I'm trying to figure out how to make a decent tessellated shader in Unity. I made a crate in Zbrush:
and imported a high poly version into Unity to make sure I could get the look I was after:
But at 27K verts it's completely impractical. I've made a few attempts at tessellated shaders, but they always seem to explode at the hard edges. I'm guessing that Unity is splitting these edges and is displacing them along the normals which is causing the problem.
Is there any way I can prevent this from happening?, Also, what is the best method of generating displacement maps. The maps I generate in Zbrush don't seem to displace verts properly (IE. moving verts too much in areas that should not move and vice versa). Thanks.
Replies
To fix the split edges I had to preprocess the mesh in a c# script that found verts with duplicate locations and had them share normals and uv coordinates. This obviously screwed up the textures, but I think it's possible to do this with two identical uvs (one for diffuse, one for vertex displacement), but I'm not sure how that affects lightmaps.
This is why I was trying out the vector displacement maps. My results were mixed at best.