Hey hey!
So, I'm working on a project (Unity, iOS) where you can customize your character by choosing between different heads.
The thing is, since the head and the body are different meshes, the normals along the split aren't aligned, thus giving some harsh shadows in that area.
Do you guys know any possible solutions for this?
Replies
remember when making the different heads, that you can only change the high poly up to a certain point, after that it has to blend up to the edge that's split.
It's pretty easy to do in max with edit normals modifer.
How much skin does the character show? Can you cut more for the head?
Plus, what the other guys said.
- Characters have busts instead of heads, clothing goes over the busts.
- Everyone wears full body underwear and the interchangeable pieces swap out at the natural seams.
- Everyone wears a choker.
Depending on the strength of the programing team they might be able to copy the normals from the body and force them onto the head and then weight those verts 100% to one bone (top of the spine).
I'm assuming that you're talking about the actual normals for the low poly and not the normal values in a normal map? I'm not even sure normal maps could work in iOS?
I can't design around that since the characters are already made. I just gotta make them work!
It's running on Unity and I'll export them as .FBX, gonna try that Edit Normals thing then!
The question is does Unity support explicit normals and if it does, is that on deforming meshes or just static meshes...