My smooth mesh has too many vertices

Hi All,

I’ve used blender to create some 3D meshes for my game by creating the basics from polys, and then used the catmull-clark subsurf tool to smooth it out. However, when I then import this final product into UNITY, it tells me that ‘no one object can exceed 65000 vertices’

Does anyone know how I can get around this problem, like a subsurf modifier built in directly to Unity?

Cheers,

Captain

It wouldn’t matter if you could subdivide in Unity because it’s not an importing issue; it’s not like you’re going to magically overcome the 16-bitness by doing it in Unity instead of Blender. Regardless, it would be dumb to do that anyway, because that number is ridiculous. You’re making a real-time product, not a CG film here.

Break it up into multiple pieces. Use two modifiers on each part.

Subsurf (or Multires, whatever you’re using. Blender doesn’t have “tools” so I don’t know what you’re actually doing.)

Edge Split - you need to mark the edges as sharp and us this modifier so the edges don’t curl in at the point you split the mesh.

Also, this issue has come up a lot. If you need more info, searching the forum may be handy.

With meshes like that you really want to make a lower poly mesh and then use a tool like xNormal to create a bump map that is applied with one of the built-in bump shaders. You just need two meshes, the low poly one, and a mesh with the subdivision/surface modifier. There are some tutorials on how to do thsi floating around, just google xnormal bump map tutorial or the like.

It was said that Blender is the tool, which doesn’t require other tools for normal mapping. I figured there was a good reason for having that many vertices; anything that you’d be able to do with a normal map is not a good reason.