|09-13-2012, 08:40 PM||#1|
Coeur d'Alene, USA
Join Date: Aug 2012
Webplayer Game_Material Optimization?
To preface, we're working on a webplayer based game using Unity 3d.
We're looking to reduce our material file sizes for our game by combining some of the material files used by our larger buildings.
One of the ideas we've tossed around is adding more polys to the building sides, setting them up in a grid fassion, and then overlaying their UVs
so that we can use a single, small, tilable material for all similar wall sections.
This of course brings up the question, what is ultimatley more taxing?
Half the amount of materials with twice as many polys verses twice the amount of materials with half as many polys?
Those aren't accurate numbers of course, but it illustrates the trade we're trying to decide on.
So before I go and change our base mesh, re-UV, and retexture our buildings, what have you found to be the best method?
Also, does anybody have experience making texture atlases for Unity?
Thank you very much!
|09-13-2012, 08:40 PM||#2|
Join Date: Sep 2003
Thread automatically closed
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
|Thread Closed share thread|