how does this get effect in unity 3d with occlusion culling? since you only have one side around it, wouldnt that mean that the interior is not visible?
@OnesandTwos1000 - Because of how we have a clear separation between what is interior and exterior, you can simply split the model up accordingly, and then even further by room by room. So, with the exterior separated from the interior, you can expect the occlusion culling to not draw all or partial parts of the interior and from inside you can expect the exterior to not all be drawn or partial parts.
@devinrayolsen1 Thanks most of that makes sense, however, for parts that occlusion does not draw? how would I fix this? Do I need to model certain parts seperately?
@OnesandTwos1000 - After you have completed the model, go in and select all the faces or parts of the model you want to split up and use the "Detach" tool in the "Edit Geometry" roll-out. This can separate your selections into a new object(s). You can even split the model up via this method after you have textured the model as well, and still retain UVW texture coordinates.
From here, it is all up to you how you want to split the mesh up for occlusion culling, and unity takes care of the rest.
Part two is now out - (How to texture a 3d building and interior). See description for link, and enjoy!
devinrayolsen1 3 weeks ago in playlist Uploaded videos
Great tutorial! Helped me a lot :)
RobtonGames 3 weeks ago 4
how does this get effect in unity 3d with occlusion culling? since you only have one side around it, wouldnt that mean that the interior is not visible?
OnesandTwos1000 1 month ago
@OnesandTwos1000 - Because of how we have a clear separation between what is interior and exterior, you can simply split the model up accordingly, and then even further by room by room. So, with the exterior separated from the interior, you can expect the occlusion culling to not draw all or partial parts of the interior and from inside you can expect the exterior to not all be drawn or partial parts.
I hope this helps.
devinrayolsen1 3 weeks ago
@devinrayolsen1 Thanks most of that makes sense, however, for parts that occlusion does not draw? how would I fix this? Do I need to model certain parts seperately?
OnesandTwos1000 3 weeks ago
@OnesandTwos1000 - After you have completed the model, go in and select all the faces or parts of the model you want to split up and use the "Detach" tool in the "Edit Geometry" roll-out. This can separate your selections into a new object(s). You can even split the model up via this method after you have textured the model as well, and still retain UVW texture coordinates.
From here, it is all up to you how you want to split the mesh up for occlusion culling, and unity takes care of the rest.
devinrayolsen1 3 weeks ago