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Optimization in Unity via Deleting UV Shells with Matcap shaders

polycounter lvl 12
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jengy polycounter lvl 12
Hi guys, I have a question for you!

Often I'm checking out my HUD stats in Maya, particularly the UV stat, which is more or less the poly count you get in Unity when importing meshes.

I recently discovered the ability to delete individual UVs in in the Maya UV Editor (quite by accident--I use my UV Editor to make otherwise difficult face selection easier sometimes). I knew about deleting UV sets but for some reason never wondered about deleting UVs or not having UVs at all.

When you select UVs in the UV editor and hit "delete", the mesh data isn't deleted, just the UV shells. 
So here's my question.

Question:
If I am using purely matcap shaders (which don't rely on UVs) or I have supporting geometry that doesn't need to be mapped well, does deleting my UVs in Maya translate to a lower UV count in Unity, or have some otherwise meaningful savings?

Is this a great way to have some vert/UV savings when using matcap?
I guess another thing to note is that matcap seems to require a higher polycount if the mesh is ONLY matcap, and not normal mapped too (which looks awesome). Which would increase the vert count anyhoo, if you went that route.

Thank you for your brains.
-j

Replies

  • Eric Chadwick
    Depends how Unity loads the model, whether it tosses a UV on there automatically. You can easily check the vert count in the Inspector. Do a test, compare a cube with and without UVs.

    Matcap is old school, it uses spherical environment mapping, so it depends on the vertex normals of the model. If you have less verts, the result is more "linear" looking.
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