![]() Model in goxel -> export to magika -> export to 3d mesh -> optimize and edit using a 3d editor. Remesh the entire object using an octree/marching cubes to generate a surface mesh that is visually identical, with an entirely new mesh.īoth of these operations discard vertex data, such as color. This is because mesh optimisation usually does one of the two following things:Ĭombine faces and vertexes to reduce poly count. Practically speaking, the issue here is that when you export a mesh with vertex data, and apply modifiers to optimize the mesh, it loses the vertex data! Since Migikavoxel has limited size imports, this makes the workflow of using goxel quite painful. I export all my goxel models to magikavoxel and export from magikavoxel as a 3d model, because goxel's exports attach the color as vertex data. I did find a related thread where another student encountered this problem and even provided a repo where he supposedly fixed the meshes but I'm seeing the exact same issue with his repo.I'm very happy using goxel, but this continue to be a pain point for me. I've posted to the forum for the course as well as a their discord channel but so far no luck. ![]() blender files for those asset models under Assets\Resources\Models but I don't know how I can get them assigned to so they render. Specifically the helicopter, airplane and skyscraper prefabs are all missing their meshes and when I click Select Mesh the models for those assets are not appearing in the list. The problem is, the unity project code that's provided as our starting point seems to have its meshes messed up. The assignment is simple, add gems the user can pick up and fix a small bug. In assignment 8 we're finally getting into Unity. I am taking the EDx Intro To Game Development course from Harvard. I'm not sure if the issue I'm experiencing is the same what's being discussed here or not but it sounds similar. I've looked through the forum and google and can't find an answer. I've tried applying the texture in blender and then exporting (it creates a basic diffuse material in unity with no texture attached) and I've tried applying the texture in unity after importing.Īny ideas or any place someone could point me? It's showing the color materials just fine, so I don't believe I have any problem with my normals. ![]() I've gone as simple as opening a default blender file (the basic cube) and simply exporting that (in fbx as well as collada and others) and get the same thing. For example I have a very simple material with a Diffuse shader, no color, and the image I want for my texture that is largely browns and greens and I get rendered on the model I attach the material to a general brownish color but absolutely no distinguishing features of the original graphic That is, I can get a material to render color and what appears to be some coloring from some textures when using a Diffuse shader on a material, but I can't get a clear rendering of the texture image on my models. I'm very new to blender and relatively new to Unity and am struggling getting any materials to render on my blender models once imported into Unity.
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