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Maya to Unity Conversion Pipeline

Okay, so question time. I have the technical skills of a brick, so please bear with me.

I'm currently heading up an RPG project and we're trying to get a tech demo put together. The game is being built on Unity and I've got someone willing to do a quick grayscale conversion of the first dungeon map so we have a rough environment to work with.

However, he needs to know the process to convert the map file, built in Maya, over to something that can be used in Unity. What format changes need to be made to the files and such.

If anyone knows and could explain how to do this so I could pass the info along, I'd appreciate the help. Thank you.

Replies

  • warby
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    warby polycounter lvl 18
    none

    you literally just drag your maya file in there DONE
  • MikeF
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    MikeF polycounter lvl 20
    Unity is pretty straightforward... it works off .fbx, but you can throw in just about any model format and it will automatically convert, even .mb files
  • Lucas Paynter
    That... is surprisingly straightforward. But thanks, that's a big help. :)
  • fatihG_
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    fatihG_ polycounter lvl 14
    http://www.bb0x.com/tuts

    Exporting to unity is pretty simple. In my tutorial about it I talk more about setting maya and the fbx exporter up properly so you can use it as is in Unity. (unity scales fbx's down to 0.01 for some reason.)
  • Brendan
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    Brendan polycounter lvl 8
    Okay, so question time. I have the technical skills of a brick, so please bear with me.

    I'm currently heading up an RPG project and we're trying to get a tech demo put together. The game is being built on Unity and I've got someone willing to do a quick grayscale conversion of the first dungeon map so we have a rough environment to work with.

    However, he needs to know the process to convert the map file, built in Maya, over to something that can be used in Unity. What format changes need to be made to the files and such.

    If anyone knows and could explain how to do this so I could pass the info along, I'd appreciate the help. Thank you.

    Sorry if it sounds offensive, but how does someone with the technical skills of a brick head up a small project, let alone be involved with getting a tech demo going?

    For Unity, just drop the FBX into the Game Assets; Meshes folder, they import automatically.

    If you need to, you can check auto-unwrap UVs, useful for Beast. Make sure the scale is 1 not 0.01 (it should default to 1 by now).


    You can use mb files instead of fbx, but it's a lot slower to import subsequent meshes (you can just replace the fbx of the same name and it'll update any meshes that have the same name within that fbx).

    Tangents and binormals shouldn't be imported unless needed, Unity can cough up some strange errors with them, and the better skin shaders spaz out with them enabled.
  • Lucas Paynter
    Brendan wrote: »
    Sorry if it sounds offensive, but how does someone with the technical skills of a brick head up a small project, let alone be involved with getting a tech demo going?

    It's a fair question.

    All or Nothing Games started more on the creative end, so to that end it's probably best to say I'm a creative director for our project. At the moment, I don't presently have someone with sufficient time and ability to serve as a technical director. I had a few people involved with some more expertise but they had to pull out a little while back owing to various personal crisis. The project stalled for a bit and for the last few months I've basically been networking and trying to do or learn what I can where I can in order to get things moving again. With some success so far, at least.

    Anyways, thanks for the additional advice, both you and bb0x as well. Every little thing that can be used will go a long way.
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