Unity3d-Notice on creating an artist model [go to http://blog.csdn.net/tanmengwen/article/details/8735889]

Source: Internet
Author: User

Install the plug-in 3dsmax2010 and import the fbx type to unity3d. By default, 3dsmax8 can be directly integrated with U3D and automatically converted to fbx objects.

1. Area Number Control

In the MAX software, the number of faces of a single game object cannot exceed 65000 triangles, that is, 32500 polygon poly. If the number of objects exceeds this limit, this requires us to reasonably distribute the polygon and the number of models.

Open the max scenario and select file/properties/Summary info to open the file property record.

Faces shows the actual quantity of each object. The number of model faces is small, and the number of individual faces cannot exceed 65000.

Models with special effects need to be created separately, and the object names must be unified (sanlou_yanhuiting_jingzi or sanlouyanhuitingjingzi), but they cannot be repeated. Otherwise, the integrated model will be overwritten, causing unnecessary trouble for later work.

2. Modeling Control

The unity3d software supports line rendering and edited models. Most models rely on polygon. On the surface of the model, you can recognize more quadrilateral surfaces, but do not render staggered surfaces.

By default, the U3D engine does not recognize double-sided materials unless the plant material ball nature type is used.

Therefore, if you want to see the model on both sides of a window, guardrail, and other objects, you need to create a thickness, or copy the normal of one of the two sides.

3. File placement

The model can inherit the material of Max, but the file settings should be put as follows

Create an object folder in the assets folder of the project.

And create the materials and texture folders (the material balls and textures are automatically stored respectively ).

Model objects are stored in the object folder.

Do not disrupt this pattern; otherwise, the entire system logic will be broken.

4. Material Quantity Control

The default standard material must be assigned to the object material. Special materials must be adjusted (glass, mirror, etc.), and transparent materials must be provided to both sides.

If an object is given a material ball, unity3d has no limit on the number of materials and textures.

If an object is given multiple material balls, we need to use multi/subobject. However, the number of such listed material balls is not strictly controlled, but we try to keep it within 10, too many errors may occur.

If you do not use the multi/subobject material ball, you can also select some surfaces and then give a material ball. In this way, the system will automatically convert it to the Multi/subobject material.

In general, the unity3d software is very compatible with materials.

5. Texture of Objects

Diffuse

Diffuse bumped

Bumped specular

These three types are common types, where bumped needs to add a normal texture to implement the concave and convex.

Decal

This material is equivalent to the mask type. You can paste the decal (rgba) image with an alpha channel to form the effect of overlapping the original image.

Diffuse detail

This material can create the effects of stains and scratches, that is, equivalent to the blend hybrid material.

Reflective

Various types can create metal reflection effects, and you need to add a cubmap texture.

Transparent

Various types can create transparent effects, and channel textures with Alpha need to be added.

Note: If you want to make a glass texture, if Alpha is gray or black (that is, full transparency is required), Alpha will become invalid. If it is transparent, the material Alpha must have at least 1 pixel white.

Nature

Among them, the soft occlusion leaves type is mainly applied to the leaf material of slices.

6. object size

By default, the unit of U3D system is 1 to 1 meter and 1 to software. If we make the image according to the actual size ratio, the imported U3D engine will automatically become 1% of the original size.

By default, the value of Scale Factor in fbximporter of U3D is 0.01.

We can restore the value of scale factor to 1, but this will occupy model resources and consume physical cache.

We can also select this object from hierarchy and scale it up by 100 times. This setting has many advantages and can also be used to create animations using scripts.

7. About Replication

In the lighting layout of a scenario, duplicate Model objects can be associated and copied using the system Prefab. This allows you to change a parameter while changing the attributes of all associated objects.

8. Mountain Control

After creating a mountain, select Terrain/set resolution to set the mountain size and attributes.

Note that the terrain width and Terrain Height are 1000 meters by default. If this value is set to be too small, an offset is generated when the grass is drawn, because the size of the grass must be reduced to 0.1.

That is to say, the mountains produce a 0.1 deviation when processing 0.01 units. If the model is too small, this deviation is obvious, so we recommend that you do not make the model too small.

9. Halo Control

Halo, also known as lens flare, is the light effect.

You can select a gameobject to be given to component/rendering/lens flare, and add a standard assets/Light Flares/50mm zoom project to flare. This will generate a halo after running.

However, sometimes the halo is too far and too high to be seen.

One way is to close the halo, and the other is to increase the far clip plane value of all cameras in camera.

10. Camera Control

If there are multiple cameras in the scenario, you need to set the depth value in the camera attribute to determine the camera displayed at the first open time. The larger the value, the higher the camera priority.

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