Hi,
I make a full apartment in max and exported as fbx. The max statistics shows the tris count as 74k. But on importing to unity, unity statistics box shows 193.5k. Am i doing anything wrong??or unity’s prob…
Are you using shadows? I believe it also counts the shadow poly’s vertices as well as other potential overhead.
the data you get from modellers are for unified vertices, not for the real number of vertices you need to represent hard edges, UV seams etc Each hard edge means that the vertex has to be dublicated for each adjacent surface for example to store a distinct normal for each side
Unity’s stats aren’t wrong and there is no problem. What you have in Max isn’t the same thing that you have in Unity once it’s imported and everything is converted to triangles, split on UV seams, etc. This has been covered many times, so you should easily be able to find more info with a search.
–Eric
hi,
Thank you all for the responses…
Now i got the idea…but one more thing…
When i first import the plain model in unity it shows the normal 74k tris…
Then after adding material it changes…is that way it goes…?? is it when we add textures…unity makes new textures strips at uv seams…???
Sorry for bumping…since i need urgently…
my doubt is only this…one…
When i imported the whole mesh its 74k
After applying texs and mats…its increased…
Will the tris count change after adding mats??? or some small error…