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Correct Workflow (QC fbx to Unity)
The assets for what we're working on are being made 90% in Qubicle 2, we're using FBX exports but are looking for that soft edge look. Either chamfer or fillet on the hard edges. There isn't a way to do that in Q2 so far, and I'm afraid using normal subdivision would be a waste of geometry. We're looking for that trove kind-of look. Someone suggested to me a specialized shader to give a smoothed look without actually smoothing. But we can't find a good shader for that look either. Reference Image:
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