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

Prop Animation

Alongside our character animation, there is more to our scene that just an environment and moving characters.  The assets that these characters engage and draw attention to, also play an important part in the overall dynamic and quality of the story.  Assets such as the coffee pot, paper, crayons, clock, cloth and menu are some of the elements of our project that also need to be animated and worked with in partnership with our characters. Within this blog, I will discuss the process of animating these elements and provide playblast videos of what these models look like in action. Firstly, our menu.  The menu has been talked about a lot ever since we have our story line finalised way back in October.  We never really tied down how this object would appear, how it would animate and what features it would have.  Originally, the AI waitress would pull the menu out from behind her back when welcoming us, set it on the table and it would come to life....

Personal Reflection - Final Year

As the time to submit our project approaches faster than ever, it feels right to look back yea, at the last several months, yes over the last year of Uni, but also, over the last four years I have spent at Ulster University.  This year was a year of superior unsurity, yet a feeling of excitement and wonder about what the FInal Year journey would be like.  Being in the team I find myself in, was an amazing thing for me.  Never in my four years as an Ulster University  student, have I had more confidence in the ability and determination of a group of people to achieve a task wholeheartedly and true.  Lorna, Cassie and Megan?  You guys were the best team I could ask for in my Final Year of University *sniffle sniffle bleh* Taking on a virtual reality project brought with it many challenges both personally for myself and for us as a team.  For myself, I found the technicalities and new software hard to adapt to.  Having been out of the animation...

Final Year Portfolio

This post will highlight some of the work  I have completed throughout the Major Project of my Final Year as an animation student Social Media Cover Photo MASLOW and Happy Place Logos Image Menu Animation UV Unwrapping and Texturing Coffee Pot Animation Pit Stop Development Video Project Poster Concept MASLOW Promotional GIF Little Girl - Lip Sync Animation Pit Stop Initial Modelling Finalised CV Final Business Card Design Final Environment (lighting and rendering by Cassie Galloway)