#Issues with URP/Lit (NEED HELP)

1 messages · Page 1 of 1 (latest)

quaint rune
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Notice the first picture Hazeem on the left is clean but he is URP/Unlit so he will never show any shadows. On the second photo Hazeem is URP/LIt and his face is disfigured. Spent about 3-6 hours troubleshooting. I tried cleaning him up in Blender twice Mixamo just rigged him wrong and Unity cant process him in the new upgrade.

plush bay
quaint rune
plush bay
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What goes gray?

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Why would it go gray? You're not removing the albedo(base map) texture, are you?

quaint rune
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Well not technically gray but I tried removing each one and it changed pigmentation. But the scars are still there even without the normal and metallic.

plush bay
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With both unassigned.

quaint rune
quaint rune
plush bay
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It really looks like there are 2 meshes overlapping.

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Can you screenshot the prefab hierarchy + the renderer inspector?

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With the material category expanded.

quaint rune
plush bay
# quaint rune

Not this... On the first screenshot there is a material category in the renderer settings. Expand that.

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Also try moving to gameobject a bit to the side...

quaint rune
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That list was from materials in rendering settings. I just forgot to open it on the first screenshot. For some reason my pc was glitching and not letting me take the full screenshot again only the opened materials menu

plush bay
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That's the list of all the materials in the assets. That's not what I asked for... Read me previous message again.

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But anyway, I can see that there's only one mat there. Try moving the gameobject to the side.

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I was talking about this.
But it doesn't matter anymore

quaint rune
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So that materials area it wont let me take a screenshot of everything with that open it only focuses on the category which I already sent

quaint rune
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This is the character with no materials added. It is clunky and not smooth rendering like normal objects.

rough moss
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I've only seen this type of issue with meshes ripped from another engine so that's what I suspect as the cause

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But it could be that you tweaked the mesh externally for some other reason first which caused the problem

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Could also be related to bone weights or blend shapes, technically anyway since they can modify normals on a per-vertex basis
But not sure how that could occur

quaint rune
rough moss
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Re-exporting a rigged mesh is likely to always break something because it's a lossy operation

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Though the most important question is that is this a ripped or decompiled mesh to begin with

quaint rune
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Well you seen how it looked when I chose Unlit it was clean. Just without proper shadows. Which will hurt realism later once I had animations.

rough moss
quaint rune
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What is a ripped or decompiled mesh? It seemed fine When I exported it to Unity.

rough moss
quaint rune
rough moss
plush bay
# quaint rune

Again, this is not what I asked, but never mind.

Did you try moving the gameobject yet..?
I feel like you just have 2 overlapping GameObjects with the same mesh.

rough moss
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Tripo apparently is an AI mesh generator
I would not trust it to generate correct normals, so you should verify what kind of normals the mesh comes out with directly from that program
Preferably checking the normals in Blender using blender's tools

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Checking for overlapping meshes/geometry is a good call

quaint rune
plush bay
quaint rune
plush bay
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I can literally see 2 prefabs that seem to use the same mesh in your scene...

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If they're on the same position, they would overlap like that.

quaint rune
plush bay
quaint rune
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It really looks like a shade is overlapping the object. But this only happens in URP/Lit

plush bay
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What's the parent object that you don't have selected now? Can you select it and take a screenshot?

plush bay
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!learn

sage talonBOT
quaint rune
plush bay
# quaint rune

Okay.
Can you select all the objects in the scene aside from the one selected? Use Shift/ctrl + click.

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Then if you hover on the left side of the hierarchy next to any object, there should appear an eye icon. Click it. Then take a screenshot.

rough moss
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If the normals issue is in the mesh, it should appear when imported into blender

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And in blender you can also check for overlapping geometry by selecting individual vertices or faces and moving them to see if there's more beneath

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Overlapping objects in unity are a separate potential issue

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but both are possible

plush bay
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Yeah, I start thinking it's just extra geometry in the mesh itself.

quaint rune
plush bay
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Yes. You can also try checking it in unity via frame debugger, but that might be a bit more complicated than blender.

rough moss
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Also, since bone weights can technically mess up vertices, I'd pay attention if the issues appear before rigging or only after it

quaint rune
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I need more help. This is not a rendering issue but with Animation and movement issue. I made a video showing my situation. https://www.youtube.com/watch?v=RvYbCA4HQq0

I drew the character and had his OBJ file exported in 3D through Tripo. Then I rigged its Center Origin, Applied Modifier Mirror, Merged Vertices, and Recalculated Normals using Blender. Once it was cleaned I had it exported through Mixamo and downloded the fbx file. If anyone can help me professionally please send me a message on Discord. My ac...

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