Hi all, I just wanted to share the end result of our Hero Asset Creation Course If you want more information on the course or see the trailer then you can find it here: Flippednormals Artstation Gumroad
Description TriCAT is a market leader in virtual 3D learning and working environments, virtual classrooms and academy. We set the standard for technological developments and are constantly working on innovative solutions to make learning and cooperation economical and sustainable. We are now seeking a talented,…
So I just tested this method all the way through and into Unity, and it works! I'm not sure WHY it works, but it's a huge time saver from what I learned at my previous job. The key is to not let the normals split, and just have the vertex normals be perpendicular to the flat area, AND have a hardened edge. I can't say how…
baked in blender and its a rendered shot not the viewport, hm gonna try to import the model into unity and look whats its doing edit: ok, no seams in unity
I exported the animation as a DAE_FBX and it seems to work fine in unity, but in Maya, it removes all controllers. Would this be an effective alternative export for use in a Unity-made game?