Heya folks, so i've been trying to rig my Finn character:
made the model in max and imported it for rig and animation in maya.
now i seem to have a problem with the texture in maya and the resulting export into unity.
normals seem okay, but i got this weird effect on the mesh.
also after importing into unity and applying a new material with the original texture, the mesh seems to have problems with the shadows.
search function didnt help so im asking here, sorry if this question was posted before.
greetings
Replies
Unity needs the normals green channel flipped (is there a normal map applied?), maybe this causes the strange shadows
The second screenshot looks unclear; also, if you make the normals shorter, it´s easier to see, what´s going on
m
you see, the arm and the leg that should be behind the body are visible. i found a way around the problem in unity, nonetheless it doesnt actually fix it. i want a toon shader with alpha cutoff, but since it doesnt exist in unity, i applied two seperate materials in max and imported them into unity.
the first screenshot is maya, isn´t it? It looks to me as if there was a map in the opacity slot; if you apply a png in maya, it automatically maps to transparency, even if this is not needed. If so, break the connection in the transparency/opacity slot, then the geometry should be displayed correctly.
I´m not sure what´s going on with those shadow artefacts - what about the quality settings?
There are a lot of toon shader packages for unity, here is one example: https://www.assetstore.unity3d.com/en/#!/content/8105
btw: I like the character