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Reflection non-continuous problem

Discussion in 'Formats & External Tools' started by CrisCL, Sep 9, 2013.

  1. CrisCL

    CrisCL

    Joined:
    Mar 9, 2013
    Posts:
    14
    Hi all!

    I'm getting started with 3D max 2013, but essentialy I'm programming with Unity, that's why I'm asking for help for a "3d modeling" problem...
    I have recived a 3D high-poly textured model in a *.fbx and *.max file, and I added some reflection in Unity.

    The problem is that, when I add the reflection map in Unity, the model shows a non-continuous area in the reflection.
    Here is a screenshot of the unity (flash) exported file:

    $NotContinuos.jpg

    And here is a screenshot of the model opened with the 3d max 3013 (wireframed):

    $3dModel.jpg

    I really don't know the exact word of this error, and obviously I have no idea how to fix it..
    ¿Can some one help me with that?

    Thanks!

    Chris.
     
  2. Photon-Blasting-Service

    Photon-Blasting-Service

    Joined:
    Apr 27, 2009
    Posts:
    423
    It's the UV map, not the mesh.
     
  3. CrisCL

    CrisCL

    Joined:
    Mar 9, 2013
    Posts:
    14
    How can I fix this problem in the UV map?

    :)

    Thanks for the help!
     
  4. nipoco

    nipoco

    Joined:
    Sep 1, 2011
    Posts:
    2,008
    Honestly, you should fix the whole mesh first, because it is a absolute mess. All the tiny details there don't need to be actual geometry. That is done with normal maps.

    I'd suggest, to start with some beginner tutorials for game asset creation. Google is your friend.

    Good luck.
     
  5. CrisCL

    CrisCL

    Joined:
    Mar 9, 2013
    Posts:
    14
    :-| OK... I will learn some about game asset creation ..
    I just had bought this model in turbosquid, and then I saw this problem with the reflection shader..
    But I understand that this is a problem of the 3d model, not of unity...

    Thanks!
     
  6. nipoco

    nipoco

    Joined:
    Sep 1, 2011
    Posts:
    2,008
    If you don't want to make your own models, you can also buy models in Unity's Asset Store. These models are optimized for game use. The model of that Laptop, you've bought has 79000 vertices. That is way too much for a simple game prop like that. Even for a in-game character it is too much.

    Turbosquid has mostly models, that are not suitable for realtime use.
     
  7. CrisCL

    CrisCL

    Joined:
    Mar 9, 2013
    Posts:
    14
    OK, you are right, it has too much vertices..
    I know that this model has to be a low poly model to be a good game asset..

    Thanks for your advice!