I’m having two main issues around exporting characters to Unity - I’m hoping someone with some more experience in this workflow could give me some guidance.
In a basic scene, it seems like my eyebrow shaders are not fully rendering? The character seems to eyebrows seem to be missing or blow out. However, when I go into the preview scene from the importer, the character’s eyebrows look much clearer and the character’s materials as a whole is of a much higher fidelity. Is this mainly a lighting issue? I noticed in the importer preview scene there are a ton of light settings but is that it? I’m trying to get as close to that level of fidelity as possible while keeping computation low(project will be deployed to quest)
Additionally, I’m a bit confused why I’m getting holes in the cloth of my mesh? In CC4 the mesh looks completely fine but on export I seem to get these holes around the character’s traps/shoulders - any idea why?
Any help would be appreciated and thank you in advance.
Lighting and post-processing is everything. The raw colour output of Unity (or any other rendering engine for that matter) is not great and needs to be adjusted with post processing to get the look you want. The default lighting arrangement in a Unity scene is also pretty bad and makes it all look even worse.
I solve very optimize character (Game Character, InstaLOD ~ 20-30 000 triangles., Merge Material UV all to one). For mobile game. How is possible to have this hairs look? Do you use CC4 shaders?
It’s generally not a good idea to merge hair materials with the rest of the character for a couple of reasons:
Hair is transparent, it needs to be rendered in a separate render queue to opaque materials like the clothes and body. Merging forces the whole character to be rendered in the transparent queue, which is more costly to performance.
Hair cards use overlapping UV islands aligned in a particular direction, and the hair shaders are designed to use this. Merging materials causes the UV islands to be separated out individually and with varied alignment which means the hair shaders no longer work and the hair textures take up too much space in the merged textures.
So keep the hair separate if you can. This also applies to the eyelashes.
If you need high performance hair for mobile devices, then you should be looking at something like the Lite Hair or similar as it is entirely opaque and renders very fast, and also can be safely merged with the rest of the character.
thank you for good points. yes - lite hair its the one of the options, but I still try to better the hair.
I try to switch shader/material from Opaque to Transparent and used Blend texture for hair, whitch makes hair shadowly on the backside, behind the neck