Thanks for the link. I'm not sure how to apply that in Unity though. Here is my progress so far: Triangle count seems a bit high, especially on the anchor chain. Anchor with its cable is at about 10k triangles so far.
ah, thanks so much! I've got it exported and displaying properly in Unity now (using it as a work around for the resource-hogging anti-aliasing). For some reason it didn't occur to me to paint it like a grey scale alpha map.
Occlusion culling will be your Friend on something like that in Unity...your total ship may be 370k+ tris, but once you intelligently break up your model to make maximum use of occlusion culling, will make a massive difference. Whisky
Don't forget too that you can use the Texture Importer in Unity to convert to a cubemap http://docs.unity3d.com/Manual/class-TextureImporter.html It says you can import a cubecross layout, but I haven't tried that so not sure how that works.
- awww. I got this :D . Thanks you :D . - One more question: When export from maya to unity or something to make a game. Obj can carries all the animation ? or should I export to other file types ?
Feature request. It would be awesome to have a texture size display slider like in Unity. I can load in a 4k map, but then easily check what it looks like on the lower resolutions without having to resize and save over and over.
Hey man, I was just planning on making this exact same thing in unity (ASE). I think I know how to go about it, but what I want to know is are you calculating curvature in realtime or have an input map for that?
Yeah Max is a bit quirky with showing VC channels, and UV channels too. I'm using vertex paint a lot in Unity right now, and it's so much easier to use, especially with quick custom shaders via Shader Forge.
Alot of polycounters start from the buttocks. If your learning 3d just start following basic modelling tutorials. If you want to make games download Unity or Unreal Engine and start following the thousands of tutorials available in their communities or on youtube.
Also it depends on the engine, but some count every seperate pieces of geometry as a draw call, I know unity use to do that, I don't know if it does currently. You can always model seperate and merge later as well.