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Повідомити про проблему з перекладом
You don't want to be using a tree, or any type of game object or character, with 220k polys in a game engine!
My best guess for the actual cause of the stretching would be that you have unwrapped the tree before applying it's scale, this can cause a variety of issues! Check that this is done and see if it fixes it!
But don't use that tree as it is in a game engine, it's using up way too much of the available resources.
You need to make a low poly version of the tree(via retopping it) and bake the high poly model details onto the low poly model(creating a normal map).
For scale do this :
https://blender.stackexchange.com/questions/31769/how-to-set-the-current-scale-to-1
Baking :
Game assets are low poly but they normally look high poly. Baking is the process of creating a texture(called a "normal map", the weird blue looking textures you have probably seen somewhere) for the low poly model that emulates the detail of the high poly model.
Retopping(creating the low poly mesh using vert/edge/face projection onto the high poly mesh) and baking are subjects unto themselves. Don't expect to pick this up in a couple of hours....
The best thing to do is go to Youtube, type "Blender retopping" which will bring up many tutorials showing this process.
Likewise with baking(make sure you are looking at this type of baking and not baking light, they are not the same thing).
Blender can do baking but there are other options, Xnormal(free, I think), Substance Painter 2(not free, this is the one I use), and others...
Getting clean bakes is a learning process. I tend to triangulate my entire low poly mesh(via a modifier, don't apply this unless you have a backup or at all if you are exporting to another format like .FBX as it will apply it during export, leaving your editable model in tact), then I set the entire low poly mesh to smooth shading.
The low and high poly mesh must be perfectly aligned as well!
If it is one of many then you want to be looking at around 1000-2500 polys max, 55k is ridiculous unless the one single tree is the main feature of the level and even then it's still way too much... Especially with potential effects, shadows, and lighting causing over draw which could multiply the drawn poly count several times at runtime...
The main character in a AAA game will probably only come in at around 20k - 25k.... You need to re-evaluate your perspective on this or you will end up with a game that will struggle to run on a modern beast of a PC, regardless of what engine you use...
Yeah it was in the manuel. It looks like it will take pratice.
Can you post a pic of the generated normal map, I would like to see how much it is doing at the moment, thanks if you can!
And if you wish to help me even futher with my game you can send me a friend request.
Thanks for the offer regarding your game but I have enough on at the moment. Cheers anyway!
That normal map does not look right at all, by the look of it has the neutral blue(does nothing), and blank white spaces which are not part of a normal map, they are either gaps or errors generated from the bake. All in all that normal map is doing nothing that it is supposed to...
This may well be because you are baking almost identical geometry, and possibly some other mistakes on top of that...
Retop the tree, it may take a bit of time to get the hang of but it is needed knowledge so worth doing, there may be another way but you are best off doing it this way for the experience of having done it. Then try baking again when you have a low poly mesh of around the 1k-2.5k mark.
You can ask on here via this post or a new one if you get properly stuck whilst doing any of this!
Good luck :)