I realise this question will not have a definitve answer, but any suggestions would be great!
I have constructed a low poly model (about 400 tris) tank in Blender, which I have exported to Unity 3.3
I am not sure which is the recommended format, but I use Collanda; using FMX means I have to scale the models up massively and this seems to cause artifacting…
The model appears in the middle distance, and moves left to right along the screen. The scene is viewed with a static camera. The models are viewed pretty much ‘side-on’ but the camera is set slightly higher so that some of the top of the model is also visible.
My problem is, as the tank moves the change in perspective cause ugly lines (aliasing?). To describe it, the model starts on the left and you can see the side and a little of the front of the model. As the model exits the screen on the right, part of the rear of the tank is visble instead of the front. This obviously occurs because of the perspective view, but this causes the pixels in the lines which comprise the tank to move in a very obvious fashion.
I have never seen this level of aliasing in any other game before, so I must be doing something wrong!
Enabling multisampling negates it a bit, but as the target platform is the iPad, I don’t really want to do this if it’s not definitely required.
Basically, I am after any modelling tips to get a decent model in game; should I be using fewer polys; or more polys?
Any guidence would be most appreciated!