Yesterday to see the next unity of Chengdu Openday, still have a lot of harvest, I have never been interested in such activities, but it seems to be more in the future to participate in a similar activity long insight.
The company intends to develop the 3d MMO hand tour, yesterday fun 123 happened to share their approximate process of making 3d MMO optimization, of course, only the model and shader optimization, the model for the first time they always have a conventional method, first built high-modulus, medium-mode, and low-modulus, and then use the low-modulus model to export the normal map, To achieve a good result, but they did not use this method, mainly because the building of high modulus and the middle model takes too much time, so that a model completion takes nearly one months; the second method is to directly build a low modulus, then draw the map, then export the normal map from the map, and then manually optimize the normal map, To achieve their desired effect, so that a model needs to be reduced to about 10 days (this should be a higher requirement for fine arts). Shader's optimization just said the next useless shaderforge, but used the standard shader, this is not much to say at present.
After going home to see the Unity3d official demo Angrybot model, before thinking about Angrybot, but its code is a mixture of C # and JS, not their favorite style, think better take this opportunity to transplant angrybot into their own framework, The previous framework only uploaded assetbundle, and I have been plagued by no upload models.
To get back to the Angrybot, Angrybot on the mobile side of the performance is good (in my mx2 very smooth), if you want to find an example of a model, figure 1-1 shows that the Angrybot player model should be a good demonstration.
Figure 1-1 Angrybot player model
More detailed data, may as well as I study through the Angrybot, the side transplant own frame, side test, in the record bar.
about how Unity makes MMO