along the lines of getting the Logo Parc game running,
I encounter persistently certain objects that import as a big mess
from maya .ma file dropped into the assets folder.
Anyone has an idea what could be the reasons?
I already worked around the following issues:
1/ there’s only one UVset without overlaps (each face has a single UV layout)
2/ i use cleanPolyCombine (highend3d.com) to flatten duplicates into 1 object (this is usefull for speed as many have already pointed out, thanks)
I used another tool posted on highend3d.com to clean up geometry especially for games.
It is called geoCleaner.mel
What mattered the most where the superfluous edges which I got rid of and they made the difference in the form of a very clean result inside unity.
conclusion:
1/ Use only 1 UV set (delete UV’s and reassign for ex, automatic mapping with tiling option)
2/ Use cleanPolyCombine to have the least possible objects
3/ Use geoCleaner to find and merge vertices within a threshold in thorough method
4/ Use geoCleaner to find and remove superfluous edges within an angular threshold
Just for the record, Unity will happily import more than one UV set per object. I’m not sure what you’re doing wrong (but we’ll probably figure that out).
Yeah, Unity will just take the uppermost UV set… I’ve accidentally imported Maya files into Unity that have had half a dozen UV sets attached to a mesh and Unity just takes the uppermost one (unless you’re using the multi-UV LightMapping Shader and then it looks for the next one down too).
“Polygons/Cleanup” in Maya will usually fix any polygon screw ups like non-manifolds and other faces/lines squeezed into zero space.
The only geometry/UV screw up I’ve come across in the Maya/Unity translation process is using “Surface Shaders” in Maya and forgetting to turn them into another Material type. For some reason Surface Shaders don’t export well and squeezes the entire UV space down to a single point.
yes, I guess the only way (within Unity) is to toggle between the one or the other UVset, right? But I guess that’s the idea of UVsets David will tell me… hehe
I’m on the verge to start messing with this now, especially handy (i heard) for lightmapping, right?
Lightmapping :
Anyone found a good tutorial or can maybe make a step-by-step simple list on how to procede and what to avoid, etc?
I wrote one specifically for Maya for the new Unity Mag which should be out soon. I’m trying to get a few people to test it out before it goes in the magazine so if you want to have a pass through it just PM me with your e-mail. I could use the last minute feedback to see if my steps make sense to other people .