![]() ![]() 2x2 into 64k (max size) meshes that look very good. Is there any way Cruncher could do this within Unity itself, matching the edge verts on each adjacent mesh?Įdit - also to add I have found Mesh Materializer is very useful as it can convert any number of terrain meshes e.g. ![]() I can then join the meshes, weld the edge verts and decimate before bringing it back into Unity. The only solution I've found so far is exporting them out as a. Currently when I select all 4 meshes and crunch them I can reduce the triangles no problem but then the edges don't align and there are very visible seams where they meet. What I would like to do is reduce the number of triangles on each mesh while keeping the edge verts identical where the tiles meet. The verts on each edge where the tiles meet all match seamlessly. ![]() I am trying to find a good workflow for optimising 4x 64k mesh terrain tiles. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |