![]() So in essence, things work very well with C4D/Unity (especially now with R11). This is the most common mistake that happens to people new to this workflow/pipeline. It is VERY important that you have a material applied to your object before export (Color Channel needs to contain a texture) or you will run into issues once you open it up in Unity. However, sometimes there are glitches and bugs of course that prevent a solid export. It really isn't that difficult and is most likely 'user error' in most cases if things go wrong. I am using native C4D files and exported FBX files from C4D just fine. Is there a workflow to follow (tutorials?) to create models that can be easily imported in Unity, without a lot of post work? I've lost the last 2 hours importing a model of a boat, with various materials and parts.and after importing all the textures in Unity and apply them, i have a serious problem to deal with glass stuff (windows and bottles with glasses on a table inside the boat), since they look black from outside and transparent from inside (i tried to change shader in Unity, but i can't get the same result of a render in c4d) I am sure that i am not the only one that has these issues.so would be nice to know how you guys works thanks! 21st century fox stock.Ĭlick to expand.That is not fully true. If you look at the tutorials from Will G, he uses C4d to make models and texturize them, tehn he save them and import them in Unity (so they are converted in fbx), but every time that i do so, i gotta apply again all the textures on the model (using blender and saving in obj requires even more work,since what i get is a white object without even the materials set up).Įven saving in fbx cause issues to Unity. ![]() ![]() Hi I am having some problems importing from these 2 software in Unity, and i wonder what am i doing wrong. For 3ds Max that says the options in the format that 3ds Max would. ![]()
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