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:
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:
and from 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