Hi everyone,
I am a game developer working on a project that uses 3D models. I have collaborated with a 3D graphics designer to create these models, but I am having an issue when importing them into Unity. The models appear skewed and there is a disparity between the character and the actual model.
My game is designed to dynamically place a random model from a pool of over 100 available options. This means that I am unable to individually adjust the scale or size of each model.
I would be grateful for any assistance or advice on how to resolve this issue. Your insights would be invaluable in ensuring that the imported models are displayed correctly in Unity.
I have attached some images that show the differences between the two models. The left image is from my game and the right image is the preview image provided by the designer.
What specifically do you feel is different about the two? The only thing I see, perhaps, is that the FOV of the camera is different between the two pictures. Unity’s default camera FOV is 60, and perhaps the designer took those screenshots at a lower FOV. Try changing the camera’s FOV and see if it looks more like what you’re hoping for.
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are the design images 2d concepts?
there is some slight differences in proportions of the body and silhouette shape is all I could say. If these are 3d version compared to the 2d concept the only thing you can do is edit the mesh. You wont need to change the skeleton, just unbind → adjust vertices → rebind. Whoever made the models can probably do that but you have to be able to describe exactly what you want first.
As dgoyette mentioned, use the same camera settings as used in the 3D modeling program in which the renders were made. Don’t forget to adjust the sensor size as well, by default the physical camera settings are turned off in Unity. Also, place the camera at the same distance, the same angle of view, the same lights and environment settings, the same model materials, and white background behind the model. And then compare again.