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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.

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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.

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