
I was making the highpoly details and baked them with xNormal on a plane which looks like that: The problem occured in the third point, my trim sheet. Here is a picture of my modules in unity:

have another UV channel, with which I throw some fancy trim sheet details on my modules. are sharing atlasses for general textures and

to make modules with chamfered edges & face weighted normals which My problem occured, as I made environment modules and tried to use and combine some new workflows and techniques I've learned over the last year. To give you a little background: I am a student & environment artist and currently working on an environment for a VR game in Unity. I haven't tested it with Rigged characters, because I simply don't have the need for it, but I will probably add support for them when I'll need it.Until now I was usually able to fix my 3D issues by myself, but on this one, I did not found a satisfying solution. Max 2 Unity uses Max Layering system to organize the models imported into Unity in folders, each folder corresponding to a Max layer. Several other small tools are included into the script, such as quick actions ( Reset Xform, Change Pivot, Setting to 0,0,0), Attach all selected, Quick MultiMat adding and Quick UV2 unwrapping for lightmaps.īy coupling Max 2 Unity and custom C# scripts in Unity, I can add Custom Mesh Colliders and Shadow Proxies to my model right at import time. Max2Unity also correct the model orientation for unity import. It will export FBX models according to the settings you've set, and when going back into Unity, Unity itself will reimport the meshes and apply the corresponding changes.

Select the folder in your Unity project in which you want to put your meshes ( Ex : _Meshes ) It allows me to quickly iterate on assets and easily change them without losing any Unity scene data. Max 2 Unity is a script I made to improve my workflow when creating game assets for Unity.
