Skip to main content

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 it is expensive in its ability to drain the computer system's CPU (central processing unit).  If we have so many components to our project, the render time will slow and mean that our project will lag and lose the effect we want it to achieve.  This article highlights the next for optimising and regulating a scene and animation in unity.

https://evermotion.org/tutorials/show/10105/optimizing-3d-scenes-for-faster-rendering

Below is a look at a before and after view of the cash register in the scene.  Before, with its full geometry and after, as literally a skeleton of its former self.  When this model in positioned within our scene though, the user won't be able to see any difference due to the angle it is sitting. 



The information available on the unity website is also a huge help for anyone taking on a vr or unity based project.  Their articles on optimisation is key for anyone modeling or design environments within the software.  It speaks of a feature within Unity called the 'overdraw' tool is very helpful for optimising.  It allows the designer to see overlapping geometry and so, tell which models or faces could be removed from the scene to optimise it.  You can read the full article from their website here - https://unity3d.com/learn/tutorials/topics/virtual-reality/optimisation-vr-unity

The two videos below show other models that underwent the same treatment as the others with deleted faces -




Another online article I found helpful for optimisation was the Team Tree House article on VR performance.  They highlight the ideal render rate and how to achieve it by optimising ones scene for unity.  They highlight topics such as sampling and how working with the technical settings and performance values can enhance a scene within Unity.


Comments

Popular posts from this blog

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...