• 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
0
Question by oppg · Sep 11, 2013 at 05:36 PM · mobilenormalsvertexsubdivision

Vertex smoothing and relief/spec shader options for mobile tech

Hi all,

I have spent my career so far in commercial and film 3D art production. Now I am jumping in to 3D art for mobile games. I am spoiled by being able to add high detail on my meshes. Yes, I have used displacement, normal/bump mapping with that work. Never had to be as tri or poly number sensitive.

My questions for you all. I have created low poly characters and assets for the game. In zbrush did a high res detail sculpt off the base mesh, then out putted a normal map with xNormal and pumped that into the unity attaching it to the material. This is the shader that is attached to my material. http://wiki.unity3d.com/index.php?title=ReliefSpecular Right now I am still seeing tesselation. What is the best way to remove tesselation in low poly characters using normal maps and displacement/height maps?

If so, can it be rendered in a mobile game format? Can vertex sub div smoothing be rendered for mobile games? I found this example to computer vertex sub d smoothing. http://wiki.unity3d.com/index.php?title=MeshSmoother

Thank you all for reading and helping me figure this out!

Cheers, Greg

Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

What is going on with the graphics here... 0 Answers

Problem of color in custom vertex shader 0 Answers

How to get normals per vertex, not per face? 1 Answer

How to calculate light from behind a quad? (and other light positions) 1 Answer

Edited Vertex normals in Unity - Blender 2.6.2 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges