From Daz 3D Studio (version 3.1), I export my character model as a .fbx file into the Unity Assets folder for my project. The clothes and hair show up. The skin does not, the character model is "invisible". I know the underlying model is there because when I animate it, the clothes move correctly! How do I export the skin and face so it shows up in Unity? I've tried both the default Victoria 4 model and an downloaded Michael 4 model. Thx!
3 Answers
3How many polys are on the model? Check the bottom left corner double click on the console/log, and see if it says something about to many polys...
Also, what's the file type?
make sure your normals are facing in the correct direction. sometimes you may need to reverse them.
Also, make sure you select all the objects you want (in your respective 3d program) and export all baked animations whenever you can. embed textures as well.
shawn
It’s the polys. I had this problem with some of my characters. The best plan is to export the object as a .OBJ and reduce the poly’s in another program, like Sculptris.
Edit: Forgot to mention that, if there are animations, you should export the OBJ for reducing polys, then re-import the OBJ file to re-animate it in Daz. Also, if you need any other poly reducing programs, search Google and, if your search is unsuccessful, ask here again.
The underlying model could very well not be there. The clothes move because they are weight mapped to the bones. I would try exporting as a different file format (Collada dae). If that doesn't work, sounds like a problem with how this Daz application handles its meshes. It could even be something as simple as Daz having gigantic body meshes that import disproportionately. In which case, they're not invisible, but too big to see. Try zooming way, way out. In any event, I'd recommend not using people-making studios for things like this as they almost always have weird functions.
– anon25104582If all else fails and you want quick people in your game, MakeHuman works fairly well. Though they'll be naked, and you'll have to rig and animate them (but once you start making your own game you'll have to do all that sort of work yourself anyways, so may as well try it now).
– anon25104582