The key trick will be getting it to work in Unity. Translating a complex rig is a trial-and-error kind of thing. I would start simple in Max, and import into Unity regularly, because it's going to break often.
I have a project I'm migrating from UE4 over to Unity. Im aware Unity handles normal maps differently than UE4, but even if my project in Unity is set to DirectX, the normal maps are not correct. Flipping the green channel does not seem to fix it either. What else do I need to do?
I´m looking into the possibilities of exporting a Unity prefab to the FBX file format so that it can be loaded up in Maya and/or Max. There´s a thread about it on the official Unity forums, but the first reply there contains a link to malware (Don´t click it!)…
Hello all, Does anybody know how the workflow works between 3ds max and Unity. Example if export out a fbx with materials and embeded textures turned on. I can extract those in Unity tex/mat right? Lets say,, I done another fix in 3ds max and re-export fbx again. Can you also keep materials you might have setup in Unity?…
Hi all, I have question. I'm currently using 3ds max 2021 which uses Physical materials. When I export fbx with embbeded texutures turned on and import this into Unity my materials are all white. Are physical materials supported by Unity? I'm new to Unity and also to the new Materials in max2021. I did small test with box…
Sorry, no Free Unity Support...Unfortunately this is due to Unity imposed limitations on the Free version. If you have not already, check out their subscription plans Unity Pro
So i started a few months ago with substance suite and unity, and i came to the part where i exported the maps or in this case loaded the sbsar in unity, and i noticed that the unity global illumination setup wasnt like I saw it in substance. My question is how i can set up unity to get less strong and irritating…