#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 76 of 1

valid rivet
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I don't know

hidden flame
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done

copper pond
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hey there, i'm having some trouble using the unity2D isometric tile palette. My tiles are misaligned in both the palette and in the scene view. Is there a way to fix this?

dawn sentinel
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I have multiple B&W images I intend to use as masks/ alphas. Is there a way to ensure they stay as single-channel textures when imported into Unity? Will it help save some space? I'd like to reduce the memory footprint as much as possible, TIA!

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There's the Single Channel option in the Texture Type, but it seems to turn my masks white (or black) in colour

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I'm assuming it has to do with these settings but i'm not getting expected results

lime pollen
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otherwise it will read from the alpha channel

left sandal
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Anyone know why I'm getting these weird ghost pixels at the top of my sprites when using Pixel Perfect Camera?

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this is what my pixel perfect camera component looks like

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And my Player Resolution and Presentation settings (Native on my monitor is 1920x1080)

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this also happens on windowed mode at 1280x720 :/ I'm at a loss here

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Fixed it
If anyone else finds this issue, what did it for me was Force Uncompressed in Build Settings
I'm not sure why, since all my sprites already had compression set to None, but hey :P

dawn sentinel
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maybe i should export the mask with full RGB channels instead of as a gray scale

fluid oak
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(UNLESS you are using an indexed color image, which you aren't.)

dawn sentinel
hidden flame
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i suck at drawing

hidden flame
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could u save pivots in prefabs

outer halo
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A pivot is just an object's point of origin. So, can you "save" a pivot? No. Can you create empty objects that represent a point in space? Yes.

hidden flame
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ive never used pivots so i dont rlly understand them

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i was thinking if i change 1 tree pivot and just save the tree i can just copy it and paste it around the map

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why cant i do this

outer halo
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You can't move the origin point of an object in Unity. You would have to open the model in a 3D program and do that.

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The alternative is to child the model to an empty object and reposition it. Then you can freely clone and move the object around.

hidden flame
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im in 2d

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and the trees are a tilemap

outer halo
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Then set the pivots on the imported sprite settings.

hidden flame
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k done

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do the player and tilemap have to be on the same layer?

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this is stupid

sour osprey
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is it possible to cover a collider with a sort of mesh or material and then maybe uncover it, so you can see this effect of creating a object and removing it with a sort of transition?? maybe the question is unclear so lmk

valid rivet
# sour osprey is it possible to cover a collider with a sort of mesh or material and then mayb...

if I understand what you're asking correctly, you'd want some kind of shader effect to animate the object appearing. Dissolve is a classic example of this:
what it looks like: https://twitter.com/Cyanilux/status/1223248180281774091
breakdown of how to make it: https://www.cyanilux.com/tutorials/dissolve-shader-breakdown/
There are countless variations on this effect, but understanding the basics of how you make some parts of the object hidden and some parts visible is the real key starting point

hidden flame
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that looks complex lmfao

upbeat swallow
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I'm authoring my own lightbake UVs on the second UV channel of my asset. I'm curious how lightbaking works with the 2nd uv channel and if I still need my UVs to live in the 0,1 UV space. Do I still need to worry about texel density for lightbaking or is that something the texel setting in Unity takes care of? Thanks

outer halo
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@oblique heart We don't allow discussions about decompiling and asset ripping here.

hidden flame
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i broke my pivot or whatever thing

sage kite
hidden flame
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it was working earlier then i did something now it doesnt

sage kite
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"it"? what is "it"

hidden flame
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i forgot what it was called but if ur behind a tree ur behind it if ur infront of it ur infront of it so a layer above it

hidden flame
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. that

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it was like 1:30 maybe

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go to 5min

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it worked well earlier now it doesnt

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ping me if someone can help

fluid oak
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So it all depends on the specific thing you need to do πŸ˜„

dawn sentinel
glacial vector
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TD isn't an issue, as Unity will scaled your supplied lightmap UVs based on the scale of the mesh in the scene

hidden flame
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can anyone help ping me

dawn sentinel
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From what I understand, Unity scales all the UVs at once, but doesn't scale individual shells

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brb running some tests

glacial vector
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Aha no that's right, the relative scale of the shells would matter

dawn sentinel
hidden flame
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i forgot what it was called but if ur behind something ur behind it so u dont see urself but if ur lower ur infront of it

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something to do with pivots

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i did it for a tree and it worked but i was doing it for more trees now it just doesnt work and idk why

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works on my test project

hidden flame
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why is my palette like this

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is it because of this ?

misty lantern
hidden flame
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Stuff in trees and they arent in order like the image below

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By stuff i mean bushes

fluid finch
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Anyone know how to zoom in shaderGraph while using a pen tablet??

hidden flame
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what the fk ik how to do these why is it like this

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fking unity

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this project has gone to shit at this point

late wind
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To the bottom left there's the tiny white cylinder. And I want to make the rotated long cylinder a child of said cylinder. Yet when I do, the entire long cylinder flattens and stretches. It's an FBX model from Blender. Any idea what's going on?

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I'm assuming it binds itself to the centerpoint of the long cylinder and the total Y-size of the tiny cylinder.

fluid oak
late wind
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I don't presume that tells you anything?

fluid oak
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I don't use blender, so why would it?

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Though I do see that you have scale values on both objects and rotation on one of them

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So those should be applied before import

late wind
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I've exported the entire collection as a whole. Even when parented and not parented.

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Seems that Unity simply overrides the global values in favor of the parent values or something along those lines. Maybe :/

sullen plank
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Need to make sure you apply values on everything before export. Nothing should be scaled.

wind quail
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Hello guys can you help me?
I have this problem with unity, when I try to move my model in blender works fine but in unity it mess all things up

sullen plank
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Likely something similar, make sure all modifiers are applied.
Practice with something simple, figure out the problem.

wind quail
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A guy told me it may be the scale

hidden flame
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what u working on

wind quail
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Trying to adjust the rigging on the anime character

wind quail
light sable
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Hey, I was wondering if there was any easy way to handle multi-cell "tiles" in Unity2022? I saw some old posts that made it sound like there isn't, but I couldn't find any recent info. Anyone have any ideas?

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for example this would be a 2x2 tile

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Obvi the top left would be a "blank" cell

tame scaffold
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Hey guys, anyone have a low poly workflow they'd like to share with me?

I'm looking to emulate the Synty style for my own learning. I'm probably going to download one of their packs for study, but I figured I'd ask here if anyone has some great resources, tips, tricks, etc.

misty lantern
unborn egret
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Hey! I hope this is the right channel to ask, I'm developing a 2D game and I came out with a doubt about how to optimise the textures for the 2D characters. Now I'm creating the .psb in photoshop and doing the rig, animations.. in unity. My question is, there is any way to reuse repeated textures for the character? Example: Only import one eye or one leg if both legs look the same, I tried but I believe the way unity work to assign the textures is with the UV coordinates in the atlas. Anyone have a work around?

fringe yoke
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Hey I have a stupid question, is Unity's smoothness just PBR's roughness inverted ?

fringe yoke
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Thx

obsidian bison
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hey guys,
trying to make tile texture atlas to work and can't figure out how to get rid of pixel bleed on lower mipmaps. Tried adding 4px of transparent padding to tiles and it made a lot of difference, but the problem is still there
anything else I can do to get rid of it ?

hybrid holly
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What maps (Albedo, AO, Normal, Roughness, Height, etc.) would you usually keep for low LOD models?

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I am making a level select that is a top-down view of the entire world of my game so every mesh will be very far from the camera. I was thinking only Albedo and Normal (Since I assume the other won't really be noticeable) but I'm not sure. Performance isn't an issue.

eager mist
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Im trying to add multiple textures to a thing but it keeps placing them all on the same mesh even though they are seperate in Blender

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The hair is a seperate object in Blender

obsidian axle
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@eager mist normally you just need to pull a separate material onto each physical location on the model in the unity scene

eager mist
obsidian axle
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alright i will test one thing

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@eager mist it worked for me exporting from blender as an fbx file. then just making the materials in unity and dragging them. its all a single mesh.

somber herald
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hey so im a beginner. so far, i've only worked in unity 3D, and today i wanted to try something 2D. but materials dont seem to work properly, the colors are dimmed out and when i try to make something white, it instead makes it black
idk why
help

rough geyser
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are you setting the textures to sprites when you import them

somber herald
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im using materials not textures

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but nvm i fixed it

cedar socket
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hope i am posting in the right channel - I received this lantern model and when I applied the textures and set the rendering mode to transparent, the lantern handle seems to be masked by another part of the model

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does anybody know how to remedy this issue?

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If I set the material to opaque rendering mode it no longer masks but the 'glass' part of the lantern is no longer transparent

hoary kindle
# cedar socket https://gyazo.com/d02b3f689a4e5c3c734d38e6a7611e1e

Separate the mesh and use transparent material only for the transparent part. That happens because transparent shaders doesnt write to depth buffer and therefore suffers with render ordering. Theres no any good/easy ways to fix that but in this case just separating the mesh should do it ig

ashen lake
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When you look at a mesh in the unity editor Unity shows some variables called "Mesh Metrics" in the inspector. "Mesh Metrics[0]" seems to be 1 for all my meshes expect one were its valued at 4.666749.
Does anyone know what "Mesh Metrics" are or why "Mesh Metrics[0]" would be 4.666749?

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Also if anyone knows a better place to ask this that would help too. I'm assuming it has something to do with art-assets since its part of the mesh, but I've never seen "Mesh Metrics" before, so I might be in the wrong place

fluid oak
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Though I might be wrong.

golden spire
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when i export a blender animaton it comes messy with lots of animations instead of one, how do i fix it?

fluid oak
misty lantern
# golden spire elaborat

You can remove animation actions from a blend file before exporting (assuming you're using blender) using the Outliner window in Blender File mode

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And on Unity side you can alter the length of the Clips in mesh animation import settings

manic coyote
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When packing sprites into a sprite atlas, is using SpriteAtlas.GetSprite necessary to use the sprites and get the draw call reduction benefit? Or is it enough to pack them, and then just use the individual sprites like normal?

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I do see a reduction in batches here, but I was wondering why tutorials I've seen make a script to do SpriteAtlas.GetSprite to use the sprite

vestal hazel
primal veldt
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beautiful

eager mist
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Does anyone know what angle unitys isometric Tilegrid expects? i made graphics using 60degree angles but it looks like this

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its not the same angles apparently

winter remnant
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Can anyone help me with importing animations from CC4?

frigid widget
winter remnant
winter remnant
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nvm, I think he has a work around!

winter remnant
# frigid widget https://youtu.be/X5YBwU02UIo?t=759

I had to watch this 3 times to make sure I didnt miss it. This dude starts with a t-pose character and ends with a character with an idle and walk animation. He completely skips past the part regarding importing and setting up the animations =\

frigid widget
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For importing animations any other tutorial for importing animation should work.

naive junco
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Hi, does anyone know how to import an fbx into unity where the read and write property is true by default? (Or set it by scripting) I have a game where the player could put their own models in the game and then I read the mesh data from the fbx and create copies of it, but it wont work since as of right now, I have to manually set the fbx's enablereadwrite to true.

Edit: Actually it would be helpful for an answer that could set any of the properties on a fbx asset to what ever I want by default since I also would like the bake axis conversion property to also be set as true by default

fluid oak
eager mist
fluid oak
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Unity uses a 2:1 dimetric projection as a default

eager mist
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Ah I see.I will see if I can get a correct result later today. Appreciate you

dusty jewel
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How would you guys make that login screen more beautiful in terms of UI.
I will add the portal effect to the gate in the back.

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Also do you like the font called Tsuki? πŸ™‚

short wharf
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I think this is the correct channel for materials?

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Hi so my material has weird wrapping but in blender the wrapping is fine

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and its like nearly there

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so im thinking its a weird texture setting rather than the model UV

misty lantern
misty lantern
# short wharf

That's terrifying
How does the UV mapped one look like in Blender?

short wharf
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omg maybe it is a bit funky in blender now that i look at it it just looks way more obvious in unity

sullen plank
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That looks like UV problem, if it looks differently in Blender, it's usually because some effects were not applied

sullen plank
short wharf
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huh

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its just so much more obvious in unity

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at least i know its not texture import settings

outer halo
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Well, you haven't finished setting up the Unity one to look like Blender. It'll probably be less obvious then.

dusty jewel
outer halo
misty lantern
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You may still be able to get away with featureless panels if they're a neutral color, like transparent black or grey

dusty jewel
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thank you both πŸ™‚
How about the background image? I found this on pinterest and I took it changed it a little flipped it and added some features. But Im kinda worried of a copyright strike.
I already messaged the artist but I had no responce. The game will have ads and in game purchases so thats why im scared

misty lantern
dusty jewel
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alright got it

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Gonna make my own

dusty jewel
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DO you guys suggest to have a different font in-game and different for login and more "serious staff"

misty lantern
eager mist
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@fluid oak youre a star ⭐

zinc vigil
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anyone got tips matching pixels to units in unity. I want to have the same grid size and area in inkscape as in unity for simplicity sake.

I tested importing a 1920x1080 background, and I set that resolution in game mode but it is not a 1to1 match anyway?

I'm working with a grid so it would be helpful to have the same grid setup in Unity as in Inkscape

tame scaffold
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Anyone familiar with Synty Studios? Surely some of you have heard of them.

I'm wondering how exactly they go about doing their armor and if it's a good idea to follow it or not. Weapons, shields -- these can be just linked to the game model. But leggings, shoulder guards, breastplates... these are all things that have to be swapped out. Here's an example of what I'm talking about. The pieces on these characters can be swapped to one another to make unique sets. https://syntystore.com/products/polygon-modular-fantasy-hero-characters

https://www.youtube.com/watch?v=O6mWfoFaykQ

I asked the Blender guys and got directed here.

It SEEMS that the way Synty does this now is literally swapping the entire piece of the model out with a new one. I've heard of being able to instantiate and destroy objects at will to achieve this, but I heard this way of doing things is costly in terms of resources.

If I wanted to make a 3d RPG game, where my players can freely swap pieces of their gear, like helmets, weapons, and boots, what is the best way to achieve this? Where do I even start?

I'm just looking for something to Google. I've been searching and found many ways, but I'm guessing someone here has encountered this problem before and has a good solution.

Bonus pic of the characters, armor and weapons I made

solid iris
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hey guys can some one help me understand why 2D gui image in this example if It is watched with an angle the light disapear

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humm I think it can be because of the z

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it gets inside that green rectangle

tame scaffold
dusty jewel
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Any font suggestions? My game is a fantasy game based on Adventure time and other Sci fi themes.

topaz jewel
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(not sure if this is the right channel sorry) Where in unity do i define how textures are applied to an object (scale, tile, etc?) I've imported a character from blender, and the visible part here should have a smooth gradient on like this:
but instead it's mapping to each individual segment so i have like 20 different (weirdly stretched with a corner in the middle) textures rather than one smooth one

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can't see it too well with the gradient texture but what's happening is really obvious with a random texture on there:

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changing the number under 'tile' doesn't seem to help, tried a bunch of different values

Edit: no longer need help, realise now wtf 'uv mapping' is lol

sacred grotto
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Hi all
This is not really unity but 3d workflow in general
So i'm trying to see how far a low res pixel texture + unconventional UV stretching can do, to add "geometry" in a low poly style model

For opaque parts there is some uses here, some stripe, spiky, crisp diagonal line independent from the topology

But in the pic i'm making a hair/fur card cutouts and struggling to make it work, at a glance

So, is this actually a thing or i'm just trying something completely useless here?

misty lantern
tame scaffold
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Am I understanding this properly? Basically what I'm going to have to do is create armor sets for every single model (fuck), export the fbx to unity, and then I want to instantiate pieces of armor onto the character only when someone equips it, then destroy the old gameobject when they unequip it?

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Like is this a proper workflow? Is this how people do this? Am I on the right track..?

sacred grotto
# misty lantern I haven't seen anyone use this kind of technique before, but I don't see why it ...

Yes triangulation is important
I first saw this in GuiltyGear Xrd's Motomura line, but that's mainly used to achieve "outlines" in nooks of mesh (so.. more like "Inner lines"). I'm trying to push the usage to well.. everything
Mainly have unique texture for characters, but pixelated, but at the same time using it NOT to get a "pixel art" style but almost like vector crisp straight lines/pattern

I mean this kinda can work..

sacred grotto
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In terms of crisp fur shapes, it can look good i guess

hoary kindle
# topaz jewel (not sure if this is the right channel sorry) Where in unity do i define how tex...

Where you define that in blender? In shader right? Same in unity. All default shaders in unity uses uv coordinates to define where to place the textures. You should uv unwrap the model so it looks good in blender (use uvs in blender shader/nodes) and then import the model to unity. The model you import includes uv coprdinates, but unity doesnt know anything about the shader/nodes setup you have in blender.

fluid oak
sacred grotto
vocal mountain
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I imagine this is a common occurrence, but I can't seem to find why my colours are changing after exporting my wonderful traffic light made in Aseprite to png. My color mode is in RGB so I should have enough colours available but still. What could this be?

errant marsh
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should be set to Point and no Filter

vocal mountain
errant marsh
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it's in Unity, not Aseprite

vocal mountain
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It was the compression, thanks a bunch!

errant marsh
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np

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nice traffic light btw

vocal mountain
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Thanks, it's my first time drawing pixels and this is so much fun

errant marsh
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I agree

vocal mountain
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There's quite some tutorials and guides on pixel art which I've got to go through, but I wanna start with building something and improving it over time

calm gorge
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i made this with no tutorial

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opinions?

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still need to color it n stuff

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just need opinion about the general shape

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im new to this]

tame scaffold
calm gorge
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ty

calm gorge
misty lantern
calm gorge
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after messing around for 2 hours i managed to make a jumping animation that is as far from being natural but its a start

tame scaffold
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It's probably asking a little much of Unity for a way to automatically resize these chest pieces when I equip them to different models, huh?

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I just want to make ONE chestplate model and have it stretch over any model I give it.

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It looks like it's almost there -- obviously some parts are resizing correctly.

vivid spade
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Anyone that can help me recreate this?

misty lantern
# tame scaffold It's probably asking a little much of Unity for a way to automatically resize th...

Well, you could scale the mesh based on character's size when you equip in script, but weighted meshes can't really keep up with armatures when scaled
It's not that unity can't do it, but most games out there don't bother to implement complex equipment layering systems because they require quite a bit of clever programming as well as designing every item with every use case and item combination in mind

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There's a reason most games out there have armor sets/pieces modeled individually for every shape of character that can use them
Or just have all characters be the same shape

eager mist
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hello

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when i import my character it seems to be gray

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when i extract mats its gray too

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i tried extract textures but the button is disabled

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can anyone help me please ?

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hello any body here ?

sullen plank
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@eager mist Don't spam the channel. If you want to get an answer provide enough information so it could be answered. There are also importing guides in the manual

eager mist
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@sullen plank i just found the desired channel sorry

tame scaffold
# misty lantern There's a reason most games out there have armor sets/pieces modeled individuall...

It's not the answer I wanted, but it's the one I needed. Thanks Spazi! I have a couple of ideas to make some of the automatic resizing unity does a bit more bearable now (it seems to at least get a rough estimate as to how big things should be).

I think for now, it's best to abandon the idea of playable races for my game and put that flavor elsewhere instead. This seems like a problem for a 'me' who is a little more comfortable with C#, haha.

hoary oriole
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I'm having issues with putting in 2D assets into unity, and I was hoping that someone could help out. I'm drawing a level in Photoshop and then using the photoshop to spine script to separate all the layers into pngs and then dragging and dropping them into unity to build the visuals for the level. My issue is that some sprites get compressed when going into unity and I'm not sure why. Heres a portion of grass that shows the problem

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this is inside of unity,

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and this is inside of photoshop

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all the other assets are drawn in the same project and keep their resolution fine, like the hut in the background. I'm following a tutorial on setting up a 2D background for platformers by Thomas Brush and both mine and his photoshop set ups are approximately 7680 pixels wide by 2189 tall and when he uses the same method and drags them into unity he doesn't seem to have any loss in quality or compression so I'm not sure what's going on.

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any help would be appreciated :)

shadow cradle
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Sprite settings

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Change compression and filter values

hoary oriole
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ive played around with it but it didn't seem to change anything, what should i set the compression and filter values to?

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this is what is currently on the sprite i showed in the screenshot

sullen plank
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These are correct for pixel art

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Make sure your game view window is not zoomed in

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There's a scale slider in the middle top

hoary oriole
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its not, im taking screenshots fron the scene editor

shadow cradle
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Here

sullen plank
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Check export settings then

hoary oriole
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but yeah i get really bad compression in areas like this even in the scene view

sullen plank
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export as png and they also have quality settings as well

hoary oriole
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the quality is fine on the png itself

sullen plank
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asset also has pixel per unit settings, it should match pixel perfect camera settings

hoary oriole
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is that in the same area of import settings for the asset?

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ah wait i figured it out, i had to change the max size to accommodate the large area, my max size was set to around 2000 ish pixels when the width of certain assets exceeded that

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that fixed it, so much cleaner looking

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ill still look at that ling that was sent, cause i do need tips for lighting my scene later. thank you for both of your help :)

autumn prairie
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my character imports without his textures painted onto him and i dont know what i have to do to export with textures ive watched 2 videos havent helped so was wondering if any of you know

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do i have to render the texture paint on first

lapis elk
autumn prairie
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I can’t today I’m buzy all afternoon I’ll do it tomorrow

misty lantern
fluid oak
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@hoary oriole you have a max size of 2048 set, so any individual image larger than that will be scalled down. And you have filtering turned off, so scaled images will look like hot garbage. Only turn off filtering if you want chunky pixels.

hoary oriole
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yeah thats what i ended up realized, i changed the max size and it fixed my issue. ill fix the filtering as well

fluid oak
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Though I would just use the psd importer package with 'character rig' disabled to bring the layers in.

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That at will give you automatic atlasing.

hoary oriole
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oh i didnt know that was a thing, ill take a look at that as well, cause ive just been using a photoshop script to turn the layers into sprites

fluid oak
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Each method has benefits.

hoary oriole
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yeah

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but thanks for letting me know about the psd importer package, ill check it out

fluid oak
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If you plan to deform or rotate your sprites, set the filter to trilinear or anisotropic

tulip dirge
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Didn't know where to put this but, when I import a shotgun model into unity, a patch of the model is gone and the barrel seems to be inverted. In blender and 3D Viewer it looks completely fine but Unity has those issues. Is there anything I can do to solve this?

misty lantern
tulip dirge
woven dome
foggy steeple
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So, newbie here. I have a low poly tree model with two materials. One for the leaves and one for the bark. I want to make it so that the tree's leaves are slightly different colors /size one each placement. How would I go about doing that?

icy trail
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Ok, so I need some help. I imported an online model into unity and there were issues with the hair. The hair was basically a png image of the hair with a transparent background. When this texture is applied however, the transparent background turns into a black background. I have tried many things to fix this but nothing worked. Please help.

lime pollen
fluid oak
foggy steeple
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And is there a reference you could point me to for each?

fluid oak
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I am on mobile and don't have references handy but you should be able to google the terms

eager mist
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I dunno if this is the right place to ask, but I can't select any objects in scene mode. any ideas why?

eager mist
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I did

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and then I closed the scene window and opened it again

sage kite
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i've never hard of that bug so i can't help sorry

eager mist
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ok np

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it's weird, I can select the bad guys, but that's it

dawn sentinel
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I have a Polybrush question:

I'm using the geo-scattering brush. Is there any way to ensure that a mesh maintains its world-space orientation regardless of the surface's normal orientation?

For example: I want to scatter some trees on a mountain, but I want to all point upwards instead of rotating to match the surface's normals

covert jay
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how do you make svg sprites not delete the empty space of the canvas? like a png

fluid oak
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It is 6 am and I'm running a fever so grain of salt, but something like ```
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] normals = mesh.normals;
Vector3[] vertices = mesh.vertices;

    Quaternion rotation = Quaternion.LookRotation(vertices[i], Vector3.up);
    for (int i = 0; i < normals.Length; i++)
    normals[i] = rotation * normals[i];
    mesh.normals = normals;

// do your scattering here

  mesh.RecalculateNormals();
#

There's probably a better way

#

(assuming that even works πŸ˜› )

dawn sentinel
#

wow, thank you! I'll check if Polybrush uses the surface normals and try this out.

#

Hope you recover from that fever asap!

tame scaffold
#

Anyone here use Gaia that can vouch for it?

fluid panther
#

I wanna get skilled in 2d pixel art for my game sprites and tiles (I feel like I have a solid unity expertise) but I can't tell the tale I wanna tell without being at least a little better at pixel art. Could you give me some advices on how to learn better? this is my first pepega sprite lul

blissful relic
raw junco
#

help me pls

#

i dont wanna make visual effect

tame scaffold
#

I'm a bit confused, how do I add a collider to these trees?

foggy steeple
#

Im starting to feel like low poly stylized stuff is significant harder than trying to recreate a IRL object lol

boreal shoal
#

I have a problem with imported .fbx bone weights from Blender. They aren't importing correctly for some reason. the above image is from Blender and the bottom image is from Unity.

lime pollen
boreal shoal
#

as in a vertex that has no weight assigned to any bones?

lime pollen
#

Yes

obtuse flare
#

Can anyone tell me if / how its possible to apply a material to an object without having its scale/size effect the material/texture? Imagine a checkerboard material, but the material/texture shouldnt change if i scale the object, but just extent with it?

boreal shoal
# lime pollen Yes

seems like there was a duplicate vertex weight group that was empty, looks fixed now. Thanks for the help ✨

tame scaffold
#

Is there a way to change the appearance rate of specific trees? Like pine trees being 2x as common as leafy trees?

real glen
#

Is there a good way to make a gameobject / material decrease its alpha over distance on the object (eg. an object that's opaque at the bottom and goes from 1a at the bottom to 0a at the top)

topaz oyster
#

Hi, I want to import my newly created weapon model (image 1) to unity but... something broke (image 2). When I open this model in Windows 3D Browser it looks fine (image 3). How can I fix that? πŸ€”
Also, why the faces on the output model are kinda broken in Windows 3D Browser?

glacial vector
#

@topaz oyster Apply scale to the model, recalculate normals, and apply triangulation when you export

topaz oyster
glacial vector
#

Try triangulating with the modifier before exporting

topaz oyster
#

what modifier?

narrow elbow
#

how can I fix the seams in my modular wall set? (This is with vertex snapping)

narrow elbow
#

seen here as well

tribal talon
#

Not exactly a Unity question but more of a general 2D art question:
I recently got a stylus pen and, after trying it out, I found out that it's really difficult to draw lines without making them wiggly. Is there any tool or option which assists in drawing proper lines with a pen?

fluid oak
tribal talon
#

Thanks!

#

I didn't know it was called smoothing so I guess I can look it up myself now.πŸ‘

fluid oak
#

Well, that's what photoshop calls it at least

agile wolf
#

any 2d artist here that can draw me a good character?

#

or make me a good character its for a dungeon escape game

lime pollen
agile wolf
#

Ok

foggy steeple
#

So I have a few issues importing fbxs from blender into unity. I have a mesh, and in blender, Everything is set where I need it to be, size, transform, and all. When I import to Unity. My import, a car, is broken.
My wheels, are imported, but are seemingly missing geometry. The wheels are also not placed where they should be and decide to seeming just go where they want.

#

Simply low poly car (Dont worry about how it looks lol)

#

Unity

#

If I import JUST the wheel, without changing any other setting in unity, I get the actual wheel, geometry and all.

#

Guess the solution was just to import the wheels by themselves

fluid oak
dawn sentinel
ionic kayak
#

Hey, completely new to Unity and learning it, is there anyway to snap edges together when creating objects? or am I going about creating a slope the complete wrong way?
I am trying to get the top of the slope flush with the top cube but with no luck.

dawn sentinel
#

hold V and snap the pivot to a vertex on the mesh.

#

and when you move object around, it will snap to another mesh's vertices

ionic kayak
#

Yeah I know about vertices, I'm talking about edges, I'm trying to snap the slopes edge to the other cubes edge

dawn sentinel
#

another way is to enable grid snapping when you move objects

ionic kayak
#

if I snap the vertices it goes to the corners

#

ah right, so there is no direct way without having to snap to the vertices?

dawn sentinel
#

oh that i'm not aware

ionic kayak
#

oh that's quite bizarre, how do people get slopes flush? I'm assuming with grid snapping

dawn sentinel
#

snapping to vertices and then moving the mesh along the edge is a workaround i use

ionic kayak
#

right okay il try that

#

thanks!

dawn sentinel
#

something like this, i suppose

arctic sable
#

Haha, leggies go speen

tiny marten
#

neon genesis evangelion inspired GUI

west grove
#

Been working on blender -> zbrush and next up substance. Trying to make something small every day.

austere timber
sour osprey
#

so I'm trying to do a morphing in Unity, and the upper picture shows what I expected as a result when in the middle of the morphing, but after using blender to modify the uvs of the models I went back to Unity and now I get that messy morphing instead (bottom picture)
do you guys know what Blender modified apart of the uvs so that now my unity morphing script does that?
normals?

autumn prairie
#

How do i export a model with the textures painted on to them

sour osprey
#

so I can least get a clue of what's going on

fluid oak
sour osprey
#

what does seams mean ? @fluid oak

#

and I'll try to change the order of the vertex again then to the values from before the uv thingyyyyy

#

I guess maybe it's possible...

fluid oak
#

So you are completely changing the order of your vertices.

exotic jackal
#

So when making a 2d level, what is best recommended for things like large buildings, a large detailed backround sprite, then adding detail sprites on top of that or just use alot of seperate sprites to create a level

fluid oak
#

@exotic jackal no single right answer. I mostly use Spriteshapes for big shapes with detail sprites on top

exotic jackal
void aurora
#

So I have a problem regarding emission maps, when I am zooming out in editor, these weird lines appear, and when I am zoomed in these lines disappear. I've tried setting my emission maps wrap mode to clamp but this did nothing, disabled mipmaps did reduce the amount of weird maps by a bit but theres still some.

#

zoomed in

misty lantern
fluid oak
void aurora
misty lantern
void aurora
#

Ok ill try it

#

So I uvunwrapped it by just selecting sharp edges within blender, and it seems to take out some of the weird lines although there are some little dots left, is it still a uv issue or is it something else?

misty lantern
#

You could show the UV map along with the emission map if you want

void aurora
misty lantern
#

Quite efficient packing though

winter topaz
#

hey i import my mesh, and it turns out weird like that, anyone know how to fix?

outer halo
winter topaz
fluid oak
#

The baking probably is off, then.

void aurora
#

anyways i have another problem with my art stuff, the sprites i am using here have these weird lines at the side, the sprites were spliced correctly, and if i were to click on it theres no bleeding or anything so I have no clue why it is happening

misty lantern
#

It looks like the shapes are almost touching on the sprite sheet

#

Sprite sheet frames are basically UV islands, so you have the same concerns with them as with UV unwrapping

dawn sentinel
opal bolt
#

when importing an fbx in urp project, it automatocally assign the diff and normal map into the material socket, but it doesnt automatically import the metallic and occlusion map, anybody know how to make it automatic? im exporting it from substance painter with unity metalic preset

steel scroll
rough geyser
#

why.

#

Why can't I rotate things normally without the shape of the wall (and any other asset) completely contorting

fluid oak
rough geyser
#

I think I figured it out, thank you.

void aurora
#

another question, how come the insides of the shapes are a different color when they are just one solid fill? Using cutout rendering mode seems to fix it but it makes it all blurry

celest lance
#

If I have a character with it's own armature that is animated and then I have another armature(single bone) that is attached to a weapon that has a bone constraint which is constrainted to the hand of the character(so it follows the animation). How do you export both the character and the weapon so that I can see them both move in unison? If I export all of them as an fbx and import to unity, I see the animations for the character but the weapon remains motionless. Any ideas?

misty lantern
rustic tusk
#

does anyone know why unity breaks a model i made in blender?

#

I'm importing as FBX

#

i think it's because i scaled the model in blender ???

tame scaffold
#

Does anyone else find animating models way harder than making models?

#

I feel like it's supposed to be the other way around

frail herald
#

I need to make an FPS Game with a full body awareness, how do i model the head of the character so it can be disabled or not rendered by the FPS Camera

outer zealot
#

hey guys how do i apply a specular map in Unity?

dawn sentinel
outer zealot
lapis elk
#

Hello, does someone know how i can repeat pixels of a graphic to the edge of the texture, so i have no white space anymore?

#

Like this

misty lantern
lapis elk
#

yeah.. i finally found an addon for this.
But know i have the problem, that i probably need a additional alpha file, because PNGs cant hold alpha channels. They use transparency for Alpha.

misty lantern
#

But something to watch out for is that most photo editing programs don't save any color information on pixels with an alpha of 0

fluid oak
#

PNGs can have a premultiplied transparency channel, an alpha channel, or both.

carmine geode
#

"Humanoid avatar must have heat, hands, and feet bones mapped"

#

can someone help me fix this

#

i imported it from blender and it has all it's bones

fluid oak
#

So map them

misty lantern
lapis elk
#

maybe its just Photoshop, but its not possible to export it with an alpha channel

misty lantern
lapis elk
#

i have no transparency in my file

misty lantern
#

You should, if you want to store data in the alpha channel

lapis elk
#

Thats why i cant use PNG πŸ˜‰

#

Because it can only store transparency in its alpha channel

misty lantern
#

Why is that a problem

#

The alpha channel doesn't itself care whether it's "transparency" or not
Programs can interpret the alpha channel as transparency, but they don't have to

lapis elk
#

because, i need to have my files like this in Unity, to make sure, the MipMaps dont look bad when zooming out:

#

When i export them as PNG, with transparency, the MipMaps will generate white edges when zooming out

misty lantern
#

That's a separate issue

lapis elk
#

Yeah ^^

#

But it works perfect with the TIF Files now

#

MipMap holds the color fine and i have an seperate Alpha channel for the Shader

misty lantern
#

When exporting a png there should be a setting to store color data for fully transparent pixels, at least in Gimp there is
Otherwise it assumes that 0 alpha regions can default to white to save storage

#

In Unity's import settings there's the "alpha is transparency" checkbox which combats this by filling the invisible areas with more of the same color

#

But that only works if the white color isn't bleeding over to begin with

lapis elk
#

yeah, i checked this before

misty lantern
#

But anyway, as said it's technically irrelevant that png supports "only transparency"
Nothing in the format prevents you from storing arbitrary data in each channel, but most image editor programs take liberties to modify and scrub the data, and don't always give you options to customize the process

lapis elk
#

yeah, google said i could have used a program called superPNG to do this

misty lantern
#

PS and Gimp both do have the options, but they're easy to miss

dawn sentinel
#

It's surprising how many of these applications don't have intuitive channel editing

#

3D apps kind of have that figured out in some ways

#

with Substance Designer probably being the easiest and most straightforward when it comes to channels

misty lantern
strong hawk
#

How many polygons is too many polygons for a scene to be performative?

misty lantern
strong hawk
misty lantern
strong hawk
fluid oak
vocal mountain
#

Hoping that this is the right channel to ask, but I've heard that it's possible to make grayscale assets and then use unity sprite colours to colour them in. Is there a certain term that I can search for that shows me how to do that? When I tried something every white pixel turned into 100% colour, which is not what I imagined. I'd love to put this car in grayscale so that I can easily change it into blue, purple, yellow, etc while still keeping the lights white/red:

misty lantern
#

Otherwise you'll have to look into "palette swapping"

vocal mountain
hollow plume
#

my game chara
I am working on a top down 2d mobile rage game where u relentlessly grab and throw enemies
any critics or suggestions?

blissful relic
hollow plume
#

My floor is navy blue like

void aurora
#

How come some colors of my gameobject that is using a texture is greyscaled?

#

how it looks in blender:

#

each square of color is 1 pixel btw if thats the issue or something

tulip dirge
#

Hello, I imported a sprite into unity and made the alpha transparent. I made a material and set it to Legacy Shaders/Particles/Multiply (Double). Once I did that, the sprite looked faint and transparent when I put the material into a particle system.

fluid oak
tulip dirge
fluid oak
#

A different shader? Like a regular sprite or particle shader.

remote root
#

Is there AI to cheat art yet

fluid oak
wise jay
eager mist
#

umm i have .pixil file and wanna use it as sprite but i cant us it as a sprite what to do?

wise jay
#

export it as a png or jpg from the program you made the .pixil file in

#

or convert it on an online website

eager mist
#

umm

#

it gets corrupted

wise jay
#

Then do the first thing I said @eager mist

eager mist
#

nah its not working and

#

i found a way so thanks

#

@wise jay

void aurora
# fluid oak I can't even tell what you are asking.

mb probably shouldve clarified it a bit more, so a model i have in unity, some of its colors are greyscaled while in blender it looks perfectly fine with the same setup. btw its not grayscaled because the texture is grayscaled in unity, i think it has something to do with the material setup or something

fluid oak
#

What do you mean by 'grayscaled'?

granite condor
#

Hello, do anyone know how to apply a couple texture sets onto one mesh in unity

granite condor
# fluid oak Can you be more specific?

so, I have a model, that is textured in substance painter. There are a couple of texture sets for different parts of a mesh, like engine, screen, wings etc. I need to apply all of them to one mesh in unity 3d

misty lantern
modern jolt
#

Does anyone know if there is a way to make a sprite appear in scene view but not in game view?

obsidian axle
obsidian axle
#

np

fluid oak
flat zenith
#

A very strange bug. I'm using a free two-sided shader from the store, it works, but when I look at the plane at a subacute angle, the texture moves out, I see parts of the texture outside the UV map.

How to fix it? Or is there an easier way (I want the simplest two-sided shader).

fluid oak
#

Or, yes, use a simpler shader

wise jay
#

Hey, I have a question about textures but Im not sure where to post it but this was my best guess. Anyways, I want realistic rocks in my game, so Im downloading 4k textures for the rocks and adding LOD's with the same textures, though set to a lower res in the import settings. My question:
If I download a 2k texture online, will it take up less space compared to importing a 4k texture and setting it to 2k in the import settings?

misty lantern
wise jay
#

So I don't need to have 3 of the same textures all on different resolutions for my LOD's?

#

It just happens automatically? @misty lantern

misty lantern
wise jay
#

oohh nice. That'll save a bunch of time

misty lantern
dawn void
#

i think i ask this here

#

but how would i get the loops to wrap around the plane?

#

https://youtu.be/FTjC22_i45A was following this tutorial but they don't exactly say how

Hello and welcome back! In this video we're taking a look at a particle based slash VFX in Unity. Don't forget to pop on over to the o'le patreon for free source files. Peace out and have a good one.

β™₯ Patreon for more (free) stuff: https://www.patreon.com/polytoots
β™₯ Twitter: https://twitter.com/PolyToots

● The Diablo 3 VFX Tutorial: https:/...

β–Ά Play video
#

this is the wrong type of server

#

πŸ—Ώ i apologize

blazing phoenix
#

i created this wood texture in blender but i dont know how to make it visible in unity (i have been following a blender tutorial)

ripe bolt
#

When I import my texture, it appears blurry, how do I fix this?

torn flax
#

texture*

#

Pretty sure thats how

wintry grove
#

Am I missing any scenarios? I always miss obvious ones when I am doing this kind of thing.

#

Is there some trick to remembering these? like a shape you can make that uses every possible 4-direction tile?

south bronze
#

so I've got a classic noobie-modeling problem, my shopping cart model decides "hey lets not render the outside of an inset extruded space!" in Unity. but works just fine in Blender, anyone know what I can do?

#

If it helps, I used the Join feature for everything but the wheels, which idk might mess with things

obtuse oyster
south bronze
#

thanks

alpine granite
#

how would i be able to make my terrain look like the material is on every 10x10 instead of the whole cube
/ground

swift island
#

will 8K vertices be too much for unity if I'd like to rig and procedurally animate this 4-legged bot? or is it fine?

fluid oak
#

You likely don't need quite that many verts for stuff like the leg joints and bolts but that's really up to you

ruby berry
#

hi. im trying to find this kind of predator in 3d. searched assetstore with many names like predator, monster, creature, horror etc but couldnt find anything like it. is there some other name for it? or you know any asset like this? i need it for a horror/thriller game for my final exam (non commercial use)

fluid oak
#

Alien?

ruby berry
#

Thanks! :p

timid badger
#

so I've finally got my wood texture baked but then when I extract in unity it just dissapears off of the earth? anyone knows what could be wrong?

#

as you can see the wood material is certainly not a wood material XD πŸ₯²

fossil pecan
#

I think Unity imports materials differently than what you might be expecting

I use Blender for modelling also, and I find that on import to Unity, I usually need to drag all the textures into their relevant reference slots (base colour, normal, etc.), then it should work

Also I believe that your roughness map will not be loaded, I haven't got around to doing it in my projects yet but you have to make a new texture called a detail map - in the detail map, you would put that roughness map into one of the colour channels (R, G, B, a)

fluid oak
fossil pecan
#

Interesting, I was always under the impression that Unity's materials and blender's were incompatible outside of RGB, metallic and roughness values

fluid oak
#

It depends on the shader you're using. The URP standard shader supports rgba albedo/opacity, metallic/roughness, ao, and normal. The HDRP standard shader packs a bunch of maps into detail maps, you'd have to look up the exact details.

#

You need to create textures that fit the shader's inputs, OR create shaders to match blender's outputs.

#

You'll usually need some manual match-up unless you use an asset preprocesser.

tame scaffold
#

Anyone know if there is a setting somewhere to use the detail brush on my asset meshes? I'd love for the grass I made to also cover the cliff faces I've been working on, as well as be visible in some parts of the castle grounds (mounds of dirt, etc etc.) Right now it only covers my terrain layer (obviously), and I image that is it's limitation. https://gyazo.com/e7856752bcda6d12531abc209b39ad4a

#

My cliffs lay naked and alone, as you can see.

fluid oak
tame scaffold
fluid oak
#

Well, there will be a tradeoff no matter what, between features and performance.

tame scaffold
#

Oh absolutely. Thanks again :).

tribal charm
#

Hello! I have an FBX rig in Unity that programmers are implementing. They added some extra elements to different bones.

Is there a non-destructive way to update that FBX rig if the hierarchy needs an extra bone, something needs renaming, without unlinking added Unity objects below it?

Atm it just pops them out to the top node. The current workaround is to unparent any added objects first, then update the FBX, which is fine for just a few things, but gets tedious when there's more.

fluid oak
tribal charm
#

Thanks! Good to know there is a method though

raw junco
#

guys how can i edit material in assets?

#

like i want change rendering mode of this material

outer halo
oblique merlin
#

I imported my model from blender with some LOD, but didnt include the geometry mesh collider model, its still in blender. Is there a way to link the mesh to the model once in Unity?

sullen plank
#

Yes you can configure in the prefab's collider component

oblique merlin
#

I couldnt figure it out :/

sullen plank
# oblique merlin I couldnt figure it out :/

https://www.youtube.com/watch?v=bh9ArKrPY8w
Covers assigning another separate mesh collider.

Watch this video in context on Unity's learning pages here -
http://unity3d.com/learn/tutorials/modules/beginner/physics/colliders

What Colliders do, and how to setup different collision geometry with primitive, compound and mesh colliders.

Help us caption & translate this video!

http://amara.org/v/V6cI/

β–Ά Play video
oblique merlin
#

thank you

marsh loom
#

Hello people. I have made an animated character in Maya, and I want to export it to Unity. However, Unity simply refuses to correctly import the character, no matter which checkboxes I have checked, both in maya export and in unity import.

What I have tried in Maya:

  • Exporting different combinations of meshes, joints and constraints
  • FBX 2020, 2019, 2018, 2016/2017, both binary and ASCII
  • Bake simulation
  • Scaling up and down the entire hierarchy
  • Exporting the fbx, importing in a new file and exporting again

What I have tried in Unity:

  • Convert units y/n
  • Mesh compression y/n
  • Optimize mesh y/n
  • Normals, blendshape normals, legacy bs normals (all options)
  • Rigs humanoid, generic, legacy
  • Animation resample curves y/n

Any ideas?

(First image is maya viewport, second is unity import preview)

#

everything is clipping and distorted. But it's importing animation and blendshapes correctly

lime pollen
marsh loom
#

All vertices have been fully assigned to root and then built upon with skinning layers, so nothing is left unskinned

daring heath
#

I'm currently making a gun in blender but i have no idea where the center point should be

austere timber
#

hi i wanna add decals but there is no option for that here
there should be a render option here but mine dont have

gritty fable
#

hey everyone, I want the fill (the light blue part below the dark) of this slider (the dark blue part above) to conform to the shape of the slider - how can I do it?

outer halo
gritty fable
#

OMG thanks @outer halo ! is there a way for me to make the sides not so pixelated?

outer halo
#

Use a higher resolution image, really

#

But consider what it will look like at the real scale, it may not be noticeable. Anything pixelates if you get close enough.

gritty fable
#

Another quick question: I want to change an animated button's name but then it breaks the animation (as the animation is on the previous name). How can I update it?

outer halo
west pier
#

Why isn't it in a right click menu???????????

#

F2?????????

marsh loom
#

Ask autodesk lol

modern trout
#

What is maximum, optimal number for faces vertices of an asset you have in the game? For example 350-400 faces asset, is it too much ?

hoary kindle
shadow cradle
#

Do I need to worry about the mesh renderer warning?

marsh loom
fluid oak
#

And when you say 'bake simulation' just what are you baking TO- bones or vertices?

marsh loom
#

I have tried decreasing the max bone influences in Maya to 4, and the skinning stayed the same. I bake bone animation to bones, and blendshapes to vertices.

fluid oak
#

What constraints are you using? Unity only supports a couple, and not well.

marsh loom
#

I have also increased to unity from 5 up to 10 just in case.

#

I removed all constraints after I baked

fluid oak
#

Unity won't import vertex animation.

marsh loom
#

I have also exported them as unbaked blend shapes

#

they are not the problem, they are just facial animations. Only torso bones are problematic

fluid oak
#

Are you using scale keyframes? Unity kinda hates those.

marsh loom
#

No, it's just standard bone animation, mostly rotates, occasionally moves (but very few)

gritty fable
#

Hey all, I'm trying to import a package into unity that has a button with a sprite-swap animation.. but whenever I import it to a new scene the sprite-swap doesn't work

#

it shows as connected and all the assets are there.. but it simply doesn't change when clicked

#

tried exporting and importing a few times and simply doesn't work

#

like the sprite-swap gets broken

gritty fable
#

There isnt a transition yet so cant check that yet.. the swap simply doesnt happen

fluid oak
#

I mean, you need to check if it is an animation problem or if it is a problem with the button not catching input

gritty fable
#

I'm rather new to Unity - where can I check to see that? The console isn't updating etc. when I press play

ivory lily
#

i installed the fbx exporter package, but cant find the button. help?

tame scaffold
#

When using the package validator, what does this first warning mean exactly? I have a models folder with all my prefabs inside it. What am I doing wrong?

#

i dont even see a 4.1e in the publisher guidelines to clarify rofl

modern trout
hoary kindle
void aurora
# fluid oak What do you mean by 'grayscaled'?

in the blender picture, the colors in the color pallete look normal, but in unity, some of these colors look messed up, kinda looks like they are grayscaled but its probably another issue

#

the colors on the model looks messed up*

fluid oak
#

Might be a problem with the texture import, might be a problem with the shader/material.

clever vector
#

hey so I am trying to put

#

a 2d image

#

in a 2d scene

#

but when I put it in

#

it comes out pixelated

#

because I have to shrink it down to fit inside the camera

#

how do I make it smooth?

harsh marsh
#

I never got a satisfactory answer so I just made my games with svg

#

but there's probably a better answer like switiching to bilinear

clever vector
#

thats what I was going to do because the art I made is originally svg

harsh marsh
#

like there's a unity library to have functioning svgs at runtime

clever vector
#

hmm

clever vector
#

this is svg^

#

for some reason it is still pixelated

#

:/

harsh marsh
harsh marsh
shadow cradle
#

I accidentally took out legacy shaders from always include in build and now my ui looks pink

#

anyway to tell which ones I need?

harsh dagger
#

@clever vector Look at your game zoom/scale level. It should be 1x

harsh dagger
#

The screenshot you shared above has it under 1x

clever vector
#

its 1x

#

Idk why it showd .459

clever vector
lapis elk
clever vector
#

so wierd

#

never really had an issue with reso

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until today

void aurora
#

maybe since the image is 32x32 unity did something weird to it since the image is so small?

#

idk

fluid oak
#

And what you need are mipmaps and trilinear filtering.

fluid oak
vivid mauve
#

beautiful

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it looks like my dad that one time a guy broke in

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na

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the guns are the guns

#

no belts today

#

i mean i got what i asked for

#

but also not

#

turn the guns to belts

#

...

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for me its 8 pm

#

and what am i doing?

#

i have been looking online for a free 3d monster model that is compatible for unity

#

and its been like 1 hour

#

and i have found nothing

#

πŸ˜πŸ˜…πŸ˜‚πŸ˜…πŸ₯²πŸ˜’😭

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thats me : D

#

my life = gone

fluid oak
void aurora
lapis elk
fluid oak
tame scaffold
#

Does anyone here use a Blender > Unity workflow? I'm confused about materials. When I make my trees for example, every single one of them has the "Bark" and "Leaves" material. When I extract my materials in blender, I end up with Wood.001, Wood.002, Wood.003 for all of them. What gives?

#

I'm trying to extract the materials, models, and prefabs just like Synty does.

#

Here's an example with some pebbles of what's going on. Am I doing this out of order or something?

#

I am guessing I am maybe supposed to extract each one, then manually place them on the prefabs...? Seems like a ton of work.

#

And then... what am I supposed to do in Blender for example in order to prevent myself from having to clean up 10 duplicate materials after extraction? My goal is to copy the Synty architecture.

tame scaffold
#

I kind of get what's happening, but surely there must be a way to do this without manually placing all my materials on my prefabs?

lapis elk
tame scaffold
#

That's right!

lapis elk
#

Normally you only use the Blender Materials to set up the Material Slots in Unity. When you Give the 1.st Pebble a Material and the Second one another, then you get 2 Material Slots in Unity for Materials. The Name you give them in Blender, the name the Slot has in Unity

#

i personally dont like to use the self created materials in Unity. So i create my own Materials.
In the created Material you can insert the Textures.

#

Thats a texture Synty have done.. thats just a 1k Texture they did in Photoshop, and added it to the Albedo channel in the Material.

#

And this Material, with the inserted Albedo texture can be placed in the material slot of the import settings of the model.

gloomy kayak
#

Hi, someone know how to solve this problem? when i change the tileset and save it gets blurred i don't know why

#

problem solved

fluid oak
gloomy kayak
#

One guy in the comment of the video explain how to resolve

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btw the video is awesome to learn how to make tileset and have a link to download a model the video is called TILESET in Photoshop (Tutorial) for brackeys

fluid oak
#

Ugh, Brackeys. The source of so many problems.

gloomy kayak
#

huh i don't get it

#

did he make something wrong?

fluid oak
#

Well, a couple of his tutorials in particular are broken and have sent a lot of people here trying to figure out how to make them work πŸ˜›

gloomy kayak
#

lol

#

thx for warn

warped anvil
#

Is there any free software out there, that I can use to make my own simple textures?

tame scaffold
#

I've just submitted all 3 of these packs to the asset store. Do you guys think it's possible I could get denied because my promotional images look too similar to Synty's?

tame scaffold
#

Here is Synty for comparison sake

shadow cradle
#

probably not

fluid oak
#

It feels weird to call that style 'low poly'

#

Since it looks and probably is way higher poly than a normal textured mesh of similar detail.

compact summit
#

hi, how do i make my vrchat avatar not have certain armor/cloths by default in the preview menu where it slowly rotates?

lost magnet
#

I needed a help with blender, I am learning modelling for unity, hello I am not able to see the materials in the render btw I am using cycles render engine

lapis elk
#

There are several Blender Discord Servers. I send you an invite Link πŸ˜„

ashen dove
#

hi, i need help. so i try import VRM package into unity and want setup the blendshape but, the list blendshape on mine was empty. not like tutorial they have the list blandshape. any suggest?

#

this example from tutorial

tame scaffold
#

But maybe I'm doing a good job then

#

Tris

#

Well, most anyway.

harsh dagger
# fluid oak It feels weird to call that style 'low poly'

Agreed. Lowpoly is not used to mean "low amount of polygons" anymore outside of game engines, that term refers to that aesthetic now. I find it weird too but that's just how it is. When someone says they want a low poly model I need to ask if in the literal sense or not, haha.

olive mesa
#

can someone please help me make a material in unity real quick... im using files from cc0 texures

lime pollen
olive mesa
#

well, since you ant to be right...

let me fix my original statement...

olive mesa
#

maybe read the damn message next time

olive mesa
lime pollen
# olive mesa didnt fucking ask to ask

you pretty much did. Say exactly what you're having trouble with or ask a more specific question about making textures with unity, otherwise you're not going to get much responses

olive mesa
#

so maybe... just maybe...

you should actually consider why someone might be asking the damn question

#

i.e. : I literally have no clue what im doing... so I asked for help

#

also... i didnt beg, stupid

#

so you know what...

you're right

#

i wont ask questions anymore

#

F'ing A'hole

lime pollen
#

lol

#

was literally just about to post a link but with that attitude i guess you don't need it Β―_(ツ)_/Β―

outer halo
olive mesa
#

but he couldve at least read the message

#

goodbye now

outer halo
#

I don't really care whether you intend to continue or not. I'm more specifically referring to your last message.

dense oar
#

micro-optimization question πŸ€”
Textures need to be a power of 2 in size, but not all cube map layouts are power of 2 shaped.
I want to use this shape of cubemap but I am also going to be storing more UVs texture in the white space and using it as a model texture as well as a cube map
Should I care that my texture file wont be power of 2? or is there a way to define a custom coordinate cubemap?

fluid oak
dense oar
dense oar
fluid oak
#

What other shape were you thinking? That page pretty much covers it

dense oar
#

I was going to use the cubemap to also texture a cubic object, and some of the extra white space can be used for the extra texture
but the cubemap shapes with extra white space arent power of 2

#

am I overthinking this?

fluid oak
#

Unity creates a 'cubemap' file from the imported texture, so it discards information outside of the six 'faces' of the cube

dense oar
#

Oh, this is refering to when you select a texture and declare it a cubemap and not a 2d image yea? Because I saw you could still apply that cubemap to things as if it was a texture

fluid oak
#

Mhm

misty lantern
#

@dense oar As long as width and length are PoT, the compression should work even if they're not identical

#

Though when the same texture is set to cube shape it becomes even easier to compress which I don't fully understand

fluid oak
#

That is why they have a format specifically for cubemaps.

uncut scroll
#

can i build unity with texture assets that are in 4k, but for full HD? will it lower my built player weight?

fluid oak
uncut scroll
#

or do they have to be downscaled manually?

warped rain
wintry basin
#

maybe it's wrong place to ask here but do you guys know a good steak model but free? i had one but it doesn't have cooked texture

uncut scroll
#

just sprite renderers πŸ™‚

#

no scaling or anything

warped rain
uncut scroll
#

who said its pixel art?

#

no pixel art and no scaling of anything

fluid oak
tame scaffold
#

If I just make a blender asset, export it to Unity, make a prefab for it and ship it to the Unity Asset Store, is that considered viable to be used in BIRP, URP, and HDRP? What do I need to do to make sure it's usable in all of them?

lime pollen
tame scaffold
lime pollen
#

Yes, the default built in material isnt usable for all pipelines

tame scaffold
lime pollen
#

Any of them

#

They're not interchangeable period

tame scaffold
#

Oh very interesting. I had no idea. So basically just create models in blender and then all materials in unity.

lime pollen
#

Yes

tame scaffold
#

Great, thanks reo!

teal orbit
#

When I animate an fbx in blender and export it to Unity, for some reason the mesh renderers on the object are disabled by default. Any reason why this is? It only started happening recently and seems to be random.

quaint sinew
#

hey, a couple questions :
1 : Will any asset that's in a scene's lighting data folder be included in the build?
2 : If not, is there any way to force any given asset to be included even if it's not in the resource folder?

obtuse oyster
#

Only the lighting data referenced by the scene will be included in the build

quaint sinew
#

thanks, any way to force an asset to be included anyway then?

obtuse oyster
#

Reference them in a build scene, use Addressables/asset bundles, use the resources folder, or add the asset to the Preloaded Assets section of project settings > player > other

quaint sinew
#

okay, thanks