I've been experimenting with adding and removing things from a character in the golaem character pack, and when I bring these characters into unreal they appear oddly faceted. I've attached an image, and this seems to affect only part of any character. Sometimes it's a hand and a foot, sometimes it's part of a coat. All the meshes were set to have soft normals in maya and it renders just fine in Arnold+maya, but for the same characters misbehave when brought into unreal.Can anyone offer advice on how to troubleshoot this kind of issue?
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Thanks Nicolas! I'm on unreal 4.25.4, and golaem 7.3.7. And while the character is scaled up in this example, it happens when the character is not scaled as well. Other characters like the built-in golaem characters work fine, which makes me think I did something to the meshes while I worked on them. The odd part is that both legs appear to have the same vertex, face, and tangent normals when I inspect them in maya.
The image is the skeletal mesh loaded in unreal via an import from the golaem gcha + gcg files. This same behavior happens on each agent when I use this character for a golaem crowd sim in unreal, too. I'm wondering if there's some efficiency step going on with the export/import of the gcg data files that might be involved.
For example, if I export the character as an fbx file and bypass the golaem character creator, those meshes appear smooth in unreal when I import them as part of a skinned mesh.
I understand! Thank you Nicolas I really appreciate it :)