![]() I placed the Steamgirl asset and a Mixamo asset on the Scene and brought the camera closer to their face. I started up a 3D project with extra's so it automaticly includes the Post Processing stack. Work was slow today so I managed to slap together a little test. Even though my current game uses a zoomed out top down view, I would like the option of zooming in further so the player can see the details of the model / world. The one model I have from the Asset Store ("Steamgirl") is really cool and I have some motivation to get models working in closeups. If I ever find a way to get those working, I'll let you know. Ironicly enough the eyelashes are on a seperate mesh. They are part of the body mesh, which has only one material. It looks off in Mixamo and naturally it looks off in Unity. Mixamo will treat it as a single "top" mesh with a single material. Example: I have a Fuse character with a matte shirt and a reflective jacket. So there's some simplification going on between Fuse and Mixamo in regards to meshes and how they are textured. You only get 1 material in Unity for each "part" (top, bottom, skin, hair etc) where the Fuse model consists of multiple meshes per clothing item. This is different from Fuse, where you can apply whole materials to individual parts of clothing. but it will apply to the single mesh the model consist of. Non-Fuse characters from Mixamo seemingly have no transparent parts at all, meaning that post-import you can simply use the sliders in their material for finetuning. I've been a bit too busy with other parts of my game and it's not really my expertise. I haven't been able to set up any render tests, but I hope to do so this week. A model I got from the Asset Store has the exact same "eyelashes" transparancy issues, but uses post-processing and it's own shader. Best to cut OP's enthousiasm short before his beard is as grey as mineīy the way, I've been looking into this further using models from various sources. On top of that the technical mismatch in texturing technique make pumping out as much characters as you can before the hammer drops an exercise in futility. I found that page again, by the way:Īs it happens I have been delving in this issue quite extensively the last few days because I reckoned Fuse would be a nice way to populate a game with NPCs relatively fast, only to discover the whole pipeline is some Adobe experiment that is about to be axed. The author proposed a technique that involved combining the layers in Photoshop, which would end up looking usable as long as you could live with matte eyeballs. I found a topic yesterday that went in great detail about the how and why of this issue, which came down to the textures in the Fuse > Mixamo > pipeline simply not being the right ones for Unity. People on Steam were hacking together special shaders for this pipeline back in 2014: Perhaps the characters you can pull from Mixamo itself don't have any transparency applied anywhere. You can tell the materials are wonky at closer inspection. The issue is that once you figure out how to apply those textures, you still end up with your eyelashes and other transparent parts looking like this: Should OP succeed in making his textures appear, there will be additional caveats regarding the Fuse > Mixamo > Unity pipeline. ![]() I may have hijacked the original question a bit. ![]() I'd say Mixamo is only usefull for prototyping and retargetting animation as all the information on importing and hacking together the textures you'll find online is from the 2014-2016 period. It never looks right and so far the best fix I've found online is to hack it all together using Photoshop and some external shaders intended for mobile.Įrgo, things like eyelashes, eyeballs, and composite material clothing still look terrible. You can still extract the materials and modify them by applying said textures, but they will just have 1 diffuse texture and the other 4 (gloss, specular, normal, opacity) must be added by hand. It's the same old transparency issue, the only exception is that importing a DAE file will automaticly extract the texture files. I did not get a popup to merge the textures together. I went to Mixamo to download a DAE version of my model. ![]() I use the same technique in terms of using a T-pose to play nice with Unity's avatar creation, but have been working with FBX files. Unity is asking you to merge textures and you're using DAE files? I've been using FBX files and Unity only asks if I wish to properly import normal maps.
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