#πβart-asset-workflow
1 messages Β· Page 76 of 1
done
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?
using this solution (https://forum.unity.com/threads/isometric-tile-misaligned-in-tile-palette.730124/) I was able to fix it in the palette, but in the scene view it's the same.
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!
There's the Single Channel option in the Texture Type, but it seems to turn my masks white (or black) in colour
I'm assuming it has to do with these settings but i'm not getting expected results
you probably want to change the channel to red
otherwise it will read from the alpha channel
Anyone know why I'm getting these weird ghost pixels at the top of my sprites when using Pixel Perfect Camera?
this is what my pixel perfect camera component looks like
And my Player Resolution and Presentation settings (Native on my monitor is 1920x1080)
this also happens on windowed mode at 1280x720 :/ I'm at a loss here
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
setting the channel to red makes the image completely blank
maybe i should export the mask with full RGB channels instead of as a gray scale
Each channel is a grayscale image. Some software tints it but that is only for visualization.
(UNLESS you are using an indexed color image, which you aren't.)
I worded it incorrectly - i meant that the images turn completely black (or sometimes completely white) when enabling that option
i suck at drawing
could u save pivots in prefabs
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.
ive never used pivots so i dont rlly understand them
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
why cant i do this
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.
The alternative is to child the model to an empty object and reposition it. Then you can freely clone and move the object around.
Then set the pivots on the imported sprite settings.
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
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
that looks complex lmfao
thanks Tachyon!
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
@oblique heart We don't allow discussions about decompiling and asset ripping here.
ah alright my bad
i broke my pivot or whatever thing
you don't even know what the problem is, how do you expect us to help you
it was working earlier then i did something now it doesnt
"it"? what is "it"
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
wat
. that
it was like 1:30 maybe
go to 5min
it worked well earlier now it doesnt
ping me if someone can help
Tachyon11's answer is probably what you want but depending on your render pipeline you can also use stencil buffer to mask out objects based on a second object.
So it all depends on the specific thing you need to do π
Yes, your lightmap UVs need to be inside the 0-1 tile. You'll also need to keep TD in mind if you're creating custom lightmap UVs since Unity only takes care of it if you have 'Generate Lightmap UVs' checked.
TD isn't an issue, as Unity will scaled your supplied lightmap UVs based on the scale of the mesh in the scene
can anyone help ping me
Don't all UV shells benefit from same TD for custom lightmaps, though? I've sometimes noticed that shells that were too small benefited from an increase in size in order to get more detailed lightmaps
From what I understand, Unity scales all the UVs at once, but doesn't scale individual shells
brb running some tests
Aha no that's right, the relative scale of the shells would matter
post your questions here, someone will get back to you eventually
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
something to do with pivots
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
works on my test project
What do you mean "like this"
Anyone know how to zoom in shaderGraph while using a pen tablet??
do u know why
what the fk ik how to do these why is it like this
fking unity
this project has gone to shit at this point
Thank you. Understood!
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?
I'm assuming it binds itself to the centerpoint of the long cylinder and the total Y-size of the tiny cylinder.
You probably have some weird transforms already on one or both of the objects
I don't presume that tells you anything?
I don't use blender, so why would it?
Though I do see that you have scale values on both objects and rotation on one of them
So those should be applied before import
I've exported the entire collection as a whole. Even when parented and not parented.
Seems that Unity simply overrides the global values in favor of the parent values or something along those lines. Maybe :/
Need to make sure you apply values on everything before export. Nothing should be scaled.
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
Likely something similar, make sure all modifiers are applied.
Practice with something simple, figure out the problem.
so on the spot you can't tell me what it can be?
A guy told me it may be the scale
Trying to adjust the rigging on the anime character
I was wondering if humanoid in unity can cause this problem
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?
for example this would be a 2x2 tile
Obvi the top left would be a "blank" cell
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.
I think you can have sprites that extend beyond their cell, but probably not sprites that occupy multiple tiles, unless you split it to multiple tiles and always use them together
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?
Hey I have a stupid question, is Unity's smoothness just PBR's roughness inverted ?
Yes
Thx
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 ?
What maps (Albedo, AO, Normal, Roughness, Height, etc.) would you usually keep for low LOD models?
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.
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
The hair is a seperate object in Blender
@eager mist normally you just need to pull a separate material onto each physical location on the model in the unity scene
It just puts it all over the model
alright i will test one thing
@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.
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
are you setting the textures to sprites when you import them
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
does anybody know how to remedy this issue?
If I set the material to opaque rendering mode it no longer masks but the 'glass' part of the lantern is no longer transparent
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
Gotcha TY
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?
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
That is debug information, and you probably don't need to worry about it at all. I believe that that is a measurement of the UV coverage per triangle, used for calculating mipmaps.
Though I might be wrong.
when i export a blender animaton it comes messy with lots of animations instead of one, how do i fix it?
Either properly set the clips up in blender, or set the clip ranges in the unity import settings
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
And on Unity side you can alter the length of the Clips in mesh animation import settings
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?
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
Oh I think this answers my question. It's fine for me to use the sprites like normal then. Would still appreciate a confirmation π
https://forum.unity.com/threads/i-made-a-sprite-atlas-but-how-do-i-use-it.1258380/#:~:text=You just reference the usual sprites in your project as you would normally%2C and when you make a build or enter playmode with the sprites contained in an atlas%2C Unity will load the atlas and use the sprite located inside of it
beautiful
Does anyone know what angle unitys isometric Tilegrid expects? i made graphics using 60degree angles but it looks like this
its not the same angles apparently
Can anyone help me with importing animations from CC4?
In this video we look at taking a character from Character Creator into the Unity game engine and setting it up as an animated player character.
Thanks I'll give it a shot!
This could work, the only issue is the 3rd person controller his using opens in a seperate project.
Is it possible open such an asset in a project i'm working on?
nvm, I think he has a work around!
googled it?
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 =\
For importing animations any other tutorial for importing animation should work.
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
to use your sprites you'd want a 0.57735 to 1 ratio instead of the default .5:1 ratio
So Unity is using "true isometric" projection?
No. You are.
Unity uses a 2:1 dimetric projection as a default
Ah I see.I will see if I can get a correct result later today. Appreciate you
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.
Also do you like the font called Tsuki? π
I think this is the correct channel for materials?
Hi so my material has weird wrapping but in blender the wrapping is fine
and its like nearly there
so im thinking its a weird texture setting rather than the model UV
You could use a less garish and weird font, and give the background panel some decorated edges, as well as replacing the default white buttons with something else
That's terrifying
How does the UV mapped one look like in Blender?
omg maybe it is a bit funky in blender now that i look at it it just looks way more obvious in unity
That looks like UV problem, if it looks differently in Blender, it's usually because some effects were not applied
I can see some sharp UV seams here as well
yeah i just noticed
huh
its just so much more obvious in unity
at least i know its not texture import settings
Well, you haven't finished setting up the Unity one to look like Blender. It'll probably be less obvious then.
Any font you suggest that i wont need to buy? π
Also by background panel you mean the Blue login one right? not ht ebackground image
Yeah haha
thanks you guys
You can search through Google fonts. There's a lot.
Yea, the featureless panels clash with the background art
You may still be able to get away with featureless panels if they're a neutral color, like transparent black or grey
thank you both π
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
If the art doesn't have a licence that permits you to use it, you aren't allowed to, even noncommercially, and especially not if your production is monetized
DO you guys suggest to have a different font in-game and different for login and more "serious staff"
Sure why not
If something's important you'll want to be sure you use a readable, and probably not wacky font
@fluid oak youre a star β
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
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
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
humm I think it can be because of the z
it gets inside that green rectangle
Is this kind of what I should be doing? Basically creating the models on top of my character models in blender, then exporting them to unity? https://gyazo.com/2b1c2014ff806bbe4c3d16b418c995b0
Any font suggestions? My game is a fantasy game based on Adventure time and other Sci fi themes.
(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
can't see it too well with the gradient texture but what's happening is really obvious with a random texture on there:
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
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?
I haven't seen anyone use this kind of technique before, but I don't see why it couldn't be done
Just be mindful that programs may possibly display the distortion differently, always use pre-triangulated faces to make distortion more predictable and test often to get an idea how mipmaps or texture filtering may alter the look of the texture
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?
Like is this a proper workflow? Is this how people do this? Am I on the right track..?
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..
In terms of crisp fur shapes, it can look good i guess
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.
That is a popular technique for anime style character models in stuff like fighting games(see the Guilty Gear GDC talk)
Thats where i saw it first time. But thats mostly for innerside lines like between muscles/(static)cloth creases
I'd search more for the usecase but dont know whats the general term
The GG Xrd one is called motomura line but yea it's a very specific usecase
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?
is it compressed?
should be set to Point and no Filter
I've no clue, it's my first day using Aseprite. How do I check?
It was the compression, thanks a bunch!
Thanks, it's my first time drawing pixels and this is so much fun
I agree
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
i made this with no tutorial
opinions?
still need to color it n stuff
just need opinion about the general shape
im new to this]
He is beautiful, cherish him.
ty
My advice is to utilize tutorials to their fullest
3D art and the tools are so obtuse it's a waste of time trying to figure things out without guidance
after messing around for 2 hours i managed to make a jumping animation that is as far from being natural but its a start
okay thank you
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?
I just want to make ONE chestplate model and have it stretch over any model I give it.
It looks like it's almost there -- obviously some parts are resizing correctly.
Anyone that can help me recreate this?
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
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
hello
when i import my character it seems to be gray
when i extract mats its gray too
i tried extract textures but the button is disabled
can anyone help me please ?
hello any body here ?
@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
@sullen plank i just found the desired channel sorry
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.
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
this is inside of unity,
and this is inside of photoshop
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.
any help would be appreciated :)
ive played around with it but it didn't seem to change anything, what should i set the compression and filter values to?
this is what is currently on the sprite i showed in the screenshot
These are correct for pixel art
Make sure your game view window is not zoomed in
There's a scale slider in the middle top
its not, im taking screenshots fron the scene editor
Here
Check export settings then
oo ill read through this, thank you
but yeah i get really bad compression in areas like this even in the scene view
export as png and they also have quality settings as well
the quality is fine on the png itself
asset also has pixel per unit settings, it should match pixel perfect camera settings
is that in the same area of import settings for the asset?
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
that fixed it, so much cleaner looking
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 :)
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
do i have to render the texture paint on first
Show Blender export and Unity import settings
I canβt today Iβm buzy all afternoon Iβll do it tomorrow
Save your painted texture to a file, import that file into unity, assign that texture onto the mesh as a material
It's probably possible to embed textures into fbx files, but I don't think it's worth the trouble
@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.
yeah thats what i ended up realized, i changed the max size and it fixed my issue. ill fix the filtering as well
Though I would just use the psd importer package with 'character rig' disabled to bring the layers in.
That at will give you automatic atlasing.
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
Each method has benefits.
yeah
but thanks for letting me know about the psd importer package, ill check it out
If you plan to deform or rotate your sprites, set the filter to trilinear or anisotropic
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?
"inverted normals", guide linked in pinned messages
Alr I'll look into it
Damn that looks crazy good
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?
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.
Check the alpha is transparency box in the texture import settings
Ok thanks!
You can have a single material that takes in per-object data, you could have different materials, or you could use material property blocks
whats the difference between a material the takes per object data, and the material property method?
And is there a reference you could point me to for each?
I am on mobile and don't have references handy but you should be able to google the terms
I dunno if this is the right place to ask, but I can't select any objects in scene mode. any ideas why?
restart unity?
i've never hard of that bug so i can't help sorry
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
how do you make svg sprites not delete the empty space of the canvas? like a png
I don't know an official method, but if it is using the point normals you can write a script to point the normals straight up before scattering, and then undo it for rendering?
Someone in #π οΈβprobuilder might have a better idea of the tool.
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 π )
wow, thank you! I'll check if Polybrush uses the surface normals and try this out.
Hope you recover from that fever asap!
Anyone here use Gaia that can vouch for it?
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
Watch some guide on yt, then practise practise practise
I'm a bit confused, how do I add a collider to these trees?
Im starting to feel like low poly stylized stuff is significant harder than trying to recreate a IRL object lol
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.
Check if you have vertices that have 0 influences
as in a vertex that has no weight assigned to any bones?
Yes
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?
seems like there was a duplicate vertex weight group that was empty, looks fixed now. Thanks for the help β¨
Is there a way to change the appearance rate of specific trees? Like pine trees being 2x as common as leafy trees?
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)
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? π€
Also, why the faces on the output model are kinda broken in Windows 3D Browser?
@topaz oyster Apply scale to the model, recalculate normals, and apply triangulation when you export
It fixed only for the Windows browser but not for unity ;/
Try triangulating with the modifier before exporting
what modifier?
how can I fix the seams in my modular wall set? (This is with vertex snapping)
seen here as well
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?
Depends on your software. You can either use drawing tools with mouse smoothing(like photoshop) or get something like Lazy Nezumi
Thanks!
I didn't know it was called smoothing so I guess I can look it up myself now.π
Well, that's what photoshop calls it at least
any 2d artist here that can draw me a good character?
or make me a good character its for a dungeon escape game
Job posts go in the forums, read #πβcode-of-conduct
Besides, it's highly unlikely anyone is going to make a character for you for free
Ok
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
For the objects in the wrong places problem, you need to apply all transforms in blender. For the missing geometry, you likely have some incorrect normals.
i think you're looking for world-space projected textures. look up triplanar projection shaders
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.
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
Yeah I know about vertices, I'm talking about edges, I'm trying to snap the slopes edge to the other cubes edge
another way is to enable grid snapping when you move objects
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?
oh that i'm not aware
oh that's quite bizarre, how do people get slopes flush? I'm assuming with grid snapping
snapping to vertices and then moving the mesh along the edge is a workaround i use
you could also make your assets modular, with set dimensions between them. this will help you snap and place them easily
something like this, i suppose
Haha, leggies go speen
neon genesis evangelion inspired GUI
Been working on blender -> zbrush and next up substance. Trying to make something small every day.
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?
How do i export a model with the textures painted on to them
so I can least get a clue of what's going on
The vertex order needs to match between the meshes. Editing the UVs will change that if you are using seams.
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...
When you split up a mesh into UV islands, each place where you separate the mesh creates a new vertex as far as unity is concerned.
So you are completely changing the order of your vertices.
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
@exotic jackal no single right answer. I mostly use Spriteshapes for big shapes with detail sprites on top
Would something like this be a good option? or should I split it up more
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
This usually happens when glowing and non-glowing areas are too close to each other on the UV map
When looking at meshes from further away, you're seeing the higher mip level which is lower resolution and blurrier, so nearby UV islands bleed onto each other
Disabling mip mapping will probably cause more problems than it solves here.
So I have to uv unwrap my models better?
Ideally that's the fix, an UV unwrap with sufficiently much margin between the islands
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?
Could be
Hard to say
You could show the UV map along with the emission map if you want
here are the uvs for the model
There's practically no margins at all so it's not unexpected that they bleed over
Quite efficient packing though
hey i import my mesh, and it turns out weird like that, anyone know how to fix?
You need to flip the normals in Blender (or a 3D program). They're facing inward.
i flipped them in maya, while it's no longer transparent, it still looks muddy, like the baking seems off or something. The model oirginally doesn't look like that
The baking probably is off, then.
k thanks, it worked
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
If by weird line you mean the yellow thing at the corner, that seems to be bleeding over from the yellow triangle
The splice might not be correct, or you need margins there too
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
try messing around with some of the options under the Mesh Display menu in Maya.
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
One thing that will work is the following: Export your model as gltf and import with https://github.com/atteneder/glTFast package installed
why.
Why can't I rotate things normally without the shape of the wall (and any other asset) completely contorting
Your object is the child of a non uniformly scaled game object
but even if I like take it away from a parent, it still rotates weirdly.
I think I figured it out, thank you.
tysm it worked :)
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
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?
Could it be as simple as parenting the weapon bone to hand bone in hierarchy?
I don't recall if constraints can be exported, but the reason you have to use bone constraint in the first place is if bones cannot be parented
Unity has no such limitation
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 ???
fixed
Does anyone else find animating models way harder than making models?
I feel like it's supposed to be the other way around
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
hey guys how do i apply a specular map in Unity?
you can try the standard (specular) shader for the spec gloss PBR workflow
ohhh alr thank you i appreciate it
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
In blender and probably other programs likewise there's the option to add margins when baking textures
If the texture is made with texture painting, the brushes have a "bleed" setting which spills the paint over, covering the background
If neither is applicable, Photoshop has a "defringe" filter which can spread color over transparent areas like that
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.
They can hold alpha and they use alpha for transparency, like most formats
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
That is incorrect.
PNGs can have a premultiplied transparency channel, an alpha channel, or both.
"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
So map them
Both? From what I know, PNG holds only four channels with one of them alpha/transparency, and doesn't do any premultiplication itself, though image editing programs can
PNG cant hold Photoshops alpha Channel, as far as i found informations. The "Alpha" Channel PNG can hold, is just based on transparency.
I have to use TIFF or TARGA for my case now, because i have opaque images, but need a seperate Alpha Channel for the Shader in Unity.
maybe its just Photoshop, but its not possible to export it with an alpha channel
Alpha and transparency are the same thing as far as the file format is concerned
If you're using a transparency mask, it may need to be applied to alpha channel to be included in the file
PS definitely can do it
i have no transparency in my file
You should, if you want to store data in the alpha channel
Thats why i cant use PNG π
Because it can only store transparency in its alpha channel
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
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
That's a separate issue
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
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
yeah, i checked this before
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
yeah, google said i could have used a program called superPNG to do this
PS and Gimp both do have the options, but they're easy to miss
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
It's been a required feature for proper texture authoring for what, 20 years now?
How many polygons is too many polygons for a scene to be performative?
This depends entirely on how many polygons need to be seen by the camera at once, what the target hardware and performance budget are, and how the meshes are rendered by the render pipeline
So should the main structural mesh and assets stay under 15k faces total if aimed at mid to low specs for a game? Would that be bad without culling?
There isn't any straight answer to this
You have to find ballpark estimates for what "mid to low spec" means for your target hardware in current year, and do performance tests
Alright, thanks for your answer I just wanted to make sure its not an egregious amount
Different types of hardware make a difference, too. These days polygon counts tend to be really permissive on any sort of modern-ish video card but mobile can still be very constrained.
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:
If you want to get by without custom shaders, you could separate the lights and the colored parts into different sprites, and apply color subtractively using sprite color
Otherwise you'll have to look into "palette swapping"
Yeah, that's kinda the route I took in the end. Works out pretty decently I think
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?
using two contrasting colors on the same object can make it blend with the environment, depending on your floor color
My floor is navy blue like
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
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.
You are using a multiply shader, what did you expect?
so what would you recommend?
A different shader? Like a regular sprite or particle shader.
anyone got a solution?
Is there AI to cheat art yet
I can't even tell what you are asking.
yes
umm i have .pixil file and wanna use it as sprite but i cant us it as a sprite what to do?
export it as a png or jpg from the program you made the .pixil file in
or convert it on an online website
Then do the first thing I said @eager mist
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
What do you mean by 'grayscaled'?
Hello, do anyone know how to apply a couple texture sets onto one mesh in unity
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
I assume you've already looked at instructions how to do that and hit a problem of some kind?
Does anyone know if there is a way to make a sprite appear in scene view but not in game view?
@modern jolt https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDrawGizmos.html
not sure if this is what you want. but this makes a 2D sprite appear over any gameObject in the scene view as long as you have gizmos checked on at the top
ill check it out, thanks!
np
You can set it to a layer tge camera doesn't render
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).
Disable any displacement/POM/parallax
Or, yes, use a simpler shader
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?
The first part is unnecessary
If the texture has mip maps enabled, reducing the resolution and swapping to lower resolution textures over a distance happens automatically
Reducing the scale in import settings will only reduce the stored texture size in build
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
That's what mip mapping does
oohh nice. That'll save a bunch of time
There's a huge number of clever and time saving features just waiting to be utilized
That's why exploring the documentations pays off, even without a specific goal
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
β The Diablo 3 VFX Tutorial: https:/...
this is the wrong type of server
πΏ i apologize
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)
When I import my texture, it appears blurry, how do I fix this?
Import it make a screenshot copy screenshot ID paste in that box thingy and load in textute
texture*
Pretty sure thats how
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?
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
Read the link at the bottom of the pinned messages
thanks
how would i be able to make my terrain look like the material is on every 10x10 instead of the whole cube
/ground
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?
Unity can handle it fine, but whether it is overkill depends on your target platform
You likely don't need quite that many verts for stuff like the leg joints and bolts but that's really up to you
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)
Alien?
ok found it. couldnt think of that word xd i was so stressed for past week :|
Thanks! :p
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 π₯²
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)
Depends on the shader you're using; that is the case for HDRP default shaders, for sure.
Interesting, I was always under the impression that Unity's materials and blender's were incompatible outside of RGB, metallic and roughness values
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.
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.
I would have posted in #β°οΈβterrain-3d but I suppose this might be more to do with the assets themselves.
You'd need to use something like polybrush for that, or write your own system to scatter detail meshes. You can look up harry alisavakis on twitter, he's been working on a system for that
Wow, awesome response. Thanks so much! Haven't delved into polybrush quite yet so it looks like I have homework for tomorrow. Will give Harry a follow as well, I'd be quite interested in something like that.
This looks like exactly what I'm looking for, but I'd be extremely worried about its performance https://www.youtube.com/watch?v=xKJHL8nQiuM&t=206s
Well, there will be a tradeoff no matter what, between features and performance.
Oh absolutely. Thanks again :).
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.
You can use an asset preprocesser probably, but not sure if it would be worth the extra setup.
Thanks! Good to know there is a method though
guys how can i edit material in assets?
like i want change rendering mode of this material
You can't edit materials which are imported with a model. You have to duplicate it.
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?
Yes you can configure in the prefab's collider component
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!
thank you
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
make sure your vertices don't have 0 influences
All vertices have been fully assigned to root and then built upon with skinning layers, so nothing is left unskinned
I'm currently making a gun in blender but i have no idea where the center point should be
hi i wanna add decals but there is no option for that here
there should be a render option here but mine dont have
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?
Child both of these images to a root object which has a mask component. Use the dark blue as the mask image.
OMG thanks @outer halo ! is there a way for me to make the sides not so pixelated?
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.
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?
You have to rename the property on the animation. Click the name, press F2 (?) and you can retype the path.
Wow, I never knew this. Thanks
Why isn't it in a right click menu???????????
F2?????????
Ask autodesk lol
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 ?
Definitely not too much. Tell me how you make detailed game character with less than 400 vertices, some assets requires more details. You can use LOD system to reduce the vertex count when viewing the assets from further distance
Do I need to worry about the mesh renderer warning?
I once again ask for your help
It is hard to tell with so little info. Have you tried increasing the max bone influences setting in the project settings?
And when you say 'bake simulation' just what are you baking TO- bones or vertices?
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.
What constraints are you using? Unity only supports a couple, and not well.
I have also increased to unity from 5 up to 10 just in case.
I removed all constraints after I baked
Unity won't import vertex animation.
I have also exported them as unbaked blend shapes
they are not the problem, they are just facial animations. Only torso bones are problematic
Are you using scale keyframes? Unity kinda hates those.
No, it's just standard bone animation, mostly rotates, occasionally moves (but very few)
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
Does the button still work?
There isnt a transition yet so cant check that yet.. the swap simply doesnt happen
I mean, you need to check if it is an animation problem or if it is a problem with the button not catching input
I'm rather new to Unity - where can I check to see that? The console isn't updating etc. when I press play
i installed the fbx exporter package, but cant find the button. help?
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
What if you have multiple objects meshes in the scene ? Does it stack ?
Google how many verts overwatch characters have and stop worrying π€ , they use multiple lod levels tho
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*
Might be a problem with the texture import, might be a problem with the shader/material.
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?
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
thats what I was going to do because the art I made is originally svg
like there's a unity library to have functioning svgs at runtime
hmm
how did you get it to look smooth?
this is svg^
for some reason it is still pixelated
:/
would you mind sending me the file for your asset?
And you
I accidentally took out legacy shaders from always include in build and now my ui looks pink
anyway to tell which ones I need?
@clever vector Look at your game zoom/scale level. It should be 1x
it is
The screenshot you shared above has it under 1x
the svg?
scale it unstil there is scale 1 ^^
sent
so wierd
never really had an issue with reso
until today
any ideas?
well its probably a problem with material since when I double click on the color pallete to open it, the colors are fine but the material's color arent fine. do you have any idea what might have caused this?
maybe since the image is 32x32 unity did something weird to it since the image is so small?
idk
Make sure that you set the zoom on the game view to 1x before even thinking about pixels π
And what you need are mipmaps and trilinear filtering.
Do you have compression and mip mapping turned off? On such a tiny image where each pixel has important data, compression will kill it.
beautiful
it looks like my dad that one time a guy broke in
na
the guns are the guns
no belts today
i mean i got what i asked for
but also not
turn the guns to belts
...
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
ππ ππ π₯²π’π
thats me : D
my life = gone
That seems weird, since you can find like a million of them for free on the asset store
thanks it worked, the problem was compression so i just set it to none
every FBX File is compatible with unity ^^
I mean, maybe they were looking around their kitchen or something.
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.
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?
With Synty you mean the lowpoly asset guys?
That's right!
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.
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
How? For the next person with that problem.
One guy in the comment of the video explain how to resolve
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
Ugh, Brackeys. The source of so many problems.
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 π
Is there any free software out there, that I can use to make my own simple textures?
Kjarudi, thanks so much for this explanation. Going to try this for my future workflows :)
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?
probably not
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.
hi, how do i make my vrchat avatar not have certain armor/cloths by default in the preview menu where it slowly rotates?
Ask in the vrchat discord maybe?
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
There are several Blender Discord Servers. I send you an invite Link π
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
Try on a vrm server?
They actually only have about half the trips as Synty equivalents
But maybe I'm doing a good job then
Tris
Well, most anyway.
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.
can someone please help me make a material in unity real quick... im using files from cc0 texures
you're much better off asking how to make a material rather than begging someone to do it for you, you get results faster and actually learn in the process
well, since you ant to be right...
let me fix my original statement...
can someone please help me assemble a material in unity real quick... im using files from cc0 textures...
maybe read the damn message next time
in that case https://dontasktoask.com/
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
dont have a specific question, just cant F'ing find anything about it online, so i thought it would be good to ask on the official unity discord...
apperently, if you ask here, its like a magic word for getting no answer
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
lol
was literally just about to post a link but with that attitude i guess you don't need it Β―_(γ)_/Β―
If you're going to argue, at least refrain from insulting people. We have no tolerance for that here.
oh i had no intention of continuing...
but he couldve at least read the message
goodbye now
I don't really care whether you intend to continue or not. I'm more specifically referring to your last message.
micro-optimization question π€
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?
I can't imagine that being more optimized than using a regular cubemap
What would be a regular cube map in this circumstance? long strip format?
https://docs.unity3d.com/540/Documentation/Manual/class-Cubemap.html Do shapes beyond these exist?
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
What other shape were you thinking? That page pretty much covers it
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?
Unity creates a 'cubemap' file from the imported texture, so it discards information outside of the six 'faces' of the cube
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
Mhm
@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
That is why they have a format specifically for cubemaps.
can i build unity with texture assets that are in 4k, but for full HD? will it lower my built player weight?
I'm not sure what you're asking.
i have project with 4k textures. Can Unity downscale these textures during build time for fullhd resolution so it weight less because target machine is fullhd? π
or do they have to be downscaled manually?
Yes it can downscale it but... there are scenarios where you want your texture to be a higher resolution than the display resolution. Depending on the model 4K texture might be too much or too little π€·ββοΈ
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
ah yeah, its a full 2d game, all pixel perfect
just sprite renderers π
no scaling or anything
You NEVER want to scale pixel art π why would you do that?
Downscaling, as the name suggests, is scaling.
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?
Make sure you provide corresponding materials for each pipeline
All I did was export the blender object with materials into unity and create prefabs -- I should probably reconsider that approach
Yes, the default built in material isnt usable for all pipelines
Do you know which it would be? I assume BIRP and URP?
Oh very interesting. I had no idea. So basically just create models in blender and then all materials in unity.
Yes
Great, thanks reo!
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.
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?
Only the lighting data referenced by the scene will be included in the build
thanks, any way to force an asset to be included anyway then?
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
okay, thanks