Search Unity

Polybrush places everything "random?"

Discussion in 'Asset Importing & Exporting' started by Elytro, May 3, 2020.

  1. Elytro

    Elytro

    Joined:
    Nov 30, 2019
    Posts:
    1
    So I'm creating a low poly game. I exported the terrain via "ExportTerain.cs", imported it in blender and made it low poly. After that I imported my Terrain into Unity again (exported from blender fbx). Now I'm trying to use Polybrush and it places everything into the wrong position. I also installed probuilder and it showed me strange behaviour of my model aka "terrain".

    The video that I followed:
    1.:

    2.:





     
  2. kaarrrllll

    kaarrrllll

    Unity Technologies

    Joined:
    Aug 24, 2017
    Posts:
    552
    The current version of Polybrush doesn't handle meshes with vertex counts over the old limit of ~65k vertices. You can either reduce the amount of polygons you're trying to edit, or split the mesh into smaller pieces to get Polybrush working.
     
    Elytro and EmberWorks like this.