But as I'm more of a programmer than a 3D Artist, I don't exactly know it must treat it somehow different than blender files. I guess it has to do with the Blender import and the way it triangulates the file. maybe someone has seen something like this before and can tell me exactly why this happens? Or why I don't see similar problems in 3D Coat? Now I am aware that I might reduce the errors by throwing additional polygons at my mesh and changing the UV mapping (there are also ugly seams all over the mesh, which I can't 100% map to the way the UV is layed out as similar problems are unknown to me with Blender Meshes).īut before I do that I wanted to get some people with more expierience to look at the problem. One of the shading errors is marked in Red. How it looks in the paint room (no problems with the shading visible)Īnd Finally after import into unity. I even thought that the triangulation on import might be the issue and did that once in the retopo room in 3D Coat. I tried changing the UV seams, using smoothing groups or not in 3D Coat and on the Unity Import, tried obj, dae and fbx filetypes. The same old weird smooth shading issue pooped up again, this time I could not fix it however. Today I tried to fix a problem with another of my 3D Coat meshes where the normal map was baked wrong, by using additional polygons for some small details to help the normal map. but then the weird seam issue popped up, which I guess is just the normal way smoothing groups works (I guess the edge split IS superiour, at least for use with Unity, only less performant?) Now, most of the time I could solve the problem by a) using the smoothing groups / calculating the normals in unity, which made the weird smooth shading issue go away with a mesh I imported some months ago. Most of them are connected to two Problems:ġ) Smooth shading generating weird shading for long thin polygons in case these polys are not 100% flat (which happens often during retopo)ġ) Smoothing Groups and the "calculate normals" creating ugly, visible seams along the edges (which does not happen with imported blender meshes as they don't need the smoothing groups -> most probably thanks to the edge split) The way I use it normally is sculpt in voxels > Retopo > Pixel Paint > Export to obj > Import to unity I used it with another engine last year without having import problems, but since I switched back to Unity (for other reasons) this year, I have more and more import problems with my meshes. It includes "auto- retopology", a proprietary skinning algorithm which generates a polygonal mesh skin over any voxel sculpture, composed primarily of quadrangles.I am using 3D Coat since almost 2 Years now, so I have quite some experience with it by now. A live connection to a chosen external 3D application can be established through the Applink pipeline, allowing for the transfer of model and texture information.ģDCoat specializes in voxel sculpting and polygonal sculpting using dynamic patch tessellation technology and polygonal sculpting tools. Imported models can be converted into voxel objects for further refinement and for adding high resolution detail, complete UV unwrapping and mapping, as well as adding PBR textures for displacement, bump maps, specular and diffuse color maps. The program can also be used to modify imported 3D models from a number of commercial 3D software products by means of plugins called Applinks. 3DCoat is a commercial digital sculpting program from Pilgway designed to create free-form organic and hard surfaced 3D models from scratch, with tools which enable users to sculpt, add polygonal topology (automatically or manually), create UV maps (automatically or manually), texture the resulting models with natural painting tools, and render static images or animated "turntable" movies.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |