3rd Party Models/Media Chat / fbx imported to gg results

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imothep85
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Joined: 27th Mar 2006
Location: Belgium
Posted: 25th Jun 2018 09:04 Edited at: 25th Jun 2018 10:43
after a week of testing modeling texturing and importing in fbx or x format this is what i got

So like i said PBR materials are not working well inside gg the results are pretty far from what i was expecting to have.

i modeled a rock, textured and then i did tons of imports/exports test but no one was successful inside gg.
so i got the help of Pirate Myke i sended him my différents meshes and textures and this is the result he got.
you can see teh result is really really far from pbr, and really far from something of quality for a game.
you can see the result of Pirate Myke ( thanks by the way for your help ) inside gg and my pbr material inside 3d coat.
i know we gg is not full pbr, but for me pbr is not working at all !
and you can also see what it looks when i import the fbx inside gg, some bugs in menus and object inside the scene
we still have the divisions seams visibles in textures even with preservetangents = 1 inside the fpe file, for me it's definitely a bug in gg.

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Ertlov
GameGuru BOTB Developer
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Location: Australia
Posted: 25th Jun 2018 12:26
Puh, the 3Dcoat pic is also far from being perfect.

What's your UV layout looking like?
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Belidos
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Posted: 25th Jun 2018 12:36 Edited at: 25th Jun 2018 12:38
Quote: "What's your UV layout looking like?"


Careful, i asked him that and he got stroppy.

But, believe me, i saw the UV he posted and it wasn't great, in fact it wasn't even good.
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cybernescence
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Posted: 25th Jun 2018 13:59
Might need to break this down into separate areas to work through: fbx importer and pbr.

For me pbr assets work really well but I have not used the new importer. I use ultimate unwrap to change fbx to x then create/check the textures in fragmo.

So I can tell you pbr works (though we know some lighting aspects can improve).

I can also say the models work fine in the way I create or import them with those two tools.

So perhaps it is the new fbx importer or the way you are creating the models that is causing the issue. Of course ideally we would just use the importer alone and it would all work great straight away - that’s what Lee is working to make happen.

So I just tested both static and animated fbx models I purchased and both have gone in fine using the importer thought I did have to make the pbr textures fit the way GG expects them (named color, gloss as roughness, etc).

It’s not a lot of consolation for you as it can be frustrating when things don’t work but pbr fbx imports do work for some models. I guess need to find out why they don’t with your work flow but if Myke can’t see the issue might be tricky but I can also try and have a look for you if you want.

Cheers.
imothep85
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Location: Belgium
Posted: 25th Jun 2018 14:01
like i said before the uvw are made by 3dcoat qith auto uvw, i export my mesh from 3ds max to 3d coat where uvw are applied then i add a material and re-export.
Belidos
3D Media Maker
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Posted: 25th Jun 2018 14:43
Quote: "the uvw are made by 3dcoat qith auto uvw,"


There's at least part of the issue. Never use the auto option in any modelling program for UV's, always do it manually, most 3D modelling programs don't make very good auto UV's.
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synchromesh
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Posted: 25th Jun 2018 15:25 Edited at: 25th Jun 2018 15:34
Ok this kind of belongs in 3rdparty Models and Media chat as its getting pretty in depth.
Moved to 3rd Party Models/Media chat.
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granada
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Posted: 26th Jun 2018 00:02
As Belidos says auto uv is only ok for basic, chose the unwrap that best suits your model box ect unwrap the model and then do the rest by hand. Use the checker texture when uv mapping to help with scaling alignment ect.

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