any advice
any advice
x
is it in 3.x? What is the source packet? did you try to calculate tangents/normals?
it is 3.x…
Exported from Maya without soft edges in FBX 2010 format…
after caculatings normals and tangents and combinations there in, always get those dark spots…
Try to triangulate model in maya and see if it helps. If yes - bug report it. If no - i poked our local 3d import guru so just wait (it is deep night here) and bug report it if no help arrive 8)
There are two things you can do:
report a bug since I suspect that there might be a problem on our side.
update fbx exporter to 2011.3, export normals and tangents to fbx and then set in unity to import normals from fbx.
btw, are you using 3.0 or 3.1? i think we fixed this shit in 3.1. Anyway Paulius is on vacation so file bug report and drop me the case number
*And yes, attach both maya and fbx please
Triangulating, getting plugin and will reply shortly…
Thanks for the fast responses… You guys are awesome!
Alexey, updated fbx fixed it!
Good to know!