Asset Rejected due to mesh is too dense

Hello,

My asset is rejected because mesh is too dense and textures do not look aesthetically pleasing.
Please find below the link of my asset:
https://connect.unity.com/p/trishul-of-shiva

I used Blender, Substance Painter, Unity.
It would be very helpful, if someone would guide me .

How many vertices does the entire mesh have in Unity? How many materials? What is the intended use for that asset?

Total Vertices = 78791

Meshes Name = Count
Chakras 7086 X 7 = 49602
Chanda - 390
Eye - 2901
hand art - 6294
Lotus - 1689
Staff - 2678
Trishul head 14661
Wire - 576

16 Materials

Intended Use - Its a weapon like Sword

your model doesnt look that high poly at all
heres my advice;
make it one mesh, one uv set with one material. reduce polycount to 2k tris max and make a good normal map as a base for your substance painter project

Ok. Ill try to do that :) As this is my first creation so ill take time.

Earlier, I was checking that why my asset is rejected so i downloaded an asset from the asset store.
https://assetstore.unity.com/packages/3d/characters/humanoids/therer-s-still-hope-143973

Its Total Vertices count is much more than mine. Why is this so?

im sure u will get better, it ll just take some time and alot of trial and error;)
i dont know that pack, so i dont know wich model u are referring to. but its a complete scene so its probably got alot of triangles, and i saw it has LODs. i think your high polycount comes from modelling out all the emblems and stuff.
u can bake those in a normal map; good luck

Here is a detailed tutorial about baking normal maps:

You can create a very low-poly version of your model with no detail. You bake all of the fine details from your high poly model on to a normal map. Then when you apply the normal map to your low-poly version it will look exactly the same as the same as high-poly map but it will be more efficient.

There is an article here that explains how to set up materials for the unity standard shader:

Right now it looks like that you have separate materials for the decorations that are shinier and more metallic then the rest of the object, but if you use a metal/smoothness map you can combine them into a single material that has some shiny/metal parts and other parts that are non-metallic and less smooth.

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Thank you :slight_smile: