• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by ashishsfb · Jul 22, 2016 at 10:51 AM · androidtexturevrmobile3d models

How to handle many highly detailed models in a mobile device ?

I am building a VR android application which will show a scene of a huge street in-front of a temple. This sides of this street has stalls lined up all the way till the temple. All these stalls have 3d meshes made in maya with quite a lot of detail.

Now, to put this in phone, I thought of making a different set of stall models made through images as the scene was getting very sticky with all the meshes. I plan to replace these fake-image-models with the real 3d models when they are inside a set distance from player and vice-versa.

I want to know how much useful is this method, or there is some better method? Currently I'm not able to get very similar looking models (fake-image-model and real-3d-models).

All the stalls have similar but not same structure likealt text In image the left one is the fake-image-model I made using front, top, and side views of original mesh (right).

img-model.png (340.4 kB)
Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

  • Sort: 
avatar image

Answer by OutOfRam · Jul 22, 2016 at 08:07 PM

My advice, Is to right away not use such detailed meshes. I know you want your scene to look good, but if you're working with a phone you are not going to be able to sustain that sort of rendering with such little processing power. There are however ways to make less detailed meshes look as good as their more detailed counter parts, and that is by using normal maps (http://www.3dtutorialzone.com/tutorial?id=10). Second, have you considered instead of images just using a simple LOD (level of Detail) system to cut down on processing power. I know you don't want to hear this. but if you want to be working with high res models and textures you may want to consider developing for an actual vr system like the Oculus or HTC Vive.

Comment
theANMATOR2b
Ashwin_NID
ashishsfb

People who like this

3 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta on June 13. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Unity Terrain texture issue on android device 1 Answer

Loading 8192x8192 textures at runtime on android 0 Answers

Is there a way to get URP working with Oculus Integration? 1 Answer

Gear VR - photo inside sphere deformed texture 2 Answers

GoogleVR vs GearVR - frame dropping 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges