03-03-2025, 04:25 AM
(This post was last modified: 03-03-2025, 06:30 PM by Kickbub.
Edit Reason: Update
)
(03-01-2025, 07:15 AM)Jasper7438 Wrote: I don't know anything about using shaders in Unity, I use Blender.
Use the HighlightMask as a mask for specular, and use the HighlightCT as the specular color. They use the 2nd UV map instead of the default sometimes.
As for exporting materials to .txt, it is very easy.
I think my AssetStudio's .fbx model messed up the UV maps, and merged the hair and hairF meshes (no submeshes at all). How did you go about separating the UV into different meshes in your upload?
Your model's UV1
AssetStudio .fbx UV1
However, when I check the separate (face/hair/body) .obj files, they only have 1 UV channel?
hair.obj UV1
I appreciate your help so far; your replies have been helpful.
Edit: Ok so apparently Asset Studio will convert a UV channel into a normal map, so I turned that off. Now I have all the UV channels, except that the hair meshes are still merged when exporting the Animator.
How did you bake the materials into the .fbx? Do I need the whole .prefab? I was digging and saw that the SkinnedMeshRenderers are within the prefab, which could be useful to me as I'm using Unity.
Also, have you tried exporting with AnimationClips? It seems that no matter what I select, the Animator doesn't seem to have any animation data.