Model imported from ZBrush into 3DS Max looks very distorted but only when rendered - import

I imported a very low poly object into ZBrush, sculpted it, then ZRemeshered and projected the details onto a lower poly object to make the normal map. After that, I exported the lower poly .obj into 3DS Max, where it looked perfect in the viewport but completely distorted when rendered. It doesn't have any materials or anything, this is just the model itself. Screenshots:
https://www.dropbox.com/s/qiswlfwlkf6f7hj/normal.png?dl=0
https://www.dropbox.com/s/cba1schavgl5mm8/distortion.png?dl=0
Thanks a lot!

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RenderSettings customReflection texture has invalid type, 2D given while only CUBE is supported. Custom reflection texture will not be used

so I started an unity project w ps1 graphics style, and it been smth like 2 days I have this error but the game still working kinda fine, can someone explain me why this happening? Thanks!
(Im not using URP)
Full error :
RenderSettings customReflection texture has invalid type, 2D given while only CUBE is supported. Custom reflection texture will not be used in UnityEditor.EditorApplication:Internal_RestoreLastOpenedScenes ()
In the Texture 2D Import Settings, change Texture Shape from 2D to CUBE.
In your project, click on your texture. Import settings are found in the inspector.
Cube defines the Texture as a cubemap. You could use this for Skyboxes or Reflection Probes
, for example. This type is only available with the Default, Normal Map, and Single Channel Texture types.
From the Texture Shape Reference of Texture Importer Documentation.

Blender model turning black when scaled down in Unity

I made a model in Blender, which I would like to import into Unity.
When importing into Blender, at full scale, the colours show up correctly :
However, I need to scale it down (the original model is very large). And when I do so, all the colours turn black. All of a sudden, once passed a seemingly arbitrary threshold :
I tried UV unwrapping in Blender, as well as fixing normals (inside and outside). But it doesn't fix this problem.
What could be the cause of this?
Please try to use 0.1(default) for Scale Factor on Import Settings of the Model.
If it doesn't work, how about changing the shader into Standard/Color?
Maybe the issue comes from the shader can't handle the tiny scale because of floating-point precision.

Scaling Object turns the textures white (Unity3D)

I'm trying to figure out why my Object's textures keep turning white once I scale the object down to 1% (or less) of its normal size.
I can manipulate the objects realtime with my fingers and there is a threshold where all the textures (except a few) turn completely ghost white, as shown below:
https://imgur.com/wMykeFw
Any input to fix is appreciated!
One potential cause of this issue is due to how certain shaders can miscalculate how to render textures when scales are set to low values.
To be able to render this asset so small using the same shader, re-import the mesh with a smaller scale factor (in the mesh import settings), and that may fix it.
select ARCamera then camera, in the inspector, select the cameras clipping plane and increase it(you want to find the minimum possible clipping that works to save on memory, so start at 20000, and work your way backwards til it stops working, then back up a notch).
next (still in the cameras inspector), select Rendering Path and set it to Legacy Vertex Lit
this should clear it up for you

How can I set a Projection Matrix to have a Tibia like projection?

I am beating my head a little bit here for a while but I still could bot find a way to set up a matrix that projects my Unity game in a Tibianeske like manner:
Reading on tutorials on internet I could figure out how a normal orthographic perspective works, but tibia's one is kind of odd.
Digging over webs I found in here a guy (Clint Bellanger) who describes really well how to get the same perspective in blender's render according to him:
Start with a scene in 45 degree isometric. Video game style, where
the camera angle is Blender (60,0,45).
In Blender if you look at Buttons Window -> Scene -> Render Buttons ->
Format, you can set the render aspect ratio. Set AspY to half of
AspX. This is the same as taking regular rendered output and scaling
X by 50%. If you rendered a cube, the top of the cube will be a
perfect square (though at a 45 degree angle).
We can then use Blender nodes to rotate the result 45 degrees. The
output:
Note this started as a cube, so there's a lot of "vertical"
distortion. So you might have to scale meshes to 50% Z before using
this method. Also notice the Edge seems to be applied after the
Aspect, so the edge isn't distorted.
Blend file: http://clintbellanger.net/images/temp/UltimaVII.blend (I'm
a Nodes noob so there might be a smarter setup).
For kicks, here is that tower again. I pulled it into the above
workflow scene and scaled Z by 50%. Click "Re-render this layer" on
the first node to create the composite.
On his method, he used stuff like rescaling the render and changing the scale of models, Im convinced I could get along just with the 4x4matrix in unity(or in any other 3d environment really).
Hope someone more experienced with perks of 3D maths could help me to figure it out. Thank you! =D
What you ask for is a simple parallel projection. The typical orthographic projection is just a special case where the projection rays are perpendicular to the image plane. However, every parallel projection can be represented by an affine shear transformation followed by a standard orthogonal projection.
Im convinced I could get along just with the 4x4matrix in unity(or in any other 3d environment really).
Yes. Using default GL conventions here, all you have to do is to take the standard ortho matrix, post-multiply it by an appropriate shear matrix and use that as the projection matrix.

geometry object's created in Blender lose details in SceneKit

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.