Snap art to make signs6/4/2023 Lastly, when people make games in Unity using such unoptimized assets, end-consumers of their games end up dissing unity because to the average gamer thinks it's because the engine sucks (which is not the case). All of this is also very important to VR among other things. I would have to redo all the UV's so really the only benefit is to save time on modeling which really isn't that time consuming compared to UV mapping. Optimization is my specialty and these snaps packs would simply be way too much work for me to get ready for real-time in an actual game. I also miss being able to search assets based on package size. I wish there was some more strict vetting for 3D assets that are allowed to be on the store and you should make a category for "atlased" 3D art. Years ago when I was a total newbie, I wasted a lot of money of assets that are completely unusable without heavy modification and basically completely retexturing. 99% of the 3d assets on the store is extremely bloated and belong on TurboSquid, not a real-time store. "Asset Store Originals" should look at how they make their assets and use that as a starting point. I'm not affiliated with them, I'm just stating fact. On a related note, Quantum Theory and Synty Studios are among the very few developers that actually make art assets ready for realtime 3D here on the asset store. Using substance files (or even shadergraph or whatever) wouldn't that make the package much smaller being procedural and all? I don't mean any disrespect, but I simply don't see the logic here (or for the current state of any of the snaps packages). 74 materials * 3mb = 222mb.so just to be clear, it would be a matter of making a 2.2 gb package around 2.4 gb.!? Procedural materials could also potentially eliminate the need for flat textures and actually significantly decrease the overall package size. I counted 74 materials in the construction pack (oh my draw calls btw). I am interested in publishing some of my kits under the snaps protocol, but I think there is enormous improvements that can be made on efficiency and optimization standards.Ĭurrently as I see it, the snaps packages have not gained popularity because:ġ) The snaps art packs are so large that many novice indie devs can't or won't import them on lower end machines.Ģ) The packs are so poorly optimized that advanced 3d designers would rather roll their own.ģ) Not webGL and mobile friendly.even for desktop I just see wasted resourcesĬlick to expand.The package is already extremely heavy and unoptimized. Why are we not at least using trim sheet atlases? If I am missing something here, please let me know. For example, the snaps office art pack is around 1 gb.that's a bit much eh? For the visual fidelity, you could make the same thing with 4096 atlas and keep the size under 50 mb and well under 20mb for a 2048 atlas. I have looked at the snaps packages and all I can say is that the package sizes are huge and not very well optimized. Selecting a region changes the language and/or content on are built very similar to private assets I have been developing so they interest me. When you release the X key, the pixel grid reappears. To temporarily hide the pixel grid, press the X key. When you release the C key, pixel snapping returns to the state you selected with View > Snapping > Snap To Pixels. To turn pixel snapping on or off temporarily, press the C key. A check mark appears next to the command when it is on. If the magnification is set to 400% or higher, a pixel grid is displayed. To turn pixel snapping on or off, select View > Snapping > Snap To Pixels. If you create a shape whose edges fall between pixel boundaries-for example, if you use a stroke with a fractional width, such as 3.5 pixels-Snap To Pixels snaps to pixel boundaries, not to the edge of the shape. When you create or move an object, it is constrained to the pixel grid. The pixel grid represents the individual pixels that appear in your Animate application. If Snap To Pixels is on, a pixel grid appears when the view magnification is set to 400% or higher. To turn on pixel snapping, use the Snap To Pixels command in the View menu.
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