3b asset can take some time to compile, and it compiles every single time you click on it, which can also slow down your workflow as you experiment, until you uncheck "Interactive Update," which is on by default. I was curious if I could add some of those properties to the model on creation, but the 5,000+ lines of code have generally no comments.ĭo expect some manual tweaking as you refine the Unity vs 3D Coat look my model had some issues with proper color in the dodged and burned layers. The 4 star is due to the limited options that appear when compared with other imported mesh and texture assets. I did have 3D Coat crash a few times when adjusting layer sizes after the fact, however, so watch out for that. You can change these settings within 3D Coat itself, so that's not a big deal, just be aware of that workflow when you go to import your model. There doesn't seem to be the Max Size override check box that you would otherwise get when importing your own texture layers individually. Each layer that makes up the material has a setting for Wrap Mode, Filter Mode, and Aniso Level. They show up as whatever size your textures are within 3D Coat, which makes sense. It's also not clear if you are able to tell Unity what size to make each of your textures when you end up compiling your build. It would be nice if many of the mesh prefab options that you get with a regular imported model were also available for the mesh that comes in with the. This is going to be a non-issue for pretty much everyone, but I think it's worth mentioning. This "Scale Factor" allows you to compensate for that in the engine, so that when you drag the asset in, it's local size will be displayed as 1 and will be what you would expect. Maya to Unity can have an issue where objects appear 100x larger. What I do not like is the fact that the 3D model itself does not have the "Scale Factor" property that you see if you were to import a. I am able to toggle reflections and specular highlights on each combined material after the fact within the Editor, which is nice, and you can adjust levels for occlusion, normal height, etc. This is an asset that is worth getting.Įach material I created (the model has 5 separate ones) is saved to an Albedo, Bump (Normal), and MGO layer. My 600MB file ended up compressing down to a 17MB game scene when I built it. I love that I can paint all my layers in 3D Coat and they are all combined and (mostly) look similar once imported into Unity. For the most part, this plugin does everything.
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