I've got some weird artifacts on my characters chest in Blender and Unity. It's not noticeable in either Marmoset or Subtance Painter. I sculpted in Zbrush and did retopo in Maya. I smoothed all normals before baking in Marmoset and texturing in Substance. Then I rigged the character in Blender and tried using that mesh in Unity.
Anyone know what it is?
Replies
Unity probably has a setting somewhere too.
Otherwise a less complex test object might help to find the problem in your pipeline easier.
I did triangulate the mesh before baking, then I used a version with quads in Blender and Unity. How can I make sure the triangulation stays the same between the baked mesh and the one in Unity if I'm rigging a mesh in quads? If I export the rig to Unity, It'll automatically triangulate it, but then I guess that won't match up with the triangulated mesh from Maya.
Is it possible only the polys on the chest has that problem? The rest of the mesh looks fine in Blender and Unity. It's only this specific area of the chest that has the issue.
After triangulating and baking, you need to work with the exact same triangulated model or use the same quad model and the same triangulation method.
The triangulation algorithm can differ between programs and some programs even have multiple algorithms to choose from, like Blender.