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hi a export a model from super mario 64 and i try to add in unity... my promblem is that the model apiars inside out... than it has too do u know how to make at least the material 2sided??? thank u castle in maya http://www.funshots.in/images/43452802003761427427.png http://www.funshots.in/images/63241799373730069797.png castle in unity http://www.funshots.in/images/76907234123571426272.png http://www.funshots.in/images/68119040466170001704.png then i did a test with a plane plane in maya http://www.funshots.in/images/93729737993263405009.png http://www.funshots.in/images/18691727296145825442.png plane in unity
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Turn on backface culling in maya to get a sense of what your model is going to look like in Unity. Since game developers don't have near limitless resources for rendering like animated movies do, we have to deal with normals determining which side of a face gets rendered. If you're really intent on having 2-sided faces, you can write a shader with 'cull off' in the culling instructions but realize that this makes your model twice as taxing on the system as it was before. A better solution is to go through your model in maya and make sure all of the normals are pointing outwards. If you go to display > polygons > face normals you will get little lines that point in the direction your face points. You can also go to display > polygons > backface culling to turn off backface culling and see which faces need to be repaired. You can also try going to normals > conform normals, although I've had spotty luck with this function. yes it worked... thank u very much. i didn't notice that the game engines render only the one side.. that's why when i was using Unreal Engine i had do make the texture 2sided. i just reverse the normals and now is perfect.. i had to find now how to Add Collider to every face because the player falls through :/ any way thanks
Nov 12 '10 at 04:31 PM
NikSpace
hahah solved that too.. i didn't knew about the mesh collider ^^
Nov 12 '10 at 04:40 PM
NikSpace
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