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3D 建模和统一。 哪个更适合 Unity iOS 尝试或四边形,为什么?

[英]3D Modeling and Unity. Which is better for Unity iOS tries or quads and why?

I'm tring to figure out what 3d modeling technique is better for Unity to make iOS game.我想弄清楚哪种 3d 建模技术更适合 Unity 制作 iOS 游戏。 Should I use tris or quads, why and what are pros and cons.我应该使用tris还是quads,为什么以及什么是利弊。

before you read this answer i haven't developed for IOS, however, my answer is true to modelling in general.在你阅读这个答案之前,我还没有为 IOS 开发,但是,我的答案对于一般的建模是正确的。

when modelling with polygons, all objects when rendered are eventually rendered as triangles.使用多边形建模时,渲染时的所有对象最终都会渲染为三角形。 applications such as Maya and 3DS max will allow you to model with quads (and higher edge counted polygons), but somewhere between it leaving your modelling software and making it to the GPU, it will become triangulated at some point. Maya 和 3DS max 等应用程序将允许您使用四边形(和更高边数的多边形)进行建模,但是在离开建模软件和将其传送到 GPU 之间的某个地方,它会在某些时候变成三角剖分。 it could be when:可能是在:

  • you export from your modelling software (say to collada or fbx format)您从建模软件导出(比如 collada 或 fbx 格式)
  • You convert it into a game specific format您将其转换为游戏特定格式
  • you load the content in your game engine您在游戏引擎中加载内容

at some point your model will become a list of vertices and a list of indices.在某些时候,您的模型将成为顶点列表和索引列表。 at this stage there is no such thing as quads, just triangles, regardless of how the model started.在这个阶段,没有四边形这样的东西,只有三角形,不管模型是如何开始的。

as for pros and cons, modelling in quads can be quicker (IMO) and easier to maintain, you may need to flip a triangle edge to get a certain look you want, but using quads to model will not effect performance as your model will always be broken down to triangles before reaching the GPU至于利弊,四边形建模可以更快(IMO)并且更容易维护,您可能需要翻转三角形边缘以获得您想要的特定外观,但是使用四边形建模不会影响性能,因为您的模型将始终在到达 GPU 之前分解为三角形

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