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Resolved Character renders out with banding and black normals issues

Discussion in 'Universal Render Pipeline' started by Yuenciel, Nov 13, 2022.

  1. Yuenciel

    Yuenciel

    Joined:
    Dec 20, 2018
    Posts:
    15
    For some reasons, my character renders out likes this.
    Other characters have no problem, so I supposed the problems lie with the normals and textures.
    The model is made in Maya and exported as FBX with animations. Textures are made in Substance Painter and exported with Unity presets.
    I've no idea what's going with the character, results are normal when rendered in either Maya Arnold Renderer or Blender Cycles.

    My guess goes to the fact that I used tris to connect the each body parts (arms to torso, neck to torso, boots to legs) because I modeled them separately and they do not have matching amount of polygons when I try to connect them.

    I'm using Unity 2019.4.0.f1 URP.

    Screenshot 2022-11-13 230103.jpg Screenshot 2022-11-13 224531.jpg
     
  2. Yuenciel

    Yuenciel

    Joined:
    Dec 20, 2018
    Posts:
    15
    I seemed to found the answer to it. My light sources are way too far and too big in comparison with my character which led to banding. I placed them closer to the character, tweaked the light settings and it is now silky smooth.
    Screenshot 2022-11-15 003822.jpg