► Lowpoly Mesh Generator ◄

Lowpoly Mesh Generator
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Great package!
But:
Is there any way to get detailed error messages?
Because I want to generate my unity terrain (it is simple, new Terrain → some mountains with brush for test purposes) to flatmesh, but every time I call this method:
“FlatMeshGenerator.GenerateFlatTerrain(…)” on runtime in this class “Runtime_FlatTerrain” I got this warning:
“Generating Flat Terrain: Object reference not set to an instance of an object” and my mesh did not created.

Pls any solution? we have a strict deadline :frowning:

Yaken

It is possible to output detail info about conversion during run-time.
If you check included example script (Runtime_FlatTerrain) for run-time terrain conversion you will find line with

//Check reports
if (convertionInfoString != null)
     for (int i = 0; i < convertionInfoString.Length; i++)
     {
          Debug.LogWarning(convertionInfoString[i]);
     }

You can modify it to output additional conversion info

//Check reports
if (convertionInfoString != null)
     for (int i = 0; i < convertionInfoString.Length; i++)
     {
          Debug.LogWarning(convertionInfo[i].ToString());
          Debug.LogWarning(convertionInfoString[i]);
     }

Terrain conversion may fail if: Terrain data is null.

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Just submitted v1.01
• Fixed bug with terrain conversion failing if any of its paint textures are missing.

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I think something is with my terrain textures causes this problem.
After some research I figured it out :slight_smile:
If my terrain textures is not “Read/Write Enabled” = True, then the generator is not working.
In unity I must set true this checkbox in the Advanced Textures

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Thanks for the fast reply and fixes, great support.

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Editor tool does it automatically but it run-time, yes, you have to manually take care of texture to be readable.

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Can this asset divide terrain into chunks and use occlusion culling? Does it also auto generate LOD for the terrain?

Yes, you can divide terrain into multiple chunks with controllable vertex count. If need LOD just generate another one with less vertices.

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Alright, thanks!

I was wondering are the assets generated with flat mesh generator more effective on performance? Or is just the look different?

Vertex Color shaders used for this effect are very fast.
Mesh itself will have increased vertex count.
Check asset description in the very first post of this thread, it’s described how faceted mesh is generated.

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Hi, are SpeedTree models with their vertex animations stored in the uv channels supported, or just as static models?

With full vertex animation.

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yeah, thanks. you got a new customer!

Just ONE question, and I buy you perfect work). How about Water? Можно сделать воду LowPoly без потери физики?

Asset converts mesh into flat/faceted style mesh and bakes texture(s) inside vertex color. That’s all.
Water effect is not part of this tool, but shaders instead.

BTW I’m working on DirectX 11 Lowpoly Shader pack and it will have lowpoly water shader too.

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If I look at the models it looks like the vertex count is less. How come it’s more? And is there a way to reduce it?

Vertex count is tripled for every vertex using this technique. Removing the smoothing information require each face to have unique vertices at each corner - so even though two adjoined faces are part of the same model/mesh - they do not share vertices. Each face has it’s own vertices.

afaik there is not workable solution to reduce vertex count.

Ok thanx for the update. I also ran into the problem that some of my models are really dark after conversion. I use the Unit Shader with Image Based Lighting and use the intensity to lighten it up a bit. Can you give a better solution?