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Question by Thomas 1 · Aug 17, 2010 at 04:15 PM · subdivision

object subdivision - pipe looks more rounded than original object during play.

Hello!

I have a pipe imported from XSI as an .obj. It looks more rounded than the original object, but I wanted the low-poly faceted look. Is Unity3D already subdividing it for 'play', somehow? If so, how can I disable it?

Also, could anyone recommend the best format for importing models from XSI, please?

Thanks!

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Answer by Wolfram · Aug 17, 2010 at 04:27 PM

Does the silhouette also look more rounded, or just the shading? Looks to me that either Unity is computing smooth vertex normals (go to the Inspector import settings of your object and make sure that "Generate Normals" is disabled), or your XSI object does have vertex normals somewhere, which you don't want, or the XSI->.obj exporter is buggy.

FBX should be a pretty safe choice as an interchange format.

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avatar image Thomas 1 · Aug 17, 2010 at 05:05 PM 0
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Thanks! Good point! It's just the shading, I guess. The object does look right. The lighting looks smooth, although it should look more "stepped". Also, if I turn off "Calculate Normals", can I still use "hit.normal"?

avatar image Wolfram · Aug 17, 2010 at 08:59 PM 0
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Yes, every polygon still has its face normal, and that's what you need, because the "steps" are become only visible if every point on the polygon uses the same normal (the face normal). "Generating Normals" means generating a vertex normal for each vertex, and interpolationg (=smoothing) between them across and between polygons. Everything below the given angle (which means the angle between adjacent polygons) will become a smooth edge, polygons with a larger angle will have a visible step.

avatar image Thomas 1 · Aug 20, 2010 at 08:42 PM 0
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Got it! Brilliant. Hadn't thought about the smoothing angle, will try that. Thanks!

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Answer by Whimsical · Aug 17, 2010 at 04:18 PM

You have probably recalculated the normals at import. Switch that functionality off and it should be all right again.

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