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Message
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Morgann
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Morgann
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 5,
Visits: 25
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See that's the difference, I like coding and I don't have a problem switching from C# to C++ if that's what I will have to do at the end of the day. But I don't like modelling, nor am I a modeller, so I just wanna kinda "skip/go quickly over" the modelling process because I can't really be a coder and a modeller at the same time you know :D
And Hiro I'm looking at these now as well maybe I'll learn a thing or two!
Will keep trying, and again, thank you so much guys for the great help!
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hirospot
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hirospot
Posted 9 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 241,
Visits: 5.9K
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@Morgan I was very sorry for my post which was for UE, I'm sorry again that this post is not exactly addressed to your question, but just for your information, I used [MotionBuilder] as the [Target Tool Preset] for Unity at the 3DX [Export FBX] stage. My other pipeline test report and video at that time, Exported model image is observed at the last part in the video. (report) (video)
Thank you, Hiro
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Morgann
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Morgann
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 5,
Visits: 25
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@sw00000p
I was thinking switching to UE4 because it's doing most of the shaders for me and I only have to fix some stuff manually (hair, lashes) It's doing a very good job (compared to our Unity fella) however, it's still not giving me 100% perfect results, plus it looks like the guys at Epic games dun really love C#.
I will give Unity one more shot just because I still like it and I dun wanna switch from C# to C++ so let's keep our fingers crossed that Unity mans up to the job :D
I'll also look up some articles, reports, and tuts on how to really control the shaders in Unity.
Thank you so much for the great help!
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Morgann
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Morgann
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 5,
Visits: 25
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@sw00000p Think I'm gonna have to start learning that about Unity. But the question is... do you think Unity can get the model to look exactly/almost the same as the one on the left or is that impossible? I mean, is Unity powerful enough for that?
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lkelemen
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lkelemen
Posted 9 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 70,
Visits: 1.1K
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Lajos
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Morgann
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Morgann
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 5,
Visits: 25
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That report is awesome! The only problem is I'm using Unity not UE so there are some differences of course, I'm gonna try to keep messing around with stuff in Unity following the path you took in UE, I'm also getting UE just in case Unity decided to stay weak graphic-wise...
Thanks for the big help!
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hirospot
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hirospot
Posted 9 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 241,
Visits: 5.9K
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@Morgann Did you use Material Editor in your Unity? I used to test the 3dx to Unity pipeline with the different models, I hope my past report might help a little. here
Thank you, Hiro
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Morgann
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Morgann
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 5,
Visits: 25
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Hello guys, I've been all over Google and Youtube trying to find a solution for this but nothing seems to be working and I'm starting to get frustrated with Unity (which I don't really want to happen) I'm trying to export my iClone model to Unity but it never looks the same, no matter how many times I try to play around with the materials in Unity. Here's something to help you guys understand my problem. On the left, there's the amazing 3DXchange (iclone), and on the right, there's ...... well there's Unity... (Obviously they look completely different, which is really sad :S ) 75% of original size (was 675x19) - Click to enlarge And this is my export config for FBX, just in case... 75% of original size (was 675x19) - Click to enlarge Thanks in advanc
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