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I have imported some static meshes in both Unreal Engine 4.14 and Unity 5.5, which were created in Maya 2014 and Max 2014, and exported from Max 2014. The UV's were mapped for each mesh. The mesh was also triangulated before exporting.

The vertex count triples and doubles for Unreal Engine 4 and Unity, respectively; ratio is not consistent, but increases the vertex count. Is this an expected behavior in game engines? If so, then how do I reduce the multiplication of the vertices during import?

Here are screenshots of my imports:

Maya 2014 Unreal Engine 4 with UV's Unreal Engine 4 without UV's Unity 5.5

I apologize for repeated posts but WE have encountered the same problem for some more meshes but the most disturbing is the following:

From Maya 2014:

Maya

and from Unreal Engine 4.14:

Unreal Engine 4.14

We also found a this link about UV seems suggesting similar approaches mentioned by @Raildex. I wanted a Suggestion form @Raildex about the Improvements we could make in the Mesh OR the UVs.

Thanking, -Hitarth

share|improve this question
    
Smoothing Groups increase the vertex count if you have polygons with different smoothing groups. The same applies for material IDs. If you have a UV layout where the same vertex is positioned on different uv positions (uv seams) the count also increases – Raildex Mar 14 at 18:06
    
Hi @Raildex, Thank you for your answer. "If you have a UV layout where the same vertex is positioned on different uv positions (uv seams) the count also increases." We did not quite understand the meaning of the Quoted Text. We are facing a similar problem on a different Mesh. Please review the Edit of the Question. -Hitarth – Hitarth Doctor yesterday
    
Hi @Gnemlock, Thank You for the valuable Edit. I will try keeping your changes in mind. – Hitarth Doctor yesterday
    
Does the mesh use smooth or flat lighting? It seems like the modeller uses smooth lightning and the editor uses flat lighting – Bálint yesterday

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