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high quality setting in maya -> unity 3D
Hi there
I wonder can i import high quality mesh from maya to unity ??
By HQ i don't mean high poly mesh, i mean high quality setting for low poly mesh..
I made a low poly mesh, pressed 3 and worked on HQ.. Now unity imports only LQ mesh...
Open my eyes pls xD
When you press 3 $$anonymous$$aya gives you a preview just in the viewport and for $$anonymous$$ental Ray use. But for Unity press 3 does not work. $$anonymous$$y advise, do you 3D model, apply smooth with 1 division and 1 continuity them delete all the history of the model, after that do what ever you need to do with the model. Import him to Unity as .mb, click on the model in the project windows, look beside the inspector, in normal & tangents click on normal and change Import, to Calculate and change the smoothing angle from 60 to 180. That its. ok
Answer by Seth-Bergman · Dec 29, 2012 at 05:17 AM
you mean this:
"High Quality" mode in Maya is just a mode which shows more true representation of a RENDER in Maya. It does not change the mesh, or anything else about the model, just lets you see it better as you work with it.. When we Render a 3d model in our modelling software such as Maya, it looks BETTER than we can hope for the same object to appear in the game engine, as I'm sure you realize..
Answer by Neroner23 · Dec 29, 2012 at 04:42 PM
yeah, figured that out after writing question. Thanks for reply and for confirming my suspicion.
Now i will have to make a high poly mesh to be able of having high quality mesh in unity3D ? am i right ? thanks again. best regards
well, not necessarily... $$anonymous$$aya is not adding geometry in your viewport, just allowing you to see your maps, etc... If you have, for example, a normal bump on the character, then you are able to see the added detail provided by the bump map in "High Quality" mode.. SO my first step would be to make sure the maps are set up correctly in unity.. Also, I suspect other factors, such as lighting, may also come into play.
Anyway, I was taught to use maps for the fine details, as it will cost less in terms of performance than high-geometry, but I guess it just all kind of depends on the exact details of the specific project, the target platform, etc...
either way, it will probably never look 100% what it does in the modelling engine, but that's to be expected
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