Jump to content
Minamu

Is ignoring UV mapping bad?

Recommended Posts

In my main project, I only use textureless one colored materials. Because of this, and lack of know how, I've never touched the UV unwrapping and editor stuff. Could this have negative performance impacts, such as lower framerates etc? Could it mess up the baked lighting?

I'm seeing a couple of threads here regarding Unity's directional light leaking through walls; PB corners generally and I have that exact same problem regardless of bias settings (the usual recommendation), specifially when walls are one-sided planes (I tend to make rooms out of the basic cube and then delete all but one face). Could it be related? Assuming other users are like me and just spam out different cubes and never think about the other stuff :)

This might require a different thread, but is there a faster way to delete left over vertices apart from manually collapsing them into others (if that even deletes anything)? My building method is probably flawed and I end up having to delete around 75% or more of the current number of vertices when I'm satisfied with the overall shape, and collapsing them one by one takes forever :D

Share this post


Link to post
Share on other sites

If you're just using colored materials then no, there's nothing wrong with ignoring UV maps. It won't affect lighting (that's handled by UV2, which is automatically unwrapped for you).

As to collapsing vertices, check out the "Weld" action. It collapses vertices that are within a certain distance of one another for you.

Share this post


Link to post
Share on other sites

Thanks for the response. Good to know.

Welding has been rather finicky for me, so I've stuck to collapsing so far. What I was looking for was an automated clean-up tool, if that's even possible :)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×