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Problems with exported FBX (normals and texture resolution)?

Posted By mssoft 5 Years Ago
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Problems with exported FBX (normals and texture resolution)?

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mssoft
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mssoft
Posted 5 Years Ago
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I have three problems with exported FBX.
1. When the models are exported to anFBX file (especially with clothes), the normals / tangents are apparently notwritten correctly. I tried the export profile "Unreal" and"Maya" and from iClone and Character Creator. No matter whether Iimport the FBX file into Maya or UE4, I have a "shimmering" surface. See "WrongNormals1-7".
The shimmer has nothing to do with theimported material. I can also create and use a simple material in Unreal.See "ImportedNormalsSimpleMaterial1-3".
If I do not import thenormals and tangents when I import them into Unreal, but have them computed byUnreal, the problem is not. But the calculated normals can sometimes beunsuitable.
2.
Also under Unreal and Maya, there isan error in the depth sorting of the polygons after an export if the materialis translucent. The problem cannot be solved by recalculating the normals inUnreal. So it doesn't seem to be the problem. A workaround is material opaqueor masked. But sometimes translucent is also desirable because e.g. looksbetter on hair. The problems do not depend on the manufacturer of the models.It occurs with base models as well as with clothing.
See Imported with opaque material and computed normals, Imported with opaque material and normals
, Imported with translucent material and normals.
3.
The clothing / armor of e.g. PlaysetAssassins and Paladin look very good on the website, but in the CharacterCreator and especially in Unreal the low resolution doesn't make a goodimpression. See "ResolutionLow1Orig".
The artist's models are surelymade with higher resolution textures. Why is not at least a 2048 resolution (or4096) offered as -additional- downloadable packages? I was able to achieve animprovement in close-ups (dialogue scenes) through layered material in Unreal,but especially the normal maps in low resolution reduce the overall quality. See "ResolutionLow2Layered".
I'm more of a developer than an artist, butis there any other easy way to generate highres normal maps from thehighres-polygon models? The easiest thing would of course be to give thecustomer the high textures straight away. Scaling down is better than scalingup. Within the Character Creator and iClone you can work with low textures butwhen exporting, more resolution should be possible or I only have external ZIPpackages with the highres textures that I can import into Unreal or Maya.

Attachments
WrongNormals1Setup.png (287 views, 586.00 KB)
WrongNormals2Imported.png (168 views, 831.00 KB)
WrongNormals3Computed.png (166 views, 869.00 KB)
WrongNormals4Imported.png (192 views, 953.00 KB)
WrongNormals5Computed.png (179 views, 924.00 KB)
WrongNormals6Imported.png (150 views, 987.00 KB)
WrongNormals7Computed.png (193 views, 992.00 KB)
ResolutionLow1Orig.jpg (143 views, 344.00 KB)
ResolutionLow2Layered.jpg (186 views, 525.00 KB)




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