Details and optimization of models and textures

Source: Internet
Author: User

Details and optimization of models and textures

(Mobile Development)

1. For static objects, control the number of grids, which is generally below 500. Do not add animation components.

2. The question map should not exceed 1024. Different models. If possible, use a texture, a material ball, and a grid. Texture splicing helps improve rendering efficiency.

3. For dynamic objects, such as the main character and enemy, try to control the surface.

4. For texture format, if Alpha channel is required, png or tga format can be used. If not, jpg can be used for convenient compression. Mipmap can improve efficiency.

5. Try to draw UV in 0 ~ In this way, UV conversion is not required during import.

6. A plane can be used to solve the background in the distance.

7. Combine the mesh, texture, material ball, and share the animation.

8. each role tries its best to use a Skinned Mesh Renderer. This is because when the role has only one Skinned Mesh Renderer, Unity uses the visibility pruning and surround body update methods to optimize the role's movement, this optimization is only enabled when the role contains only one Skinned Mesh Renderer. Generally, the number of sides of a role should not exceed 1500, the number of bones should be less than 30, and the number of Material roles is generally 1 ~ 2 is the best.

9. you can delete unnecessary faces in a scenario. When creating a model, you do not need to create models that are invisible. You can also delete invisible faces to improve texture utilization and reduce the number of faces in the scenario, to speed up interaction scenarios. Such as the bottom of the Box and the back of the wall object.

10. When the model is imported in max, set the system unit for the unit.

11. Keep the distance between the model surface and the surface. The recommended minimum interval is 1/2000 of the maximum scale of the current scenario. For example, the distance between the surface and the surface of an object should not be less than 2mm in the inner scene of the production room; when the length (or width) of the production scene is 1km, the distance between the surface and the surface of an object must be no less than 20 cm. If the surface of an object is too close to the surface, the two sides will flash alternately. The common, missed, and negative aspects are not allowed between the model and the model. Invisible aspects must be deleted. At the initial stage of modeling, you must check the common surface, missed surface, and negative side, which causes the model to flash in the scenario.

12. Try to copy objects that can be copied. If an object with 1000 faces is copied out after being baked, the resources consumed are basically the same as the resources consumed by an object.

13. It is best to use Editable Poly for modeling. This modeling method will not produce triangle surface during baking. If Editable Mesh is used, Triangle surface may occur during final baking ..

 

14. Animation of static objects, such as the fountain, can be animated with textures instead of controlled with scripts.

15. To increase the realism of a building model, you can add a reflection material graph at the same time.

16. When it rains, the ground can be used to add the normal map sequence frame image to the material ball for playback.

17. On mobile platforms, it is better to limit the number of model vertices to less than 100000. On PC platforms, it is better to control the number of model vertices to a few millions.

18. Reduce the number of UV seams and hard edges of the model.

19. Merge multiple models using the same material Ball. If not the same material ball is used, merge meaningless. This reduces the number of Draw cballs. Generally, it is better to control the number of mobile phone platforms within several hundred times (200 times), and PC control over several thousand times (3000 times). Of course, hardware upgrade is also said.

20. Minimize the number of model bones

21. Avoid using IK Animation

22. Compress the texture as much as possible. If not, set the texture to 16 bits instead of 32 bits.

23 Use the MipMaps function for textures whenever possible, unless pasters are engaged in rendering, such as UI or 2D games.

24. If appropriate, the Shader of Mobile or unregister is preferred.

25. Hide models that do not need to work to reduce CPU consumption

26. Fog will have a great impact on performance

27. Minimize the use of pixel light, shadow, and reflection, which may render the model multiple times, increasing the CPU burden.

28. Use LightMap whenever possible

29. On the mobile phone platform, the Shader with transparent effects will have a great impact on the performance.

 

Details and optimization of models and textures

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