![]() ![]() Does anyone know how to solve this transparency issue? or not having color in the eyes? I could also be totally wrong about it being a transparency issue and need some help.īelow is an image from daz then an image from UnityĬlick to expand. I dont think the issue your having is lighting though I believe its the same issue Im having. I did change the eye texture material to a particles shader (Mobile > Transparent > Additive) to see if the eyes are there and they are, they are just not colored and the clothing has no transparency in them as well? The export from daz also exported (from texture atlas) 3 textures just like the videos in this post.Īs for the other question in this post on lighting you can use Beast Light Mapping which is available in Unity (free pro) that will light your scene very nicely and there are plenty of tutorials around for that It seems like theres a transparency issue I could be wrong but for some reason my models are exported and imported with the same issue like the eyes not having color? and Im not sure how to fix it, if anyone can help? Im having some of the same issues with exporting the texture atlas from Daz Studio 4. By the time you have it low-enough poly to be useful in a game engine, the hair will barely resemble the original. The biggest issue you'll have with daz content is in the hair content - the vast majority of daz hair is just simply too high poly to come across well into a game engine - even with the decimator. I'm still investigating what the best pipeline for getting morphs into unity is - found a couple of scripts that look like they might be a good starting point ,but not 100% sure as of yet. the model was rigged in max and then saved to fbx again.īy 'cleaned up', the default daz models have too many materials for my liking, so I've combined a bunch of them together, streamlined the material setup quite a bit and then rigged the model and exported for the 'game version'. I'm also using daz for characters (clothing, hair, morphs), my pipeline is to export from daz (I'm using the 11k base, the 4k is nice as well) in fbx format, which I then load in max and clean up. at a minimum you'll need anti-aliasing and probably need / want proper hdr / bloom and some other filters on the realtime render as well (depth of field / etc) before you'll come close to what even a default daz render can do. ![]() The jagged edges are simply aliasing - i'm not sure if unity supports antialiasing, but the daz renders most definitely do, and it will be hard to compare an offline render from daz to a realtime render without some fancy post processing being done. There's also a great pack of "skin shaders" on the asset store, that might make your job a whole lot easier. If you really want this type of shading, some custom shader is probably going to be needed. But if that the case, her cheeks wouldn't be darkened. ![]() That shading would imply the light is below the bones, in front of her. You can tell by looking at her protruding bones under her neck. Turn on anti aliasing.įurthermore, the screenshots you've provided are clearly using non-directional, view-dependant lighting, which is good for "looking at" models. Mess with different intensities for all those light and the ambient light. Then add a third light perpendicular to the main light. Set the back light to an "unnatural" color, like red or purple. To get started, put in one directional light, create another light and point it directly the opposite direction of your main light. Emulate what photographers have been doing for years, try a 2-3 light setup. You can't expect to achieve good lighting results with just one directional light. ![]()
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