Hi all;
I have two separate objects, a face and a nose; however, as you can see from the Unity image, the lighting between the objects when rendered in Unity has seams. I’m trying to achieve seamless lighting between the objects as seen in the Blender image.
I’m at my wits end. Help would be great!
Unity (how it is looking)
Blender (how I want it to look; seamless lighting between objects)
You get exactly what you want if change shader to unlit trollface.jpg
But seriously: normals of both pieces, relating to а points in same positions must be the same.
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Using Blender, would you know how this might be possible?
Is the nose sitting on top of polys behind the nose? I think if yes - delete the polys on the face behind the nose and align the verts of the face with the verts of the nose and you will see a better shading result. Might not be perfect, but it will be better.
To add to @mouurusai funny post
the shading in blender looks acceptable in the screen shot provided, only because there is no lighting/shadows in the scene. If you added proper lighting and shadows in blender you’d see similar shading results you see in Unity. But if that’s the look you desire (as shown in blender) as mouurusai said - give the head and nose a unlit shader and the seam should disappear.
Have you considered blend shapes / morph targets rather than mesh swapping? Assuming that is why you don’t have a solid mesh for the head.
Hope this helped, I don’t use blender, but poly normal information is all the same.