Anti-mold penetration technology solutions for digital applications
Solving the problem of model interpolation in virtual scenes requires a multi-pronged approach:
- Prevention at the modeling stage
1. Selection on export"Game Optimization"Presets (automatic generation of LOD hierarchies)
2. Ensure that the thickness of the collision body is >3mm (in the case of"Physical properties"(Panel settings)
3. Enabling complex components such as hair"Rigid Body Splitting"options (as in computer software settings) - engine-side processing
Unity project required:
- Add the Mesh Collider component and check it"Convex"
- Appropriate physical materials for dynamic components (friction coefficient 0.4-0.6)
- utilization"Layer-Based"Collision detection avoids unnecessary interactions - run-time optimization
1. Realization"Distance detection"Scripts control the model display hierarchy
2. Application to contact areas"Vertex offset"shader
3. Adoption"Skeletal constraints."Limit neck rotation range (±45° recommended)
Pro tip: If used for social platforms such as VRChat, it is recommended to import the model into Blender for"Topological Reconfiguration"(using the Remesh modifier) to keep the number of facets between 15k-20k triangular facets, both for visual effect and to meet the platform specification.
This answer comes from the article3D Bust Maker: Generating 3D Printed Busts from a Single PhotoThe