I'm exporting a PLA animation for a Unity project but whenever I test the export in fbx review, the geometry becomes skewed. It almost looks like its melting. Does Point level animation usually do this? is there a way to retain my geometry while its animating?
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FBX export skews geometry
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RE: Bake High Poly Mesh to Low poly
Thank you Dr. Sassi. I'm having good results with generating Normals using the bake material tag but I'm not sure what's wrong creating my AO and displacement maps.
I'm not able to attach images so I'll try explaining. The high poly has UV's where I baked that information onto a low poly plane which has enough segments for displacement. The normal map has a nicely laid out texture which are vents, fans but the displacement map has those elements broken down into numerous smaller pieces for some reason. The AO is just a black texture.
I'm also referencing this video tutorial on how to get my baked maps: https://www.youtube.com/watch?v=gcJcIqZRfsI&t=92s
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Bake High Poly Mesh to Low poly
I'm having trouble finding an up-to-date version on the process of baking a high poly model to a low poly model. Could someone please refer me to some information on best practices. Also, is it possible to bake redshift materials and lighting onto the model?