I created this brick in ZBrush, imported to Blender, then tried to import the .blend file into Unity. However, I’m getting an error about 65,000 vertices when my mesh doesn’t have that many.
@BrilliantVision
Unity import only the .fbx model . you need to export the the .blend file into .fbx format using blender . Then use that .fbx model into the unity3d project.
It does have that many; the number you see in Blender is not what you get in Unity, due to various issues (triangulation, normals, UVs). In any case it’s far, far too many vertices for a brick no matter what. It should be decimated down to a few dozen or so at most.
Also, what Eric5h5 said is correct, to add just a bit more details to that, modelling apps will report the number of vertices the user created and sees and they don’t take into account that if there is a seam, a discontinuity in normals, uvs, whatever, then the vertices need to be duplicated at that seam therefore increasing vert count, Unity exposes these vert count to the user, therefore giving you a more accurate count.
Hello, I have a related question. I have a model with 4 million vertices. I am trying to import it to Unity from Blender as a .blend, and Unity crashes. I try to export from Blender as FBX, Blender crashes. I have a NVIDIA GT 650M and a 2.6 GHZ Quad Core i7. Is this too much for either my Mac or Blender or Unity? Please respond, it’s delaying progress.
That is an impractical amount of verts for a game model. I did import a model with 2mil once by accident (forgot to turn of modifiers) and it worked by took a while and painfully slow, but that is half of what you are trying to do. I would re-work/re-think your model 4mil is unnecessary.
Impractical period or impractical like today’s technology just generally can’t handle it?
I may not have an entire studio of supercomputers like at a large company, but I’ve read that Ryse has 2 million poly models, and a game that is supposed to come out next year has a 7 million poly space ship…. any thoughts on that?
They make the models with a high poly count and then bake them to much, much lower poly count models with normal maps. They don’t actually use the original models in the game. You should be aiming for <20K-40K typically.
Both. Certainly it is pushing the bounds of current hardware, but beyond that it is really just more than necessary in most cases. And in cases where a huge poly count is needed, a more robust solution would be used, not simply making a single model.
As Eric said, in game models are smaller, high res is used for baking. Ryse in-game models are ~85k, which is nearly double what many use. After you hit a certain point, visible quality won’t improve. In fact quality normal maps will look better than super detailed geo. (and of course perform better). More polys doesn’t mean better quality. At a certain point they will get smaller than pixels on the screen and you are just wasting processing power for no benefit.
As for 7mil space ship. That is probably the hi-res for baking. If not, then that number may be referring to the total polys used for a ship environment or something like that. Certainly not a single model. Not only is 7mil a challenge to run on anything but the top end hardware, but there is never a need to do that. For example, if the ship fully visible the view, you would use a low(er) poly version, if zoomed or inside, you would swap to sections and only have the geo visible that is needed. Like if you were building a city, it may contain that many polys. But you wouldn’t make a single model, and you would have various LOD for other views.
Often people think that high poly count and huge textures will look better. Often will see folks building crazy big models exported from z-brush and using multiple 4k textures. The best artists can make models that look high poly and make optimal use of textures. With games, you have to balance, a million plus character doesn’t look so high quality if it is jerky and running at 10fps.
You should use as few polys as possible, but as many as needed.