that it is pretty arbitrary so you want to look at some of these options to help it along. Otherwise it pretty much indiscriminately will start eating polys and (especially if you are looking to animate an object) may not get you a result you are happy with.

Another thing that you could look at is making a copy of your model and freezing it at a lower SubD and then maybe removing some additional polys if needed. If you still need some of the visual detail from your higher res model, you can look at using the Normal Map (https://www.lightwave3d.com/assets/plugins/entry/normal-maps/) plugin (this actually leads to a very handy page (http://amber.rc.arizona.edu/lw/normalmaps.html) that goes into detail about the process) to create normal maps from LW.

Personally, when I have been building models for Unity, I have been creating my low-res model first and either using second process I mentioned or ZBrush to create my higher-res models and getting normal maps for the additional detail. QemLOSS is a great tool but I like being able to control my poly count when creating and then working with a higher resolution model after the fact. That way I don't have to worry about UV Maps getting messed up, a poly flow that will not work, or (and this is what happened to me most often) something getting beat up on the reduction that I miss some how and don't notice until further down the road and it becomes a pain to fix.

I haven't used the NormalMapCreate plugin in a while but as far as I know it is still functioning in 11. I think I used it in 10 a couple of times and it was working then but I honestly can't remember. Mainly, I wanted to mention them so you had a couple of free plugins out there that should work for you.

ConjureBunny
08-26-2013, 09:18 AM
Hi,

Use the Quemmloss tool, and bring it down as much as you can. Break it into multiple layers if necessary, if you honestly need that much resolution.
Then, in Unity, for the FBX import, set it to calculate normals and give it an angle of about 92. Your model will look perfect.

-Chilton

lightmax7
08-26-2013, 10:03 AM
Great! Thanks for all the replies! I will look into the Quemmloss tool!

Much appreciated!

GraphXs
08-27-2013, 08:07 AM
There is also plg simplify mesh plugin...does a good job of reducing polys.

MarcusM
08-27-2013, 09:13 AM
Hey All,

I'm working on a medical simulation for Unity3d.
I have modeled about half of the geometry I need and did a frozen test of the sub-patched model. It was over 3.5 million polygons! My final model will be like 9 million!

Unity has a limitation that each layer in a model be no more than 65k polygons.

Is there a tool or plug in that I could use on my subpatched model to reduce polys to a specific amount? or should I just use "reduce polygons+" to be under the limited level?

Do you have any other suggestions?

Thanks

You can put your model to Unity. Now it automaticly divide on smaller objects. In older Unity version it was problem.
But still 9 million polygons is much ;p

daforum
08-27-2013, 09:39 AM
There is also plg simplify mesh plugin...does a good job of reducing polys.

Does that work on a Mac?
I've got a script version of mergetrigonsX and it works really well.

GraphXs
08-27-2013, 08:13 PM
https://www.lightwave3d.com/assets/plugins/entry/plg-tools/

daforum
09-02-2013, 04:42 AM
Thanks for the link GraphXs :thumbsup:

chikega
09-02-2013, 09:58 PM
How many polygons is your model before you subpatch?

Mesh Poly Reduce in Blender3d: http://answers.unity3d.com/questions/27447/how-can-reduce-the-poly-count.html

I found this thread in the Unity Forum: http://answers.unity3d.com/questions/27447/how-can-reduce-the-poly-count.html