I have a model that I have to use in game. I imported the model and extract materials as: 'clothes', 'phong1' and 'skin'
But its applying 'phong1' material to all over the model and nothing changes when i change the color on 'clothes' or 'skin' material.
Weirdness on the model
Do you guys have any idea to how to fix that? Im sharing original .fbx and texture to be more identifying.
https://easyupload.io/lsowue
Check the attached MeshRenderer or SkinnedMeshRenderer and check if the materials are passed in right order.
Related
I'm working on a project that needs to read the joint data from motion capture device to reconstruct the motion.
I already have a model in MAYA where all the joint are having Y axis up-pointed. However, when I import that model to unity, many koints' rotation changed. I've tried different importing method including exporting a FBX then load to Unity and ecpoting to unity directly. I've also changed the default rotation in MAYA from XYZ to ZXY. But the problem still exists.
The mesh will twist since due to the wrong rotation as shown in the picture below. I've googled a lot but still not find a solution.
error listed
Usually the joint direction doesn't matter, though I used to set "z" instead "y" in my character rig.
Please go to your fbx import settings, choose your Rig/Animation Type as Humanoid. Then, create a new avatar Definition from this model.
You should now be able to remap your wrong or missing joints. It's most likely that you have wrong order of character joints' mapping.
I would like to create a texture map for a 3D car model I have. I am not sure where to start. I thought maybe I could unwrap the 3D object to a 2D image and then use this as an outline to draw my texture. Is this possible, or is there a simpler solution?
Thank you in advance!
I would like to create a texture map for a 3D car model I have. I am not sure where to start
What you are asking about is called UV mapping.
"UV mapping is the 3D modeling process of projecting a 2D image to a 3D model's surface for texture mapping."
Source: https://en.wikipedia.org/wiki/UV_mapping
UV mapping is normally done when creating the model in 3d modelling software, although there may be assets in Unity able to do the same. To my knowledge Unity is not able to directly UV map.
You can however, change the texture of an object inside Unity as well as assign objects various colours and materials.
maybe I could unwrap the 3D object to a 2D image and then use this as an outline to draw my texture
To my knowledge you need 3d modelling software to do so, but yes, it is possible.
You can try to change it through scripting, but I'd recommend looking into 3d modelling software instead as I believe that if it is possible it will be bothersome.
3D modelling software I know of:
Blender - Free
Maya - Licensed
3DS Max - Licensed
I'm creating low poly environment in blender and importing it to unity. In blender I just have mesh with few materials assigned to different faces. I know two approaches to export it into unity: just export it with materials or render texture and then assign it to the object. My question is: Which option is better in case of performance?
From what I read using multiple materials is worse in case of performance(correct me if I'm wrong), but when i add texture to imported object it still shows that it uses few materials in mesh renderer. Am I importing it wrong or it should be like these?
There are screenshots of mesh renderer before and after I add texture:
Multiple materials are performance killing. But if your game is very tiny, these are not much on an issue. Not suggested anyways.
When exporting with single texture, remember deleting additional materials in blender. Or you can set the value of Size under Materials to 1. That case it will remove the materials keeping the first one or you can set the textured one there and remove others as well.
I have recently done few 3d objects in blender and I want to import them int unity3d. I know the basics: that I should export it to FBX file. But I wonder if there are any other things that are very important while exporting to unity? For example where should i position center of my object(near the ground or in the center)?
Typically you want the origin to be the bottom of the character (feet), and another good idea when importing is to make the model a child of an empty object before saving it as a prefab. That parent empty object will then have driver scripts that control stuff like movement and animation.
EDIT: This is one example of why you might want to do the empty parent method, but it isn't directly applicable to your question: http://docs.unity3d.com/Manual/HOWTO-FixZAxisIsUp.html
1) apply location, rotation and scale.
2) set the origin of the model to the bottom.
3) Delete camera and lights
I'm using Blender to design a custom geometry object which will be used in my sceneKit scene. I import it using childNodeWithName:. I experience a significant lost in accuracy of object representation. In blender it looks terrific(see the upper picture), but in sceneKit it is full of sharp edges(bottom image). What must be done to avoid such lost of details? I'm importing a cube with smooth edges so I'm guessing that shouldn't be to hard to represent in SceneKit.
EDIT: I added visual representation of my problem.
you probably have a smooth modifier (or something like that) that you have to bake (apply) before you export your model.
I must type at least 30 characters in order to post this screenshot.