Note: Some surfaces have no Texture and only use a DAZ Diffuse Color. For this type of object we must tint this in Unity. Make sure to have your Model Naming already done in the appropriate spreadsheet. This is our cataloging method as well so does double duty. Very important! To check Surfaces and use the Geometry Editor: Your Tools Window is sensitive to the type of tool you have selected. You will notice below on this model that there is a Cobble and Wall Surface. This MUST be the same in Unity or the UVs will not should properly. So in Unity we will have 2 materials for this object.so basically 2 draw calls. Anything less than 6 for objects is perfect. If over 5 then we s hould really have a look at working with the UVs to create an atlas of like textures.ĥ DAZ Import the OBJ into Blender (or MayaLT): Now that we have the mesh out of DAZ Studio we need to make a couple adjustments to it then export it back out. I placed a Base Blender.blend file that is clean and purposed for this. When you Import the OBJ the hierarchy should look like this. In this case the Cobble and Wall show as Materials within the me sh.which is exactly what we needed. ![]() Now you will change the Object Name and Mesh Name to what is in the Spreadsheet. You can also change the material names if you want to help with linking the Unity Materials to the model. Export the Model from Blender (or MayaLT): Now that we have the naming set we can now export the model and overwrite the one that was exported from DAZ Studio. ![]() This is also where you can make any scaling adjustments to make the model the proper size in Unity by default. ![]() Note: All of our Unity models must be on a 1uu = 1.000m import base.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |