How To reduce the 3D model file size for VR
Steps for optimizing in general the file size of a 3D model for VR
. Remove unused assets, scripts, and shaders: (Manually or use the script editor)
. Remove unnecessary geometry: (Manually or use the decimate modifier or polygon reduction tool)
. Optimize mesh geometry: (Manual Retopology or use the Decimate Collapse and Undivide options. Bake the high-poly details onto a low-poly texture using tools like Substance Painter or Marmoset Toolbag. For complex meshes with many polygons, use the Mesh Deformer tool to compress the mesh by reducing its size while maintaining its shape.)
. Optimize materials: (Use instances not duplications)
. Use texture atlasing: (Manually in UV layout or use texture atlas generator tools)
. Resize textures and enable mipmapping: (Mipmap genrates smaller textures for distant models)
. Use compressed texture formats: (Use DXT, ETC, or ASTC for better compression ratios)
Utilize level-of-detail (LOD) systems: (Manually create multiple versions of your mesh with varying levels of detail, from high-poly to low-poly and assign them. As the camera approaches an object, swap to higher-poly LOD versions to maintain detail and realism)
. Bake lighting information into lightmaps: (Manually or in the render options)
. Compress audio files: (Use Vorbis or AAC for better compression ratios)
. Employ occlusion culling: (Manually or in the render options use Simplify and adjust accordingly)
. Utilize vertex compression techniques: (Use quantization or delta encoding for better compression ratios)
. Employ animation compression and keyframe reduction: (Use tools like Substance Painter or Marmoset Toolbag for better compression ratios)
. Use texture streaming: (Load textures on-demand instead of upfront)
. Employ scene culling: (Unload unused scenes from memory)
. Use binary serialization or asset bundles: (Save any binary data files with the ".bytes" extension. Enable CRC checks for remote bundles to prevent tampering)
. Utilize code stripping: (Remove unused code from the final build)
. Compress the final build: (Use lossless compression algorithms like ZIP or LZ4 for better compression ratios)
. Use Meshmatic meshmatic3d: (Remove duplicate meshes, auto uv mapping, outliner cleanup...etc)
___
#3d #3dartists #virtualreality #VR #vrtech #blender #cinema4d #3ds #maya3d
Comments
Post a Comment