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Making an FBX look good in unity?

Discussion in 'Editor & General Support' started by Andrew-Kumlin, May 3, 2014.

  1. Andrew-Kumlin

    Andrew-Kumlin

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    Jun 23, 2012
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    10
    I have a low poly model (art style for our game) that I've made in Cinema 4d rigged with mixamo and then imported into unity. I am confused and disappointed at what the end result is. The model looked good in both cinema and mixamo but unity turned it into a strange looking pile of crap. Any helpful advice that helps me understand what I need to do to make this work would be much appreciated.

    The model in Cinema 4d
    $Model.jpg

    Export settings
    $Model2.jpg

    Wow! Mixamo makes it look exactly how I want it to look and it's powered by unity! :D
    $Model3.jpg

    What in the actual f***? :mad:
    $model4.jpg

    I have no idea how to make my 3d models looks good in unity I've tried and tried but nothing really seems to work out for me. :cry:
     
  2. SmokyZebra

    SmokyZebra

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    Mar 13, 2014
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    Try to export it as an OBJ maybe : I use OBJ and they look the same in 3d software and unity.
     
  3. Andrew-Kumlin

    Andrew-Kumlin

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    Jun 23, 2012
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    I've heard that OBJ is horribly inefficient at animations also I am really hopeful that there is a way to make this model look like it does in the mixamo program that was made in unity. I have other stuff to do today I will respond more later thank you for the suggestion!
     
  4. SmokyZebra

    SmokyZebra

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    I have to admit that my project (a 4x strategy game based on the W40k Battlefleet Gothic universe) don't really use animation, my ships are "statics" (no animation) and i use Rotate or Slerp to make the animation, like rotating turrets, so I don't know about OBJ animations.
     
  5. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    Jul 19, 2006
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    OBJ doesn't do animation at all, nor does it include bones/rigs.

    --Eric
     
  6. zombiegorilla

    zombiegorilla

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    Looks like a uv mapping issue. Do you have it unwrapped and all the normals facing the right direction?
     
  7. Andrew-Kumlin

    Andrew-Kumlin

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    I did not mess with the uv at all. I just needed to test this character and everything seemed fine until unity....
     
  8. carking1996

    carking1996

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    Unite all vertices, or redo the smoothing.
     
  9. zombiegorilla

    zombiegorilla

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    Since it is green, you are applying some sort of material to it. If you don't have uvs set up make sure you are using a material that doesn't have a texture on it. (use a simple diffuse+white) Also, in the import setting, trying setting the normals to calculate, it usually defaults to import. That should at least give you a solid appearance.
     
  10. Andrew-Kumlin

    Andrew-Kumlin

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    Thank you for the advice it's almost looking like I want it to! Certainly better than before!

    $Model5.jpg.png

    What else should I do?
     
  11. Suddoha

    Suddoha

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    Nov 9, 2013
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    You could upload a sample which has the same problem so people can try to find out without all the Q&A. )
     
  12. Loius

    Loius

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    Aug 16, 2012
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    That last picture looks like you have two meshes in the same place.