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unity clipping 3d model textures
So I'm working with a 3d model i didn't create. It looks fine in Maya and in unity until I put the texture on it. After that Unity clips the part the camera is seeing first...so like from font view it clips the face so you can see the back of his head. Probably a simple way to fix it, but I can't figure it out. Here are some pictures so you know what I'm talking about.
In Maya
In Unity
good old $$anonymous$$undo! Try a few things: In the inspector, check your camera near clipping plane (set it to zero just to check). After that, move the camera away from the model. I have to admit I am having a hard time seeing front from back on that model. Another thing you could do is move $$anonymous$$undo over and place a Unity object, like the cube, next to him and see if it clips. I use 3D Studio $$anonymous$$ax so I am not sure if this is a Unity issue or perhaps a $$anonymous$$aya issue. $$anonymous$$aybe the normals are being flipped on import.
Answer by siranrian · May 24, 2012 at 10:03 PM
yeah, I messed around with the near clipping plane already. No luck. Moving the camera "helps". It basically changes the part that is cut off, which is why I am convinced it is a clipping problem. If I rotate the camera to the side the head shows up right but the arm is now partially missing.
"Mundo say his own name a lot"
Answer by siranrian · May 24, 2012 at 11:49 PM
hmm...yeah...it seems to be inside out now that I looked at it long enough....so i just need to inverse it.
It is probably that $$anonymous$$aya is showing the model 2-sided. $$anonymous$$ax does the same in some cases, especially if you are working with a standard (yet awesomely powerful-$$anonymous$$undo-Like character) model that you did not set up to your prefs. Go back in to $$anonymous$$aya and see if you can toggle display normals. In max, it will shoot out a small dotted line showing which direction the polys/tris are facing. From there you need to flip just the bad ones. It might even be that all of them need to be flipped!
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