Hello, I am really new to 3D modeling and have a question about blender.
When you UV unwrap an object in blender, is there a difference (in performance/fps) depending on whether you use seams to unwrap, or unwrap using a face-by-face approach?
Right now I am adding colors to my model of pencil. I was wondering if I could take all the faces of the yellow portion and add them to a 1x1 yellow pixel. Then take the peach colored faces and add them to a 1x1 peach pixel.
That way, I can minimize the texture size (2x2) and have simple, but proper colors. Will taking this face-by-face approach have any affect on performance compared to the standard seam process? Does it take longer to draw/render?
It does not matter how you structure your UV or how many ‘islands’ it is made of. The UV data is stored on a per face basis(correct me if I am wrong) and so each face will have the same data regardless of how the UV is set out. What does have an impact is the number of textures and size of them.
You cant have a texture thet is 2x2, The smallest Unity will allow is 32x32.
Using a single pixel is not a good idea, you may get ‘bleeding’ over when the mipmaps are generated, you could turn the mipmaps off, you would probably be better using more than 1 pixel for each palette.
The only benefit i can see from you approach is that you could use a smaller texture than if you used seams. I think you would get better quality from using seams.
There will be some overhead using that method as it will effectively double your vertex count. The UV coordinates are stored per vertex, so if a vertex is used by two islands then the vertex is duplicated instead of shared between faces. If you unwrap each face separately then each face would be it’s own island.
If you want just two colors, then just unwrap the two different parts of the model using seams and place them on a 32x32 image that is half yellow and half eraser color. That will keep your texture size down and not inflate your vertex count too much. Keep the UV islands away from the border between the yellow and peach to prevent bleeding.
What if I share a texture of two models using the same color palette texture, and uv map them so that each gets one half of the texture. Then, in unity they can share the same material and have dynamic batching applied.
Is that worth it?
Also, if I use the smart uv project feature in blender, there are bigger islands, so less vertices are doubled to apply the texture right?
Its called texture atlas. And yes, it can be worth it, performancewise. Two textures=two materials=two drawcalls. One texture= one material= one drawcall. Its just the question if it is worth the effort. For a mobile game it definitely is worth a shot.
Que?
A face is defined by its surrounding vertices. As told before, it does absolutely not matter in which way you unwrap your mesh. You can map planar, you can unwrap, you can map cylindric you can smart unwrap. It does not matter. The UV index will be equal long.
He’s talking about my post. The more islands you have, the more vertices are duplicated upon import. Here’s the same plane mesh with different unwraps.
If they’re static objects, it would be better to use the Combine Children script than to rely on dynamic batching. Dynamic batching has some limitations that may make it act differently than you might expect.
In general, the fewer materials and textures you use, the better. Texture atlases can be good for performance. They can also be a pain in the ass to deal with in some cases. You should do some testing and decide whether the performance gain is worth the potential pain.
No, if it says 3 draw calls and 3 batched then it is 3 draw calls. If it did not batch then it would have been 5. Basically one(or more) of the 3 draw calls is the result of batching.
Smartproject is good for when you want to automatically unwrap an object, say for baking. Its not ideal for normal modelling tasks IMHO. The UVs tend to be a bit of a mess, not very good for creating a texture. Try doing a standard unwrap and change the unwrap type to ‘conformal’. I find it provides much better results. Then add one or 2 seams at a time and unwrap until you get a nice unwrap.