Lowpoly Style Mesh Generator
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  1. Editor Window Settings

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Last updated 16 days ago

Setting in this section control what style of data is generated and saved inside a mesh:

LSMG offers 3 baking styles for the vertex color:

  • Average Color – LSMG reads colors at each 3 vertices of a triangle and calculates their average value.

  • Center Color – Color is read from the triangle’s center.

  • First Vertex Color – Color of the first vertex of a triangle is used as a baked color.

Texture/Color - Texture and color properties of a shader, that is read from the material used by a mesh. LSMG editor tool can check 3 texture/color properties (#1, #2, #3) and use the first available one.

UV0 - Default way of rendering lowpoly style mesh's face color, is by baking diffuse map inside its vertex color. Using this method allows to exclude texture file from project after it has been baked into a mesh and such way reduces build size. However downside of this method is that if there are several identical meshes but with different vertex colors, they all need to be saved as a separate mesh files.

LSMG offers alternative way for rendering mesh's face color in lowpoly style, per vertex, without baking any textures into a mesh. It can convert mesh's default UV0 into lowpoly UV. After this any material used by a mesh will render all its textures in lowpoly style, per vertex.

UV0 baking is available only with Center Color and First Vertex Color solvers. Optionally original UV0 can be preserved and lowpoly UV can be baked inside ZW coordinate of the UV, instead of XY.

Face Center - Calculates triangle’s center position and saves it inside one of the vertex attributes. Can be useful for custom shaders.

Vertex Color – If source mesh already has vertex color, LSMG can combine it with baked texture. In this case source vertex color can be read in original style or first it will be converted to lowpoly style and after that combined with baked texture.

Save Alpha - Allows to choose alpha value of the baked vertex color. Default Value is calculated by: texture’s Alpha * color’s Alpha * original vertex color’s Alpha.

Average Color
Center Color
First Vertex Color
Displaying if objects materials have selected Texture and Color properties