Issues with some textures....

So I am not exactly sure how to describe this other then what the images show. All of our textures except for two are importing into Unity fine, however the body/head texture, and the boot textures on our character come out all blocky.

Does anyone have any insight on this?

All our textures are using Diffuse and Normal Maps.

anyone have any thoughts?

I see no texture issues.
that are definitely issues with normals and potentially uvs on the model themself.

dreamora, can you elaborate at all on that response? Like how can I look into those issues? Or what can I play around with to maybe make them go away?

And thanks for the response.

Cheers

Ben

up for any further advice today.

Thanks again all.

That makes sense now - are there any diagnostic tools to narrow this down further? Perhaps another shader (not bumped-diffuse) that could help determine what needs fixin?

images are down temporarily due to an issue with the rack they are hosted on. They should be back up momentarily.

edit
Images back up

Too the top again in hopes someone has any thoughts on this.

Thanks

I’m assuming the character (including feet) and clothing are two different models, maybe made in different apps?

This is definitely a problem with the model. Either the UVs are screwed, the normals are screwed, you have hard edges on it when you should have soft, or all of the above. The polygons on the neck appear to be really stretched, too. Open up the model in a modeling app and take a look. Put a plain chequerboard/checkerboard texture on it (however you spell it over there) and see how it looks. Put the same diffuse texture (no normal map) on it in Unity and compare.

Your artist should be able to fix this, unless it really is a Unity issue. Try exporting it in a different format if you suspect this, but I doubt it.

Well,

The model was made and textured in Max, and it was rigged and animated in Maya. It seems to work in both apps though, but when pushed to Unity the boots and face break.

Any thoughts on working with Max/Maya on this?

Your artists potentially thought that using subdivisions was a good idea and potentially used further modifiers and forgot to bake them all into the geometry before exporting.

Keep in mind: on export any modifier is lost, especially UVW and subdivision will make a rather drastic difference. Also procedural materials will not export unless they can be baked, which can also lead to problems

so the fact we are using Max for modeling/texturing, and Maya for rigging/animating shouldn’t really have any affect on this.

It’s more an issue of workflow/procedure?

If so I’d ask your advice on the following, would best practice method be to have the model animated and then sent to the texture artist to apply and export?

I am still learning how to handle the art asset workflow.

There’s no rules to how to do this sort of thing, but your final model needs to be plain old polygons and have no crazy modifiers in Max or Maya. I can’t remember how to collapse it in Max, but in Maya you want to hit “Delete Non Deformer History” from the Edit menu. For texturing, you just need to assign UVs to the geometry and texture it in the same way you would a house or something, except you’ll want to use smooth edges on the model to make the normals on his face and body interact correctly with the light and shading. There’s an option for this on the model geometry inside Unity, but you’ll probably want to control this manually in your modeler instead of using a per-surface setting.

If you could show us the UVs and texture map of this model and a wireframe/shaded view of him maybe somebody could identify the specific problem. If you want to send me (or somebody else) the Maya project I could take a quick look, but I’d understand if you want to keep it to yourself.

yeh gonna have the art guys check it out tonight, if that fails I will get in touch with you.

Thanks for your advice so far.