![]() Now, most of the time I could solve the problem by a) using the smoothing groups / calculating the normals in unity, which made the weird smooth shading issue go away with a mesh I imported some months ago. but then the weird seam issue popped up, which I guess is just the normal way smoothing groups works (I guess the edge split IS superiour, at least for use with Unity, only less performant?) Today I tried to fix a problem with another of my 3D Coat meshes where the normal map was baked wrong, by using additional polygons for some small details to help the normal map. The same old weird smooth shading issue pooped up again, this time I could not fix it however. I tried changing the UV seams, using smoothing groups or not in 3D Coat and on the Unity Import, tried obj, dae and fbx filetypes. I even thought that the triangulation on import might be the issue and did that once in the retopo room in 3D Coat. How it looks in the paint room (no problems with the shading visible)Īnd Finally after import into unity. One of the shading errors is marked in Red. maybe someone has seen something like this before and can tell me exactly why this happens? Or why I don't see similar problems in 3D Coat? Now I am aware that I might reduce the errors by throwing additional polygons at my mesh and changing the UV mapping (there are also ugly seams all over the mesh, which I can't 100% map to the way the UV is layed out as similar problems are unknown to me with Blender Meshes).īut before I do that I wanted to get some people with more expierience to look at the problem. I guess it has to do with the Blender import and the way it triangulates the file. ![]() Maybe someone that uses 3D Coat for sculpting, and imports this sculpts to Unity could lay out their pipeline and workflow so I can check if I do something stupid somewhere along the way? But as I'm more of a programmer than a 3D Artist, I don't exactly know it must treat it somehow different than blender files. I tried sculpting another object to see if its just a problem with the other object. but upon import to Unity, the same ugly artefacts are there again. If noône has any idea what is going wrong, I fear I will not be able to use 3D coat for sculpting anymore.If you are working with a Paint Mesh in Microvertex mode. Single Mesh, but different layers can store different blendshapes, such as phonemes and visemes. The workflow above is not a huge problem because most Blendshapes/Morph Targets have separate copies of a mesh with the different expressions, but a Morph modifier is used to drive one mesh with all those different meshes hidden in the outliner panel. So, you could use a base retopo mesh > save it to the RETOPO MODELS pallet and click on that base mesh thumbnail each time you are ready to create a new morph target/blendshape.
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