![]() ![]() Hopefully this at least gave you some tips on how to begin. Optimizing is not an exact science/technique. The meshes are complex enough that I could have likely improved this a lot. Looking at this I suspect I could have been far more aggressive with the LOD settings and had it reduce these groups a lot more. This way when it is really close up it'll show you good detail and as you get further away it will swap in less and less detailed meshes to improve performance.īEFORE ANY OPTIMIZATION: (65,534 + 65,534 + 64346) = 195,414 Triangles ![]() That shows how unity will swap the LOD meshes depending upon distance the object is from the camera. For now I want to focus on optimizing for performance. I may look into that at the end of this tutorial. Without a double sided shader when you are at different angles parts of the hair are invisible. Keep in mind the hair is not perfect, for it to look really correct we need a double sided shader. I am going to zoom in close for this part. ![]() Let's take a look at what these LOD groups did. You can't really see it in this case but that makes the scalp line more natural and removes the black skull cap like look if you look at where the hair meets the flesh. I am going to go ahead and set the 12_PaisleyScalp material to FADE instead of OPAQUE. At the moment visually the hair looks identical to what it did before. Now there are three LOD groups which will swap in different models depending upon distance from the camera. Next I'm going to go ahead and tell it to Create LOD levels and use LODGroup ( which is the Unity built in LOD system). I am going to repeat the steps for the other two hair parts.īEFORE: 65,534 Triangles, AFTER: 40,027 TrianglesīEFORE: 64,346 Triangles, AFTER: 47,023 Triangles Now I am going to try the "Simplify Mesh" option. The first thing I am going to do is "Merge child meshes".Īt this point they all seem to be using the same materials and such still. I need to import Simple LOD into the project so I can try using it's numerous features to improve this. Ideally we will want these set to Fade, but we'll worry about that later. There appear to be two materials for the hair. It looks like this imported with three different meshes for the hair. This is not ideal, but at least it get's rid of the white ghostly eyes look. I also moved the camera in closer so I could see it in the game view as close as possible with better lighting and such.įor the quick fix to the eyes I simply dragged the eye texture onto the EyeMoisture material. I dragged the Bethany model into the Hierarchy and rotated her 180 degrees on the Y axis so she is facing the camera. I set the Bethany model to Humanoid and applied those settings. I dragged the exported Bethany FBX onto that folder. In unity I created a Bethany folder under the Assets section. I am writing this tutorial as I try it out. I may also try some other optimization techniques. This tutorial is focusing exclusively on optimizing hair using Simple LOD. Daz studio hair tutorial full#I will also not be going through the full PBR setup as was done in the previous tutorial. Getting all of that lower is the goal of this particular tutorial. Unlike the PBR example before I am telling it to Embed Textures into the exported FBX to speed up the material setup inside of Unity.Īlso make note the Paisley hair is listed as 131,925 vertices, and 97,707 Polygons. Then export the character under the File menu and Export. Let's find out together.įor this tutorial I am going to use the Bethany 7 female model, Paisley Hair, and the Sand Serpent Outfit for Genesis 3 Females. ![]() I am doing this post and tutorial on the fly so I don't know how these results are going to turn out. This is my first optimization tutorial that I am going to experiment with Simple LOD inside of Unity to try to merge and simplify meshes as well as create LODs. This of course is bad for games if you plan on having more than a few characters on the screen at the same time. The polygon/triangle count of DAZ 3D characters HAIR is rather extreme. ![]()
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