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Question by Mett_1 · Jul 05, 2021 at 08:31 PM · meshlightingshadowsnormals

Why are the corners of my generated Mesh going dark/light like this?

Hi,

I am generating a mesh as shown in the images below. I am unsure of how to fix my issue where the corners of the mesh have funny lighting/shadows. Can someone help me?

Am happy to provide more information if needed. Screenshot includes most mesh settings.

alt text

capture-1.png (214.6 kB)
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avatar image andrew-lukasik · Jul 04, 2021 at 02:16 PM 0
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It's because your upper mesh is tessellated differently than side polygons and the only vertices that connect those regions are these 6.

avatar image Mett_1 andrew-lukasik · Jul 05, 2021 at 12:15 AM 0
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Thanks, do you have any advice on how to fix it?

avatar image andrew-lukasik Mett_1 · Jul 05, 2021 at 01:03 PM 0
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remove red edges, leave green ones:

alt text

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avatar image andrew-lukasik · Jul 04, 2021 at 02:28 PM 0
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In general, this is not Unity-specific question. You lack some poly-modeling technique skills (and that's ok) but you should ask this question on any blender or 3d modelling forum.

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Answer by andrew-lukasik · Jul 06, 2021 at 09:42 AM

Tessellation like this is not a sustainable one ie. won't pass even semi-professional review, i can tell you that.

It's ok to add triangles to create better shading (not true for low-spec), but it needs to be done in an efficient manner.

Your cylinder is 144 triangles. Just look at what 140 triangles can give you:

140 triangles cylinder


hexagon.zip (4.1 kB)
screenshot-2021-07-06-112947.jpg (36.2 kB)
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avatar image Mett_1 · Jul 06, 2021 at 10:44 AM 0
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The whole concept of the triangular mesh is to be able to procedurally generate terrain. I need evenly spaced vertices to do so. I understand that for an individual shape/model it is wildly inefficient. alt text

capture-4.png (411.7 kB)
avatar image andrew-lukasik Mett_1 · Jul 06, 2021 at 12:33 PM 0
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Oh ok, I see why all this tessellation now. I hope you're using GPU Instancing too as it looks like a good use case.

While we're at it I think that these meshes don't need to be extruded like that. You can use tessellated hexagons with custom normals. Easy way to do that would be:

  • enable Auto Smooth then bake this normals by clicking Add Custom Split Normals Data:

step 1

  • delete all cylinder vertices but the top layer:

step 2

  • and now you have a hexagon shaded like it's a top of a cylinder mesh:

result


custom hexagon mesh fbx zip (Save link as..)

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