

My download settings and export settings in bridge all look correct. It is not importing any fbx files, and there are no prefabs being created. When I import a 3d asset from bridge, it copies the materials and the albedo and metallic texture, and creates a material, but it is missing the normal map and any other textures. namely, i have the latest version of bridge, 2.2.45, and i have imported the unitypackage so I have the gascans editor thing installed in my unity project. I have followed the instructions as per this video: Hey all I am trying to use the megascans bridge live link with unity. Even then - why is this only happening to certain faces and not all faces?

I'm only seeing this weird masking in albedo and specular layers. Part of me thinks this isn't due to my UV map because it's absent in other maps. Again, I only see this in PBR mode.ģ) Certain flat surfaces have weird patterns to them. Edge wear is occurring in the wrong place. It looks like weird twisting/projection mapping. My UV, Color ID, AO, and Normal maps are all clean from edge to edge, but I get this weird backlight when viewed in PBR mode.Ģ) I'm getting strange artifacts on chamfered edges. It changes as I move the light source around, and it always occurs on two adjacent edges but not the opposing sides. 4096 x 4096, bake curvature maps checked.ġ) My models have weird mismapping (?). obj into C4D, assign color IDs, bake textures, export Color IDs, AO, and Normal maps 4096 x 4096 16-bit PNGs, no pixel border. obj "with UV embedded" since it doesn't carry the UV back over into Cinema using the plugin for some reason.

Bounce to Unfold3D using the C4D Plugin.Model in C4D (gave up on Fusion360 since UV mapping is really difficult without retopologizing to quads).I was hoping someone could at least help me put a word to some of these issues so that I can Google them further. I'm completely clueless when it comes to texturing pipeline, and unfortunately every tutorial I can find (Quixel or otherwise) is tech-specific (they explain the software, not the craft of UV'ing).
