Here are the basic steps (in pseudocode) to create a 3D mesh: Mesh: Holds all the vertices, edges, triangles, normals and UV data of a model.This characteristically points outward, perpendicular to the mesh surface, and helps determine how light bounces off of the object. Normals: The directional vector of a vertex or a surface.UV Map: Maps a material to an object, specifying how textures wrap around the object’s shape.Triangles: Formed when edges connect three vertices.Lines/Edges: The invisible lines that connect vertices to one another.Vertices: A vertex is a point in 3D space.Got all that? Here’s a cheat sheet for easy reference: In Unity, there are two primary rendering components: The Mesh Filter, which stores the mesh data of a model, and the Mesh Renderer, which combines the mesh data with materials to render the object in the scene. Finally, a UV Map maps a material to an object, specifying how textures wrap around the shape.
So a mesh’s data also includes its normals, which are vectors that determine which way a particular triangle is facing, and thus how light bounces off of it.
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The invisible lines that connect these vertices form triangles, which define the basic shape of the object.īut in addition to the shape, the engine needs to know how to draw the surface of the object. A mesh is like a net of points, or vertices.
The shape of a 3D object is defined by its mesh. Time to start with the basic vocabulary of 3D rendering. You can learn more about custom editors at Extending the Unity Editor. You can download the latest version of Unity here. You need to have at least Unity 2019.1.3 installed. If you need to brush up on these topics, check out Introduction to Unity UI and Introduction to Unity Scripting first. Note: This tutorial is intended for users who are familiar with the Unity editor and have some experience with C# programming.