Hi! Is it single sided and did you invert the outline meshes normals? If you want the model looked at, you can zip it and attach it here or send it via pm.
Hello friends, i present you my character animation asset created for fighting games. It also includes a character FBX. The asset contains 43 animations :) - Walking, Jumping, Running, Attacking and Damage reactions. Download: https://drive.google.com/file/d/1JWzWxJ5r11sTW_75VA1xoGhQj3Uzd6FM/view?usp=sharing Soon in Unreal…
This is a medieval dungeon environment I have built recently, to test modularity, lighting and unreal engine materials. Before uploading it to my portfolio, I'd like to check what you all think, and ways you think I could improve it. Thanks in advance for any suggestions. First floor (Entrance and Torture room): Second…
In this case I don't think even that's needed, it's just assumed the blue channel is white (set the blue channel to white in the top image and you get much the same output as the second image) with tangent space normal maps there's never really a lot of detail in the blue channel. All the normal perturbation is in the red…
yeah then do it there, unless you know for sure whatever you do in blender you can replicate in unity (which is likely so, if you know what you are doing) i would go with whatever celshader you prefer inside unity and feed that with your model