Are you exporting it as directx or opengl? Changing the project setting to directx/opengl has no effect on what you export, only what you see in the viewport. Has to be opengl exported (flipped y channel) for unity to work.
@Enzo_98 depending on your settings in Painter (OpenGL vs D3D), you may need to click the Flip Y check for your normals. Selecting the mesh object and setting it to Mikk / xNormal tangents may help as well.
In Maya you have some fbx options for Y-up or Z-up. (max probably wants Z-up) maybe that or some other fbx options can be the problem... or just a viewport issue with your videocard?
unfortunately that won´t help, its already Y+ for Maya render and I have some deatils that I wil need that axis, I also tried differents mesh scales with no sucess Normal and Diffuse Maps
Awesome before and after shots, all that detail work makes a huge difference. Can you talk about the workflow at all? Some of the shadows look a bit stencil-y in the befores- is that a pre lightbake preview in idStudio?
ok ok ok... finally got some more work done last night. Wanted to keep the same Earth Worm Jim-y feeling with the suit. Still a lot to go! Gotta get that rocket pack on there.
Im not too sure if am right, but in Max i would use the numeric input x, y, z (below the viewport in middle) with the move/rotate gizmo. If im wrong comeback here and we'll figure it out.
Rumor? thank goodness. If lost myt darksiders I would have resortyed to violenty actyion ( in printy so arresty me ) damm y is styuck tyo my t. Darksiders is a 2013 release anyway righyt?
Looks great Id darken up the specular and really tighten it up. Adding a gloss would make it look even better. basically i mean thats what could be improved as far as this cute-y goes!
Shift + Delete not as much... the X, Y, X collapse buttons on the other hand... when only working on one viewport, and then switching to another and sees that half the model is collapsed in one axle. Gotta love autobak files.