Unity fbx exporter size limitation9/10/2023 For a card game like Warpforge in which the camera is mostly static, though, it is a fantastic solution. Plus, the end result requires much less work and cost than creating full 3D environments.Ĭompared to a full 3D environment, a scenario built with camera projection mapping doesn’t allow for a lot of camera movement, so it’s clearly not a valid solution for many types of games. meta file for it, but still sits doing nothing for hours trying to read it while Task Manager insists Unity is working really hard at 'something'. Unity will not load it, and essentially freezes. It also requires very little processing power at runtime, allowing the game to run perfectly even on low-spec devices. FBX size limit Pregga Joined: Posts: 3 I have an FBX that is about 200 megabytes big with about 500 animations in it. It allowed us to faithfully keep the art style and level of detail of the concept art, without having to recreate it through 3D assets. With this approach, we managed to get all the benefits of a 3D scenario without most of the drawbacks. It also allows for some limited camera movement to further convey the impression of being immersed in a fully 3D space. This technique, also known as spatial augmented reality, consists of “projecting” 2D textures over 3D surfaces or objects, creating a “projected texture.” It makes flat surfaces appear to have depth, creating the illusion of very detailed 3D objects while using extremely simple geometric shapes. Add to this increased production time when executing this workflow properly for each of the scenarios, and it was clear that we needed a different approach.Īfter numerous attempts with different approaches, the main breakthrough was the idea of using camera projection mapping. Since the game will be released on mobile, creating high-fidelity 3D assets on less powerful devices risks introducing performance problems, like frame rate or memory issues, and increased loading times. When using the usual 3D asset production workflow for creating 3D assets (concept, modeling, unwrap, and texturing), some deviations were introduced in each step, making the final result different from the original concept art. This led to better quality VFX and faster production times.įrom the start, we wanted our 3D scenarios to maintain the exact same visual aspect as our amazing 2D concept art. Moving to 3D enabled us to stop faking positions, scales, and rotations and just do things in a more natural way. To make the scenarios for Warpforge as stunning and immersive as the team wanted, and to elevate the card’s VFX to the next level, it was essential to create them in 3D.
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