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tilt brush exports .fbx UV mess - do have workarounds?

Hi Everyone, i hope i find some tilt brush peoples here.
Iam currently on a VR project with unity, we use the exported FBX files from tilt brush.

inside the fbx, tilt does not save the actual stroke positions or UVs it just puts them wildly on the polys as squares. Simple strokes does work, but complex object fail because the uvs are all looking wrong.



When i then try render the modells in unity its looking totally wrong o coarse because everything gets stretched.
The Brush sprites are also saved as strips instead of power of two, perfect chaos.

Does any of you have a workflow, or a better exporter or a trick how to export it better from tilt brush?
For any help i thank you!

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