Hey there.
So I threw in a quick a hardsurface mask, baked to lowpoly and imported it into Unity. The mesh is mirrored from the middle I notice that the seams on the central vertical axis of the mask appear funny. Is there any way to stop the normals to act wierd in Unity ? Apparently the normalmap interpretation of Unity isn't exactly compatible with other 3D applications.
Also feel free to comment & criticize the mask.
672 Tris
2048 Normal & Diffuse & Specular
Replies
It's made with Mudbox but I used the same tools to get the same forms. Thx for the tip, I'll check that tutorial asap.
@ PryZern :
Indeed. I also turned off mipmaps to catch all the detail. Unfortunately it results in jaggy edges.
@luge :
There's an amplify tool which kinda works like pinch in Zbrush, I used it just on a few edges. But I think it's because Mudbox flattens the surfaces in a different way than Zbrush and ends up with overlapped edges. I'll work on mushy but maybe it's best if I jump over to Zbrush first.
@AlexCatMastetSupreme
Topogun'd it Just pelted the mirrored side of the face in Max
About the Unity normalmaps, am I doing something wrong or is it normal for Unity to show slightly bloated normals ?
And here's the highpoly.