Skip to main content

Optimising Textures

In order to optimise and improve the quality of our project, it was essential that I went back into our Substance Painter files and our asset model file in Maya, and ultimately optimised them.

Until this point, we hadn't moved our assets UVs into one map, and instead, were using multiple maps.  DISASTER.

Image result for this is fine meme gif



ANYWAY, we are fixing it.  Moving all UVs of each model into one map means that when applying textured and exporting them to input into Unity, there will be much less clutter and texture overlap.

At this stage, this will help in a huge way for us as currently, the way we exported and imported, we had thousands...and thousands....AND THOUSANDS of textures in the unity scene.  Each asset could have had as much as 40 textures on it.  UNBELIEVABLE AND IN NEED OF FIXING.

So here we are, going in, moving all UVs (after being correctly unfolded and laid out in Maya) and exporting them into Substance.  From here, it's about reapplying the textures from before and developing them further and then exporting as one UV map instead of several.  This would mean that each asset could have a maximum of 6 textures and 7 id opacity featured in the texture.  This has cut our texture list in unity from about 27,000, to 197.  A big and much needed change.




This is one of many ways we hope to optimise the scene.  Next up is to delete unneeded faces and parts our scene that the user will never see.  After this, it will be to import image planes to replace certain 3D models that are not engaged with or that do not change form throughout the narrative.  These changes will be described in depth in future posts.

Comments

Popular posts from this blog

Optimising Models

To optimise our scene even further, myself and our Director, Cassie, decided to start deleting faces for various models in our scene that are never seen by the user.  These are mainly on furniture, large counters, table items, counter items, fridge and kitchen door.  In this blog, I will post the videos of a few of the newly optimised models, some images from the process and explanations from other blogs and videos I watched as to how basic models need to be to ensure our scene is optimised as much as it can be. I found the article from Evermotion on optimising scenes to be very helpful in giving me the knowledge and understanding of why optimisation is such a large part of a project such as ours.  The real time rendering that we will be using within unity is processing a lot of information at one time.  If a project has a lot of textures, geometry and animation, this can be described as an expensive project.  Not that it costs a lot of money, but rather i...

CV and Business Card

Before heading into the big bad world of employment and potential freelance work, it is essential we leaving Undergraduate level with a professional portfolio of components we can use to sell our skills and help put us on the industry map to propel us towards a future career. This is in regards to two main pieces of self promotion.  The CV and business card.  It is important we have these designed, printed and accessible on the night of our end of year show so that company reps, directors and other industry members can view our projects and then take something tangible away from it to remember who we are and what we are capable of. When it comes to CV, I have always been taught through my years of business orientated education that it is simple, clean and not overly creative.  I was always taught that colour is tacky, images are resented and icons are acceptable but need to remain minimal.  When I approached this initial design stage of an updated and a...

Expressions and Animation Testing

As key posing and refining animation have begun and have progressed, myself, Lorna and Megan who are animating our narrative, decided we needed to gather a larger collection of research.  For this research, we wanted to gain both primary and secondary assets that could be used to assist us in giving our characters life, personality and attitude.  We knew that the best way to do this, yes, is the way the voices are recorded and spoken, but from an animation perspective, it all comes down to body language and emotional expressions. With this in mind, we set out to gather our own, and trusted research material that could be used as reference for us as we develop our animations.  Firstly, we captured images of our own faces portraying various emotions as we see them.  Secondly we were fortunate enough to receive a book full of expressions and references from our tutor Henry, and this was so valuable to us and we took many photos of the emotions and shared them on ou...