Home Technical Talk

Model quality - Hi / Lo-poly workflow

I am trying to model assets in MayaLT for use in Unity. Almost without fail I get splotchy shadows on some polygons. Sometimes along a seam, sometimes not. Here is my workflow...

- Create a high-poly detailed model in Maya
- Convert the smooth mesh preview to polygons
- Create UV seams on the hard edges and wherever else I need them.
- flatten and fix any overlapping UV's
- Copy the model and reduce it roughly 75%
- Create a UV snapshot from the Low-Poly UV layout
- Set up my texture baking settings with the high and Low poly models
- Generate the normal map
- Export the low poly model to Unity and bring in the normal and diffuse maps.

What am I missing? It would make sense that it has something to do with the normal angle setting in Maya or the import settings in Unity, but I have adjusted them every which way without getting good results.

asset_01.png

Asset_02.png

Asset_03.png

Replies

  • Amsterdam Hilton Hotel
    Options
    Offline / Send Message
    Amsterdam Hilton Hotel insane polycounter
    it looks like maybe the unity mesh import settings have tangents/binormals set to calculate instead of import.

    if that's not it, you can try exporting from maya and then importing the same thing back into maya. that way you'll know if the problem is with the exported file or not and you'll have a better clue how to fix it
Sign In or Register to comment.