#🔀┃art-asset-workflow
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Do you know any good exporter plugins?
https://github.com/EdyJ/blender-to-unity-fbx-exporter
I haven't tried this yet but it seems to do all the relevant operations
Ok thx
I'd suggest using either a shader with some method to break the tiling up, or use multiple ground tiles to break the pattern up
Is there something I'm missing, I'm finding it a huge pain in the ass to swap between my object directory to lock an object and go back to my assets directory and find the material I want for it, and I only have 20 objects and it's already annoying as hell
ahem, what is the efficient way to export objects from blender to unity
Ohhh
Yes thank you
Also is it ok with making a nice fps game in 3d core than 3d hdrp
I'm not sure honestly
base 3d might be better for beginners
I heard hdrp can get complicated sometimes
Oohh
I just tried to open a project and it took like almost 10 minutes just to make and open the project on my laptop
that's normal with unity
I have problem. The problem is that something happens to the weights, or I did not set up any settings. I set in settings Skin Weights unlimited, and Max bones/vertex to max in FBX settings. Tell me please how this problem is called and how to solve it please. In May, everything looks correct, And in Unity weigths broken https://skr.sh/sFuO1LuxacL?a https://skr.sh/sFu3AEkrxDO?a
Is it just me or does the quality get reduced when I import to Unity?
It's hard to tell on the screenshot apperently. But ingame it looks awful
Texture import settings define a maximum texture size which defaults to something like 4K
You can increase it to something bigger, but how big of a texture do you need for some repeating tiles?
If you're trying to break up repetition and have high resolution up close, look into "detail mapping"
Same problem from blender. Blender: https://skr.sh/sFueFyi1sTR?a Unity: https://skr.sh/sFuGhlP3fVS?a
Hey all! I was hoping for some pointers
I'm trying to create a goldberg polyhedron / geodesic sphere in Maya such that all the triangles are exactly the same size
No matter how many subdivisions I use. In other words, the size of the mesh as a whole increases, rather than the size of the triangle decreases
Feeding into this is the fact that my previous method of building this shape is riddled with distortions — its a bit of a cheat
Does anyone know "the right way" to do this?
Solved
Exactly the same, or approximately the same?
The usual method for constructing such a thing is to subdivide a regular icosahedron and projecting onto a sphere.
I don't know if Maya has a function for this, but to generate a matching Goldberg polyhedron from that you'd compute the dual of the icosphere.
Though that would yield hexagons with pentagrams.
I think that a tiny bit of distortion is baked into the goldberg polyhedron, but I'm told its too small to notice most of the time
So "approximately" the same would do. My issue isn't so much with the theory — though my understanding could definitely use some work
But, as you say, with figuring out how to actually do it
And yeah, I believe it might actually be impossible to get them exactly the same except for the icosahedron. The poles will always be slightly smaller
Though I've not done the math
And that's fine. I'll be placing triangular tiles on these, and I imagine I could massage those tiles into shape
I'd probably just need to adjust the scale a bit
Yeah.
It is one of those things where you can get very close easily, for a given value of very close 😛
So far, I've been using this method (gimme a sec to find the blog post)
Method number 2
It works, but it results in some gross distortions, and not the normal distortion we've been talking about
Maybe I'll explain more about what I want to actually do with this shape, and you all can give me some pointers.
I need to use this mesh in order to provide me the center locations of each pentagonal or hexagonal tile, and the locations of each triangular facet's center. Using this information, I'll be placing triangular tiles on each facet. I'm doing this, thus far, by iterating the triangles on the meshs.
For each trio of vertices in mesh.triangles I compute their average. Using a gross algorithm I'd rather not go into, I also determine which vertices on the mesh correspond to center points of the tiles.
Here, I can go in one of two directions. If I'm willing to always have the "actively viewed planet" (since there will be more than one in my game) located directly at the origin, I can place tile objects directly at the locations I've computed for triangluar facets. Otherwise, I'd need to be setting local position. I could have facets be children or (and hence, placed relative to) tiles which themselves are children of the planet object. Or, both tiles and facets could be direct children of the planet object
Does all of this sound sane?
Yeah, though I really can't judge which is 'best.'
Hey, I'm trying to make character customization for my game and have seen a solution where you swap out the parts of a rig by enabling them or disabling them. I don't want to use this approach because having lots of assets crammed into my blender file will make things less organized, and cause the program to run slower. I've also looked into solutions where you set the skinned mesh renderer's bones to match that of the attached model, this approach seems good, but for some reason I HAVE to export both the mesh and the armature in order for it to count. Re-exporting the entire bone hirearchy each time with their respective weights is adding up storage costs. Is there a better solution I could try or should I just cram it all into a single file?
Stupid question that I think I already know: When you set an object to render "both-sided" does that double the verts or waste any other resources?
It does double them I'm pretty sure
bit of an odd question but does anyone have experience/a proper workflow with filmmaking in the Built-in pipeline? only HDRP supports separate passes with the Unity recorder ;-;
what is the best method for handling intermediary animations? My artist made an animation specifically to play when transitioning from idle to run, but I'm not sure what the best way is for setting that up in an animation controller. How would I go about implementing this where the transition would be handled automatically, and not in code?
what happen mixamo, used to be using blue face orientation
instead of red
Do you guys exclude your IK points when exporting from Blender to Unity? So far they are only causing me headaches as they glue to mesh to them, even when the bones are moved. So I am wondering if there is any point/use in importing them at all? Especially given I am creating animations in Blender only
you should be baking your animations to the joints before exporting
I do that. But the IK points are still in the exported model and when physics move the bones down, part of the mesh stays glued to the IK points (unless I make them children of the bones which they are not by default). So I am wondering if I should export them at all. Are you implying that I should not as they are no longer necessary when my animations were baked during export?
yes
thank you😁
If you only have one transition and no conditions, it will just play them in sequence.
So my models physics are almost good now, but for an unknown reason, two of the legs tips are still glued to their original position/IK point even though there are no IK points anymore. Does anyone have any idea what this could be causing? All legs are exactly identically ...
check if they have 0 influences
That'd be my guess as well
IK bones are not supposed to have any mesh weights
They're only for controlling the actual deforming bones
If there's a seam there, it will probably only look correct at integer values.
Is a mesh weight a property in Unity or blender?
Blender, during the rigging process
If there's a seam in the UVs, it will only look right when the edges in the texture line up with the seam.
Hello, when i import a blender fbx gameobject with armature, there is no mesh filter or mesh renderer. How do i fix this? Is there a way to in blender/unity export/import with both armature and mesh?
help
It should have a SkinnedMeshRenderer, that's what meshes with armatures use. Can you find it?
hmm no, it should be there when you drag it into the scene
Adding it manually doesn't really help I'm afraid, you'd have to assign some stuff to it from a script
Are you sure you selected the mesh with the armature when you export it?
If you open the FBX file's hierarchy in your Project window, does it show the mesh you need?
in unity?
yeah in unity
no, not in the inspector
can you take a screenshot like this of your FBX file in Unity project window?
(Like i opened DeerFBX)
I don't mean inspector, i mean project window. Where your files are.
the "bidder" is the guy i want to change the mesh
which is the one i should add as mesjh
Click bidder and look at inspector
If you exported successfully, it should have an automatic SkinnedMeshRenderer on it.
If not, screenshot your FBX export settings in blender. Wait were you even using blender?
yes
Uhh wait. Is bidder a different file from 'NewCubic...'?
It looks like bidder is a separate file no?
Export bidder again with the armature selected also in blender. Now it looks like you exported it separately
Make sure you have 'bake animations' checked in blender FBX export.
Well, get rid of bidder. Drag the whole newcubic thing into the scene.
And make a new prefab from that. Seems like you lost the SkinnedMeshRenderer at some point.
i added the newcubic to the scene, it has nothing in it
Did you drag the whole NewCubic fbx thing or just Cube
if Cube has a SkinnedMeshRenderer in the inspector, and you drag the NewCubic thing into the scene, Cube should have the SkinnedMeshRenderer too.
but no components in inspector
let me chekc
oh i see your problem
Look at the size of your model. It's about 2x2x1cm in size. Thats kinda small
it says "MissingComponentException: There is no 'SkinnedMeshRenderer' attached to the "NewCubicModel(Clone)" game object, but a script is trying to access it."
can i not access the child components?
Seems unrelated, some script is trying to get SkinnedMeshRenderer from the root object, it should get it from Cube object.
There's GetComponentInChildren(), but you should just assign it in the inspector
anyway
1 last step before i go
To fix your scale, try setting Scale Factor to 100 in your FBX import settings.
(assuming you want your character to be 1.8m tall instead of 1.8cm tall)
thank you
Did it work?
On importing an asset, I'm trying to apply some materials to it, for the smaller spirals it works fine, but for the bigger one it's blurred out. This is a recurring problem for me on importing objects, so I hope I can solve it. Help would be very appreciated.
it also happens on the main tower and not on the side towers.
either your uvs are fucked up or you need to increase the tiling
If you can bake it all into 1 object that's gonna be the most optimized way.@eager mist
Obviously the mesh should also be combined, but yeah, that's the way to go.
I'm guess it was UVs, I don't know anything about those yet, thanks Reo.
Do you need to make a separate copy of materials for each object that uses it at a different tile level?
The latter would be more efficient for the engine, though probably more difficult a workflow.
Though I suppose it depends on what you are optimizing for? File size? Drawcalls? Occlusion culling?
My materials folder is moving things into ../materials/materials and won't let me put them in ../materials and if I do so automatically moves them or refuses to let me do so
seems to be the stuff I copied and changed andd renamed is being forced into another directory?
Hi guys! I hope this is an okay place to post this. I don't wanna clog up the chat too much with my issue, so I'll just link to my post on the Unity Forum. I can't get my sprite's quality to look right for some reason. I can't seem to find out why. Any help would be great! 🙏
https://forum.unity.com/threads/sprite-quality-ruined-when-camera-zoomed-out.1337357/
anyone know what the deal with this is? the left is my sprite on the tile palette, and the right is what it ends up looking like when I paint it. I'm using a resolution of 160x144, sprite size 32x32, same PPU, point filter mode
well not sure if this is technically the correct solution, but after slapping a pixel perfect camera component on my camera, it works
and will have to resize my sprites cause obviously 32 pixels is way too large for a height of 144 lol
yeah thats exactly the correct solution
thats what pixel perfect cam is for
In my little game I want to make it so the player has bunkers they can hide in for a few seconds and was thinking of trying to have like an energy field or a shield be the door I am making the bunker in blender should I make the door there as well or should I just use a plane in Unity? Also anyone have any suggestions for this making a shield type door?
Trilinear filtering may help, supersample AA (aka 200% render scale) would also help but it's by far the least performant
The problem is pretty fundamental to Unity's rendering, as it's optimized for textures, not sprite graphics
Other games/programs have AA-algorithms specifically for smoothing image details, but Unity relies entirely on mip-maps for that which are just lower resolution textures
i have a technical question.
I have been trying to import a custom, unsupported image format into unity by writing a custom asset importer. unfortunately all the built in importing code for existing types such as jpg, png is marshalled to c++ and so i cannot view the underlying logic.
i would imagine unity reads the data of the image formats, and creates a Texture2D object / asset on the engine side, which is then .....(somehow) .... exposed by custom editor windows, etc...
therefore, am i correct in the assumption that Texture2D is always an uncompressed blob representation of all pixels of an image?
or if you have any other idea about the deeper workings, response would be appreciated as well. thx
BEHOLD the power of being bored
#archived-art-asset-showcase or #archived-works-in-progress are better channels for showing stuff you've made
ok
Hi guys, can someone please help me to make this image precise? I'm trying to make the lines have the same length but tbh I'm not sure what measurements should I use for the canvas. It's currently 128 x 128 pixels.
I'm trying to export a .anim file out of Unity for use in other programs, like Blender. However, the .fbx exporter seems to only export a single rotation and scale value for the animation, and not the animation for all the other bones. Is there a different way to do this? Apparently UMotion Pro can do this, but I can't afford to buy a $70 addon for this one purpose sadly
Precise in what sense?
What do you mean by "only a single value"? I don't recall facing any issues when exporting multiple actions, each with multiple bones with position, rotation and scale keyframes for all
When I would import the fbx into Blender, none of the actual animation would import, it would just be the armature rotating around. I did a little further digging and I think it has to do with the FBX exporter only handling Generic or Legacy animations, not Humanoid ones
As far as I know humanoid animations are not fundamentally different from any other type of animation, but to use the humanoid avatar setup the bone names need to match the format expected by the avatar system
Hi i got 2 model here with same mesh and same rig yet the animation come with black one doesn't work on the red. Any idea why ?
Hello, I'm working on putting my modelled car into Unity. The rotation is off, and I cant fix it. This also means any script will take the car rotation wrongly, and it messes everything up.
The car is also missing materials, and the body of the car has changed to the original blender colour. I copied the material of another car I had done, and changed the colour, but weirdly its taking the original colour and putting it on the model. Its done this with some other copied materials, and some of them its just completely removed. I'm not sure on how to fix any of this, so any help would be great! Thanks.
so, after unwrapping my UV my objects look like this
when they should look like this
ive read that i gotta unwrap it for them to look normal in unity
Did you try exporting them as is?
wdym by "is"?
Exporting what you have now
In that case yea, you need to use Unity supported material with proper uv map applied. There are tutorials showing how to prep that for Unity.
This is only the case if you're using procedural textures, remapped texture coordinates or texture coordinates from any other source than "UV"
If they already rely on an untransformed UV map to display their textures, UV-unwrapping again will only mess that up
what i did is export one rock at a time and it worked
I'm guessing that the hierarchies don't match- most likely due to different naming.
You don't really give enough info to guess at what's wrong. Are you baking all your transforms when exporting? When you say material, you mean a unity material or a blender material?
when you export from blender, try making sure your objects transforms are applied, and ticking the "apply transforms" box in the exporter. Also for materials, does your car have UVs?
Why would a material have a conflict with another material in the same directory? Different names of course.
"Conflict"?
When trying to place the material in the directory I get a conflict message and it's automade a /materials/materials directory for me for previous times it's happened
So like I copy an asset to /materials/ but it think it's a conflict or something and it puts it in /materials/materials, but today it's giving a warning
What does the warning message say exactly?
that file doesn't exist in that directory
Seems really strange! I don't recall seeing anything like that before
I would try regenerating the project by removing the library folder
Hello, I'm trying to make a fire extringuisher for a VR game, I have 3 part, one is the base, the big cilynder, the second is the head held on the second hand, and a pipe / rope linking the two.
Is there an easy way to deform the "pipe" for making the two thing works like a fire extinguisher ?
like a rope, I thought of using bones, but i'm not sure if it's the best option
I had the same problem, in my case, it was an error during the supression of the old file in unity editor, the .meta file wasn't deleted and it made conflict, if it prompt again, try to search in your project explorer if the .meta files exist or not.
Ah, I think that is it actually too though I didn't confirm it, I had deleted an old asset with the same name, and I think it was in use so maybe the meta didn't get deleted properly for that reason.
Thanks for the suggestion
helloo, not sure if this is supposed to go here or not so sorry if it isnt. Does anyone have any recommendations of free software that i can use to create pixel art? Thanks :)
thanks :)
i was not ticking apply transforms, i shall try that now thanks 👍 with the materials im just using these simple ones, so no UV editing
hey guys, im working on a text-to-material generator based on stable diffusion. its working and can do up to 4k materials (with height and normal maps) in 1min or less, but i could use a few people to help test the site and give feedback. the end goal is to have it output game-ready materials with all maps, based on a text prompt
example medium-res material generated from "mossy rocks" and "top view" as the keywords, in about 40 seconds: https://f.arrexel.com/3c6fc1e55db01b708c341799f80e6890.png
I ticked it, and still it is like this:
Its meant to be like this:
Am i doing anything wrong?
first, apply your properties, it will prevent from deformation during your export, second, I think it's normal, all of my meshes or imported with a -90 angle
Aseprite is the best pixel art software. Its free if you compile i yourself, or you can buy it with auto updates for £20
What do you mean apply properties?
Also it means that the car wheels are wrongly facing as soon as i click play because of the rotation of the object
Ctrl+A, apply all, it will reset your pivot to the center of world (you can edit it after it) and it will apply the scale and rotation to replace the counter to 1
it prevent deformation and bug during export
thanks, ill try that!
Do you have any idea with the materials messing up?
I copied this Body material from another car i did, then changed the colour, but when i export it, it exports as the original colour
can't realy help you on that
no problem
is this correct on the export?
and tick apply transform
I export like this
Thanks, ill try them!
I fixed it!!
Wrong facing in blender, so the axis were wrong even though it displayed as correct
Does anyone know why this cylinder is displaying incorrectly?
For some reason you can see through the wall of it
it might be a camera problem because you can see through the cylinder at whichever angle
It does this at any distance
I fixed the car body, but the wheels are still wrong. Look at the axis. In the corner and the selected axis, they are different
how do i fix this!
ahh thanks, ill have a look into it
fixed that, but i cant get the car controller im using working with it now... wasted 5 hours LOL
Good Afternoon everyone ☺️
I want to understand how to calculate the correct dimensions your sprites should be. I'd greatly appreciate if someone could take a look at my thread!
https://gamedev.stackexchange.com/questions/202582/how-to-calculate-the-correct-sprite-dimensions
Are you gonna link the tool, or did you just want feedback on your mossy rocks?
to anyone else who wants to try please pm me, currently it only has 1 GPU node running the processing and i dont want to overload too much during development
i put a wood material to a 2d square sprite and i want to make it look less dark. does anybody know how to do it?
If you arent reusing the darker version elsewhere I would just import it into an image editor and change the color/light levels. Or you can play with surface effects in unity if its used for 3d. Can also set a color override, not sure where on the ui if its possible but ive done it in scripts before
Kind of at the end of my rope here, I've tried a few different thing and nothing works. How can I reimport my sprite sheet png file without the tile palette going bonkers and replacing the sprites with pink blocks? I've tried slicing the sprite sheet again in smart mode and dragging it back into the palette and it doesn't work
You are using a standard shader instead of a sprite shader, so it will react to 3d lights
You can also add emission.
Hi! Im trying to export multiple rigged character from blender to unity but i guess with multiple parents and childs its doesnt work as intended in unity everything is seperate. Should i export one by one or am i missing something ?
I downloaded this Rope texture, and I remember which ones to put in Albedo, Normal Map, and Detail Map, but I have one left called Cavity. Where do I put that one? I don't think I put that in Height.
The default shader doesn't use cavity maps.
Though you could probably put it into ambient occlusion in most cases.
Bump. Is anyone able to take a look at this? 🙏
The question is kinda nonsensical. You're using a perspective camera so the dimensions of anything on screen will be a property of the scene geometry and the quality will be as much the filtering settings as the actual pixel count- assuming you have a decent quality texture, at least.
You can calculate the size on screen using the perspective of the camera and the pixels per unit you set to convert the size in meters to pixels.
But unlike with a pixel perfect orthographic camera there is no 'perfect value.'
Can you elaborate on this? Why is it nonsensical? What do you mean specifically when you say it’s dimensions are a property of the scene geometry?
If I import a sprite that is 256x256 and drag it into the scene, depending on where the camera is on the z axis, it can also be roughly 256x256, it’s native resolution, in game as well, right? That is what I am aiming to achieve.
I have texture files, i just want to learn where each of these go for the future. I have COLOR, DISP, NRM, OCC, and SPEC.
I know NRM is Normal Map, I can see that from the thumbnail. I know OCC is Occlusion.
COLOR and DISP, I'm not sure which one is supposed to go into Albedo, or maybe Detail.
And SPEC, I have no idea. IIRC, it'll say HEIGHT, if it goes into Height normally.
You really should be googling this. Color is albedo, disp is displacement, spec is specularity(opposite of metallic)
The size on screen is dependent on where you put it in the scene.
Hey guys, I was wondering, I always hear people saying pixel arts in game should have a consistent scale (which makes sense). Does that also apply to UI and the game? i.e. pixel scale of game should be the same as the UI. Thanks
Hi! I have a question. I have this tilesheet, but I have a problem. when I import this to unity and split it up, it splits by rows and not collums. Is there a way to make it split by rows instead? Or is there any program that would allow to easily switch the rows to collums in some way? (Don't mind that last arrow being wrong xD)
So I basically want to transpose the tilemap in some way. Is there some program that can do that for me?
Does anyone know how to use Albedo alpha as smoothness source properly?
Whenever I use alpha channel to store smoothness it just makes the material white and not the colour of the RGB channels
The material looks like this, but i want the lines to be golden with roughness, rather than just white with roughness
show the texture pls
How it looks without alpha channel, i will send one with alpha channel in a second
This is probably some stupidly obvious problem...
Ah dont worry, figured it out, need to use tga rather than psd
For some reason, shaders on the wooden shaft come out MUCH brighter than they are in the preview. Anyone know why? These are downloaded textures/materials, I didn't create them.
Doing this even with black shaders, comes out light grey
Yes, that is the whole reason for my question. 😑
Bump, anyone?
The little preview there has no ambient lighting at all, so it'll appear somewhat darker
Well I moved the sun far behind my character, and the material , the shaft, still shows that bright
I've used this material as well, it doesn't look like this, suddenly it did. It's DRASTICALLY different, to the poitn I don't think just simply ambient lightning would make it look like this
This doesn't get rid of ambient lighting, but the difference shouldn't normally be so drastic so there's probably something else going on as well
EVERY single material is suddenly brighter when I try to apply it to the shaft
There may be a math solution to it, but I have no idea what it could be
You can eyeball it though
Make an quad with a texture and size that matches the screen resolution exactly and place it in front of the camera, then rescale it so it pixel-perfectly fills the screen
The textures will render with no blurring as long as they visually match that resolution, so you can use the quad as a reference for other textures
I actually don't recommend doing this though
Cumbersome to do and extremely unreliable with any changes to perspective or resolution
If you're still looking for help on the text to material generator I'd love to. was just hinking about this and hopped in here to search fo stable diffusion.
Its at barium.ai if you want to give it a go. It can handle more people now, did a lot of efficiency improvements the last few days
Awesome going to try it now!
Barium is coming along nicely
either transpose it yourself sprite by sprite or select the sprites in the tilesheet in sprite editor manually in the order you want, because I guess you want them to appear in the files directory in the proper order. Or you can just change the name of each individual sprite in the sprite editor, cause they are organized alphabetically
There are also a few blank sprites there so I guess you would want to delete these
(btw PSD with alpha should work too, you just need to tick the right boxes)
I have a video player in a scene yet it plays audio when it is disabled? It uses a tender texture to play on a ui image on screen
Hi im inporting my model from blender to unity and my models material is complely gray any reason why?
Hi im having an issue where ive changed my shader but am having the same error pop up please help me ive been trying for a week and dont want to place every tree by hand
can you delete parts of sprites in the sprite editor? I'm trying to shrink this down to just the people
why not slice them all and use only what you need?
hello! I'm currently trying to recolor some clothes on a vrchat avi i recently got. In blender, it colors the whole outfit. Just figured out it's because the unity package has it as one asset... i think? I'm very very new to all this.
anyone?
you'd want to find the texture map of the outfit and color that, not the model itself
ohhh gotcha, thanks!
hello im new to unity, can i ask how do i get rid of this "shiny wet thing "on my materials, i tried to do some glow effect on my other object and now this mat become this
What do you mean by glow effect? If it was a post processing effect like bloom, it's probably applied to your whole scene
Also, shininess is dictated by your Roughness texture
okay changing roughness texture did the trick, thanks a lot
Would anyone be able to help me with this my model looks perfectly fine in blender but when i import it into unity it gets messed up i dont really understand why my other models look fine
Hey Guys,
I'm currently coding my own 3D Game I needed a Flashlight but the Model that i created doesn't work with Texture that I created inside of the Software doesn't work with Unity 2021.3.5f1 Personal.
If you have an Idea how to solve please contact me.
^^
hey guys, i'm working on a equipment customisation system in a 3d game, but when you equip the shirt, it clips through, so to fix that you use blend shapes to shrink the mesh, in blender works just fine but when i import the .fbx to unity it changes a lot more (like the smoothness on the faces and thighs)
in blender
To explain more fully, you are using a shader that uses a 'roughness' map but the default unity shaders use a 'smoothness' map(inverted roughness) so a surface that looks shiny and smooth in one will look matte and rough in the other and vice versa.
You need to enable transparency on the eyelashes, it looks like.
obj or fbx?
obj's doesnt have a shader functionality for unity yet
that is definitely not true
Hello, I have an urgent need to render SVG files on Unity, for reasons such that converting them to PNGs alters their appearance (unrelated to resolution/quality). As such, I tried looking online for the means to this, but only found links talking about Unity Assets. The links didn't direct me to the asset, so I typed in SVG in the search box but to no avail. I came here in hopes of knowledge on how to achieve this. Thank you very much for your time.
How do you guys make your tilesets for 2d games? I keep running the issue of where I'll decorate my level for a bit, and then I'll find a corner or something that I don't have a tile for, so I have to go and draw another. It's a bit annoying to keep having to go back and forth, but I think it's just because I didn't plan well.
fbx
I made a change to my tilemap sprites and I want to overwrite the tilemap asset in Unity, but it makes a copy instead with a number 1 after the name.. how do I replace the existing one when importing an asset?
I don't want to have to remap my tile rules again
Nevermind. I figured it out.
you can apply the texture yourself by dragging it on the model
if you haven't actually made a texture, use blender to bake one
looking for good youtube vids on how to design topdown 2d tilesets, like which kinds of pieces fit together, how to design it with a slight angle to it, as if the camera were looking down at the world at a 60 or 45 degree angle, etc
the last thing is just called "isometric tilemaps"
no that's not what I'm trying to describe. Top-down isn't always perfectly top down from 90 degrees
sometimes you can see more of your character's bodies instead of just head and shoulders
so I was looking for tilemap templates for games that have tall walls
and cliffs you can climb and then walk on top of
in a game like that your front facing wall tiles will take up more space for the southern plane
and the back wall will be almost invisible
well just search for templates online then
I am. I was asking if other people could recommend any they've bookmarked
there's generally no set in stone rules for top down
i think the perspective you're thinking of is 3/4 view
hey guys, when i upgrade some materials to URP they only get blank... others from the same package work just fine. ca abnybody help me?
im having trouble going from blender to unity, can someone help me. Here you can see my chracter in blender and then in Unity. Its missing parts, and a texture is blank.
ive been trying for hours
my whole game is fully coded, and im just waiting on my models to be in it
Did you apply your shaders to the model (clicked on the button “apply”)? Did you imported model texture into unity?
How do you apply shaders?
and i did not import the texture, i just exported it all as a FBX
I think I said something stupid But, there should be a button on the shader to apply it
in blender?
i cannot see that
Sorry, not shaders, Modifiers
ah yeah, i applied them all
thanks! i finally figured it out. the texture maps have been recolored and saved as PNG to replace the old ones (the textures in unity say they are png). i just don't see the changes. am i missing a step?
Does the material have the correct texture?
I’m not sure. If you mean are the colors updated, they aren’t.
How do I add a PNG file as a texture map?
Or replace one
Nvm i found it!
It didn’t, no! I wasn’t sure what that meant until a friend clarified it. Thanks!
anyone know why these happen? or what they are?
there's no info on them
i went to upload and got these
something about script compiled errors?
You'll need to provide more info; what exactly were you doing when you got those errors and were there errors in the console to begin with
If it's a problem building the project it's not an art asset question
Uploading the avatar to vrchat via sdk
Then you should ask the vrchat discord, you're unlikely to find someone here that can help you with a vrchat sdk issue
after starting up unity this morning, i started getting crashes with no known fixes from unity. i went and uninstalled it, reinstalled it from unity installer, then located it in unity hub and that seems to have fixed the blank errors
was also able to upload the avatars
Anyone has good solution for for Git LFS and file locking in Unity ?
Just... use it? It's a git feature
do you have a doc
When making clothing for characters, do you have a prefab that fits all the cloths?
I hope this is the right place to ask, any1 know why this is happening to my sprites? i am using the basic Ctrl + D then V to snap them to the others, the lines do not appear in scene view and they do go away if i manually overlap by a few pixels, but i do not want to do that since it then may be uneven and would be hard to exactly replicate for future use.
It was due to my main camera using MSAA, why does that cause the lines on my sprites?
Are you atlasing your sprites with padding?
Antialiasing isn't really designed for pixel art.
idk what that is, sorry i'm really new to unity
Though padding your sprites should usually help anyway
yeah, that makes sense now
should i add padding to my sprites? and if so how would i do that?
Easiest way is to make a sprite atlas and set it to pad the textures
I downloaded a model but im not quite sure how to get it 100% working. Its got two different materials, one for the face and one for everything else.
I cant figure out how to make both show at the same time.
Also im getting an error saying it has more materials than submeshes, whatever that means.
Like, i added both materials to the model but like the body material will make the face not show, and vice versa
Add a material slot to the material list in the inspector and put it there
I've got both there, but I can only get one to display at a time. (Changing rendering modes will change which one is showing)
What do you mean by rendering mode
Just make two materials and use different rendering modes for each
Doesnt really do anything, ive tried a fair bit of messing around with that.
Well I'm stumped, try importing it into blender and fixing it there I guess
I dont have any 3d programs, thats unfortunate
Blender is free
Huh this is weird, I extracted the materials from the object in the import menu and now its fine
🤔
Yeah the model was a blank white thing but after extracting everything was just there.
Hi, I worked on a scene in Blender. The umbrella is fine in Blender. However, parts of the umbrella disappeared after I imported it into Unity. Does anyone know why? If so, how do I fix it?
Check backface culling/ double sided materials
Ok. I will do that.
@fringe yoke
@fringe yoke My Viewport Shading set up does not provide the back face culling option. I am not sure on how to change the setting to show that option.
Just check your normal displaying, and in unity, either use a double sided mat, or duplicate your faces in blender with the oposite normal
@fringe yoke Ok. Thank you
Hello, can anyone comment, to display multiple images in a single draw call what would be the better technique, texture atlas or sprite sheet?
texture atlas or sprite sheet are kind of the same but used differently
for texture atlas the UV map decides what part gets on what part of the mesh
a sprite sheet has some metadata that tells what part of its belongs to what sprite
if you want to use meshes then use a texture atlas
if you want to use sprites or ui , then use a sprite sheet
@frigid widget Thanks!
@frigid widget can 1 texture atlas be divided among many meshes, eg. Rect A of atlas to mesh A, Rect B to Mesh B and so on ?
I'm trying to display images in a 3d world, and the goal being to minimize draw calls, eg. a single draw call for say 10 to 20 or more images.
you can share/ use a texture on as many materials as you want and use the materials on as many meshes as you need
you just need to figure out where you define what part of the the texture you want to use on what renderer / material
@frigid widget thanks! for the answers, really appreciate it!
how do i use svg in unity?
Unity does not support SVGs internally but the Vector Graphics package can convert them to raster graphics
Are pixel sprites supposed to be of a specific size (32x32, 64x64) for them to work in unity, or can they be any size?
they can be any size you want, though it's recommended to keep that size a power of 2 or at least a multiple of 4 because it'll compress better that way
doesn't really matter much though
I recommend not exceeding 16x16 if you're not experienced with pixel art
does it have to be a square or can it also be rectangular? (eg for human figures)
yes, rectangles are fine
the size thing is really more of a suggestion than restriction unless you actually need to optimize the game's file size
pixel art images are very small though
There's only so much I can draw with 16x16 though
even 64x64 gets kinda small for some stuff...
pixel art isn't really about making highly detailed images
it's about seeing how much you can fit in that bunch of pixels
if you find it limiting, other art styles are avaiable
Not extreme detail. but what if you wanted to make an entire game based on pixel art?
A lot of great-looking pixel art games exist
look at terraria for example
each block is only 8x8 pixels in size
true, but even old classic games had sprites that seem at least like 70px tall
that's an option too
but it's a different type of pixel art
I guess it's a matter of the style you're going for no?
I am getting this weird separation on my sprites when moving, any ideas on how to fix this? the separation is happening right at the edge of my background sprites which are tiled to make the background
I'm not sure if there are any other fixes, however:
I've found that TileMap jittering like that can be fixed by creating a new SpriteAtlas and adding the Tileset sprite to that Atlas
Simply click the plus button under "Objects for Packing" and then select the Tileset sprite, then hit "Pack Preview"
@dire ember @fossil pecan There are two types of sprite seams, gaps and color bleed from erroneous sampling of adjacent sprite on sprite sheet, both due to floating point accuracy errors
The gaps can be fixed by using pixel perfect camera (though that'll dictate your workflow quite a bit) or increasing sprite size while keeping their position so that they overlap just a bit
The color bleed can be fixed by adding margins/padding to the sprites on the sheet
This is why making a sprite atlas with padding solves the problem
How can I slightly increase the scale of all my sprites?
That's an option I haven't gone with so I'm not sure what the best way to do it is
With tilemaps decreasing the PPU value just a bit should make each tile spill over from its grid cell
Ordinary sprite renderers should react similarly, but since their physical size changes, the overlap can't be maintained if you use something like vertex snapping to ensure they're close together
A script to change their scale at runtime is also an option
How would I go about shading for my 2D tile map? (Should I make a separate tile map for shading or just add it to the original?)
I had gotten a city asset pack its a bunch of modules are there any tools to help piece together the assets? Like automation tools
its called Toony Tiny City extended
Depends on the target hardware. Some gpus will scale up a texture to the next highest power of two if it is not a power of two, causing artifacts.
is it only the case with older ones?
I don't have a list; that's what it said in the unity docs
alright
hello, i want to learn pixel art and making game assets, can you guys recommend anything. where to start etc.
I can highly recommend the first three pages you get by googling "pixel art tutorial"
Especially the one by Derek Yu
thanks a lot
nice editor, even works without downloading
Sorry for bothering again, but now that I have the model file in blender and I've separated the meshes, how would I go about getting my weapons in color, the pack that I have from the asset store also had a textures folder?
Look up how to add textures to a model in blender
Yeah I figured it out, took a little longer than I expected
texture looks likle this when it should look like this (2nd image)
it is upright as it should but it isn't transparent
Are you using a transparent shader?
Is there a way to make the height map of a material be pixelated? Am trying to make my materials with pixel textures have a height map that instead of having smooth transitions have each pixel being higher/lower (image below for reference). I tried changing the Filter Mode of the height map texture to Point (No Filter), but it makes it look broken. If there's any way I would appreciate.
I need help baking these textures off of my model. I made this lever model using blender but when I import it into unity as an .fbx, it has no textures. How do I extract the textures out of this model?
hi
the cube on image uses a mesh, not a heightmap
a heightmap affects just the shading, not actually making the thing 3d
Depends on whether you are using tessellation.
ARE they textures, or are they procedural shaders?
procedural shaders
Thank you very much!
So you need to do the baking in blender to produce textures.
Why does that blue line appear flickering sometimes right next to my tile? Does anyone here have an idea?
The blue looks to be the world background, so it's a gap between the tiles
This can happen when an anti-aliasing method like MSAA is enabled, but it also happen in general because Unity isn't great at 2D
To definitively fix it you'd have to use a pixel perfect camera, but that's a whole workflow with rules to adhere to
A quicker workaround may be to just change the tile sprite PPU value in import settings so each sprite is a tiny bit larger than its own tile
why does my model get glitched when imported into units?(bone works fine in blender, tried also importing with fbx)
What's the recommended way to import .stl files? Should I rely on this one?
https://github.com/karl-/pb_Stl
The repo's pretty old to say the least.
there isn't one. Download it and pray
apparently ProBuilder has the functionality
Stl format hasn't changed in 20 years, has it?
That said, the best option is probably to load the stl in blender and then export to a format unity likes better.
Makes perfect sense actually.
...huh, 35 years actually
hi does anybody know why everything turned red when it was perfectly blue and cute just beofre i pressed play
What's it look like in the game view?
It was exactly the same. I guessed it was because i changed my tile’s object name… i had to redo the whole tileset
Hi, I'm trying to import my Maya Ascii file into Unity but the vertex painted textures aren't appearing properly. I was wondering if there's an easy fix to do with imports/export settings - I also tried exporting as an FBX but this also didn't export with the textures properly. (1): Maya (2): Unity
hey, i need opinions, which one looks better, and why?
unity's default shader doesn't render vertex colors, you need to find a custom vertex color shader
First one(top left) is clearest and most readable.
The default unity shader doesn't support vertex colors- you'd need to use a shader that does.
Hello! I got 2 basic asset with exact same rig but their meshes are just a little different from each other. I made an animation in blender with the first asset but that animation doesnt work on second asset. Is this normal because i thought with the same rig it should have ?
Did some testing even tho rigs are same if their names are different animation doesnt play. Is there something i can do about this
does anyone know why this is happening? (the green part is partially invisible)
It's difficult to tell with the flat shading. Is it just inversed?
I was told to recalc normals. Some of the green part is just invisible
Then what's the material in use?
It still just looks back to front to me though
Try flipping the normals again and show a screenshot in the modelling program with backface culling or similar enabled https://help.vertx.xyz/graphics/models/inverted-normals
Thanks, I'll try that
in Blender, select the face, the go to Mesh < flip normal
make sure to check the face orientation first
thanks <33
Are there any problems with Unity when using non-square textures?
1024x4096 for example?
No. As long as they are still power-of-two on each dimension.
About what?
When I import my 3d model in unity, there is like 1-2 faces that are flipped (the normals) and I already checked in blender and the normals are fine and all (I tried to flip them inside and outside) but it doesn't flip them for real
"recalculate inside/outside" don't guarantee flipping of normals if the algorithm can't clearly figure out what the inside and outside are (non-manifold)
Use "face orientation" overlay in blender and flip the problematic faces using "flip" normal operation
It's also possible you have overlapping geometry at that spot which makes the automatic systems fail
Yeah thanks it's a pretty jankie model, I'll check it out
nice
guys i have a tailight png and i want to put it on my car in unity how can i do this ?
Is there a way to export only an animation from blender into unity?
Nvm figured it out
I'm having a really weird problem with the shape keys in Unity (pls ignore the eyes, it's supposed to be animated and I didn't program that in on Unity side yet). I reworked all my shape keys to not have vertex groups in the end (for each shape key I used New Shape Key from Mix to make the new shape key that doesn't have vertex groups on it and deleted the old ones), but as you might notice, the hair changes slightly between the two Unity previews even though this blendshape is supposed to only affect the face. What am I doing wrong?
you can see how the shadow on the silver hair changes on the left side of the image when it shouldn't
Just to compare, here's a shape key I 100% forgot about that needed the vertex group removed and I exported it without realizing:
Also because idk if this is important or not: I imported the model to Blender from Vroid Studios 1.20 and I added a bunch of AR kit shape keys manually and edited the position of vertices of one hair strand in the basis (and after made sure I did all the changes to the shape keys and create new ones as I mentioned previously), then exported as .fbx using the CATS plugin, then after importing and double checking that the rig looks alright, exported again as .vrm and added that to the same Unity project and when I was assigning blendshapes I noticed the thing was weird
I've imported models from Vroid Studios into Blender before and exported then into Unity before so this entire situation is a first
Update: idk what I did but it works fine now
design parts in blender and place them into the level in unity
if you only have one blender file importing the whole level again and again if you do changes takes to much time
probably unity unless you want to do something that the unity terrain does not support
I hope that i am writing here correctly. I have a Problem with a VRM-model. When i turn the head, one part of the clothes(witch should not turn) turn with the chin/head direction. So the whole part stretches and i have no idea why.
i will try this. thank you
Anyone know how to make decals render below custom draw object render passes
Is there a way to either mask away part of a texture in a material or otherwise partially remove stuff?
I'm getting too much of the animation that's not important showing up in the eyes of this model and idk how to fix it
yes, by using a custom shader and a mask texture
I made a texture which was like a mask in my original animation so how do I do the custom shader
This is what I currently have going in the animation
And this is the mask
Idk how to make the custom shader to connect the two
Or try googling around for one
Ah okay
Is your custom draw writing to depth?
I mean I've tried with drawing to depth, and with it not drawing to depth. And a million different combinations of settings. But I don't really know what I am doing, nor do I really know how and where to learn how to do what I want to do (properly set up my SRP)
Hey there! I am having an issue with a project i am working on and thought you guys might be able to help. I need to change some of the character models in the project and while this seemed easy in the beginning i feel i m falling into a black hole lol. The main problem is that the existing character is set up with a Skinned Renderer component and when i just switch the mesh to a new one it either gets deformed, or is invisible. It seems to me that the problem is with the way the new model is set up, as it should be identical to the old one to work which is not. So my question is the following: What do i need to tell to the 3D artist in the team to take care of so that the models fit perfectly? Am i better off scraping the old model out of the project and rewrite some parts of the code for the project to work with ordinary Mesh Renderer component? The project is not build by me so altering the code will be a pain, but it seems to me that i wont be able to avoid that.
if you want humanoid character you will have to work with sinned meshes
if you want to switch between multiple models make sure they are all build based on the same skeleton
and in unity make sure to use the reuse the same skeleton / avatar definitions for all the models
Thank you about the information .. They indeed are humanoid characters but the initial model in the project is set to generic even if it is just a low poly human
I made sure that all models use the same avatar. To be honest i did not check the bone configuration of the new model so maybe i check that too
I wouldn't have recognized it
Ok might have to tweak it more
Hi, I have a question about maya exported models to unity. What causes an fbx model to be misplaced when imported into unity ? Delete history, freeze transform and center pivot were applied yet once imported into unity the model isn't at the right place....
That model wasn't grouped in maya by the way))
thanks
hey, I'm trying to create a VRChat avatar and it's insisting that I "Combine multiple skinned meshes for optimal performance", is that something I should do in Blender before importing to Unity or can I do that in Unity?
Blender
Thanks, turned out to be a bit easier than I imagined
Now, I've got Normal Maps along with textures and cant find an easy way to create an Atlas with all of them combined
You generally don't atlas normal maps and other maps
So I have some terrain grass textures that have a little white strip at the bottom. These are my import settings and the file in question; What's going on here? Before, it showed up at the top, too.
I imagine the issue is that your texture's transparency is not properly set up.
What did you use to create it?
Clip Studio Paint. Why wouldn't it be set up correctly?
Because as far as colours are concerned your texture actually looks like this
When it should actually look like
You should start by setting up texture clamping https://help.vertx.xyz/graphics/textures/wrap-mode-clamp, which may just fix this issue
But you'll need to look into how to save proper RGB and A channels so that you have control over their content
As you may still have issues involving bleed when the texture is resampled for different resolutions
I did do clamping
hmm... i wonder how I would save that...
What would I look up for that
I don't think Clip Studio Paint has channel support, and I haven't done the research to figure out free alternatives. I used to use photoshop to do it, and then switched to Affinity Photo.
Actually, you may be able to use Photopea to correctly save your image with good channels https://www.photopea.com
I haven't given it a shot though
Seems to be similar lacking features with Photopea. Frustratingly I can't think of an alternative
i think some of my issue is with mipmapping, since it happens as I get further away. My question is, though- how can I use a different alpha map on an image in the import settings, so I can use it for terrain grass?
Perhaps a nicer alternative would be to export your grass as a black and white mask, and then to use material color to tint it purple
yeah i understand that, but i can't use that for grass in terrain
Unity doesn't properly handle Premultiplied textures, except for PSD format.
That actually is the standard way to do it; the default terrain grass tints using vertex colors if you have a grayscale grass texture.
premultiplied?
i mean... i suppose, yeah,
It is a term you can google
@obtuse oyster @vapid thicket GIMP has channel editing and can save PNGs without wiping transparent pixels to white
i see.
Unity, for some unknown reason, has decided that the way the rest of the world handles alpha channels is wrong.
so should i import psds
So they prefer that you include padding in your color channels at least
Unity actually PREFERS that you add bleed instead, but if you import as PSD it has an option to fix it
bloody hell, okay. what does padding mean in this context. like physical space
Depends on whether the PSD export has also saved the alpha channel properly, really. I found affinity photo's handling of the alpha channel was really poor
Why there is so much image software that doesn't properly handle alpha channels is beyond me
What do you mean by "doesn't properly handle"?
I used to use Flaming Pear solidify and SuperPNG back in the day, but now I don't touch photoshop
Best I can tell Unity is different from image compositors so premultiplication doesn't really exist as a concept
Mip mapping would give black fringes instead of white ones with premultiplied textures, I assume
I mean it gives errors like @vapid thicket is having.
That's actually what I'd have suggested if they were using photoshop
since it is what unity prefers
Padding in this case means pixels that copy the edge color of texture out into the transparent area
In your case where the color channels are a single color, you could also just fill those channels with one color
oh ive seen that before
Also called "defringing"
I guess my question is what does Unity do differently with the PSD format
Those are the less terrifying examples.
nop[e, it's white background
I guess "remove PSD matte" should do it, in theory
or should I just go for the grayscale approach
I think you should get Gimp and get familiar with how to edit color channels and save transparency to png using that
It's a tedious program but there aren't much options, and this is a task that needs to be done quite often in my experience
Hello guys! I am trying to turn of shadows on a Skinned Mesh Renderer But the renderer settings are greyed out and i cant access them via the inspector. Do you know how i can fix that?
Nevermind i fixed that .. I was trying to access a subpart of an imported model so i just accessed the prefab i made from it and i could do it from there
Are there any easier alternatives to blender
I'm having a problem importing an FBX (from Blender) with animations into Unity. I have each animation setup as an action in the Blender action editor. About 70% of the animations import fine.
I don't understand why I'm getting these errors for only some animations (these animations do have keyframes). Also why the "0 framerate". I have the export sample rate in blender set to 1....
- I'm pretty sure blender is not hard, just takes some time to get used to the ui
Blender IS the easy alternative
oh
to everything else
Hi guys, I used hair cards to make the hair and after I imported it into unity I got a problem. It is black where it should be transparent (hdrp). How can i fix this?
check your texture import settings, alpha is transparency is likely unchecked
where do I open those settings? sry im a noob in unity😅
click the texture
I did as you said , it really worked but there are still black colours along the hair :/
resolved I just needed to change threshold under alpha clipping😆
tysm
Hey guys! I have a Texture 2D set up as a Sprite. We drop this on a plane to change the visuals. I am trying to change its color from the default white but i m not sure how to do that
Could you offer some asstnce?
Ok nvn silly mistake
I realised i need to alter it from the material
Sprites aren't used on planes, as sprites are 2D and planes are 3D
If you drag&drop it, Unity assumes you want to use it as a 3D texture and creates a 3D material for it
Sprite textures are meant to be used on sprite renderer components
does anyone know an artist who would be willing to make a small simple sprite for a couple of bucks, or at least where to find one?
If you read #📖┃code-of-conduct you can find instructions for posting job offerings
ahh okay thanks, but i found someone
So i am new to unity but i use blender when making models and such how do i know the size of a object in unity vs blender?
For example if a object is 1x, 1y, 1z, in unity would it be the same in blender?
I ask this because i wish to import assets from blender to unity but a little worried they might not reflect the same scale.
yes, as long as you model with meters in blender, the scale is the same @round sparrow. Just make sure to apply scale before you export
Ah okey thanks 🙂
Its because i made this as i plan to make a factory game i need a simple place holder for a gravity belt
If you press n you open up a panel in the top right, and in its item tab you can see the dimensions of your selected mesh
Ah i see thank you very much 🙂
Well the placeholder for the belts are done i think i got them all covered a Straight, Cross, Corner and a T belt
There's also a blank one for the base in case i need to redo them or add a object on top like a grabber
Hey guys. Anybody knows a good tutorial on how to create a skybox for URP via Susbtance Designer/Painter or Blender? Google was sadly useless since all recommendations are just how you set up an already existing cubemap 😦
its a 2D image, so it really should be done in something like photoshop https://www.youtube.com/watch?v=XZmr-XYRw3w
A quick and easy tutorial on how to use Photoshop to hand-paint a spherical skybox to use in Unity, without the need for plugins, UV unwrapping, or other software. Using this technique it's possible to paint without deformation and at the same time take advantage of all of the tools Photoshop has to offer.
The graphics in the video are part of ...
you can probably incorporate that into a substance/blender workflow
excellent video
Indeed seems to be a nice tutorial the only downside: I do not own Photoshop. Which is why I said viasubstance / blender. I do not have access to the panorama thing from PS
@stoic crescenthttps://youtu.be/g38f-xxvEQ8?t=337
This video covers 3 methods of making custom skyboxes in Unity3D.
Link mentioned in the video for generating space skyboxes: https://wwwtyro.github.io/space-3d/
The first method is to create or generate 6 images for a cube, and apply those 6 square images to a skybox material.
The second method is to create a procedural skybox material, and ...
https://www.youtube.com/watch?v=7uVgI4QkLPk an alternative
EDIT: Ever since YouTube shutdown dislikes I've noticed my views plummeted because users don't know if the video is worth their time. I'd suggest using the 'Return YouTube dislike button' add-on.
Likes: 37
Dislikes: 0
Last video had horrible audio, this one is a lot better!
Here is the script; very simple code here.
using UnityEngine;
using...
I personally use the source style skybox, which you can make in blender
you can try rendering panos in blender then https://www.youtube.com/watch?v=w_pAVCv64gw
Hey everyone! In this quick Blender tutorial, I will show how to render 360 panoramas and render them in Cycles! 360 Rendering is a great way to showcase and present your 3d interior visualization projects so let's dive into it!
But before we begin if you want to learn arch viz in Blender, be sure to check out my completely free interior visua...
Ok thanks guys. will try some of that things out ❤️
Substance Designer has a node called Polar to Cartesian which can be used to map a texture to a panoramic layout @stoic crescent
Edit, actually I'm not sure about using it for a skybox... But it has nodes for creating HDRIs as well, like the physical sun/sky node
Hm. I guess I already had an almost perfect skybox >-<
Skipped through your tutorials and played around with the Skybox properties and... well. It seems the spherical dome I painted earlier is already an almost perfect panoramic skybox by itself >.>
only thing that is odd is that artifact in the sky.
Seems like that is the seam of the texture. I just don't understand why it is there
Ah solved it. The texture had Mipmaps
Thanks everyone for leading me on the right track 🙂
that texture is quite nice
hey guys, when I import a set of pbr textures in unity, how can i automatically make a material of them?
they have all the usual suffixes
write your own tool that uses OnPostprocessTexture to generate a fitting material if not existing and adding it to the fitting slot based on the suffix
https://docs.unity3d.com/ScriptReference/AssetPostprocessor.OnPostprocessTexture.html
So i've just started out with unity for the first time and my floor/roof seems to dissapear depending on my camera position. When they dissapear they dont have any collision as well. Any help would be appreciated
This is called backface culling and it's a standard feature. By default Unity doesn't render the backside of polygons. This has nothing to do with collisions
So it would have to do with the 3d model itself then?
You would need to either add thickness to the walls or use a two sided shader
Alright, i will try and fix it. Thanks for the help
anyone know a good workflow yt tutorial for a blender to unity character with weapons
Hello there guys, I am having a very hard time implementing editing objects in asset bundles
I am using Unity asset bundle editor and I am trying to add a new Transform and a gameobject in the asset bundle
right now I just thought about opening the bundle file in unity using the bundle viewer package
on the left is the deafult asset bundle
and on the right is the bundle that I edited
I would assume element 10 and 11 are the Transform and gameobject I added but for some reason they are marked as missing
🤔 any idea why this happens and how could I fix it?
My sprites don't render right in unity. There are a lot of random pixels I did put there, and pixels I did put aren't being rendered.
An example
-
You need to go into each sprite asset and in the import settings, set the filter mode to Point
-
You need to use a pixel perfect camera (Unity has one) to ensure your art doesn't sit between pixels which will result in either cut off or added pixels to compensate.
Anyone has any clue
Does anyone know how to make the re-import model update the UV maps? I made some adjustment to UV map of mesh, then save FBX and do reimport. But still has old UV...if I import the FBX as new it has the updated UV
If your FBX file is an external file @fallen tundra, Unity doesn't store the reference to the original file, it creates a copy. That's why the reimport won't update with new new file UVs
Thanks, it works!
What do you mean by an "External file"...how would the imported FBX be an internal file? It's that the whole point of import/reimport is to have an FBX and then import it into the game (and update the model if you update the FBX)?
If you update a model and it's inside the unity project folder, that's what I mean by internal. External is if you save it on your desktop and then import it in
In Unreal, if you do the latter, the mesh in game will be updated when you update the source file, wherever it is located.
Hello. My mesh name in unity is "default" when I import .obj from blender. What should I do?
So i need to put my FBX files inside the unity project directory then import with reimport will work?
The process for updating a mesh in unity is just to overwrite the file inside the project
if you replace the old file with the new one unity will know and reimport the file
Is this to noisy for a normal fall grass tileset in unity
you should be able to see the characters and other props on it without getting distracted
Why is the move arrow and everything else over there even tho my mesh is here
That's where the object origin (or world origin) is in your modeling software in relation to the mesh geometry
this might fit better here so ill post it here as well im having an issue where my trees are under my terrain becauses it been raised for my map any help?
Post only to one relevant channel
sorry do you have any idea why this is happening
They would have replied on the relevant channel if they knew, this is not the place (and the question seems very unclear)
ok sorry im barely in this discord and to clarify the question im looking for a reason on why my trees arnt being placed on top of my terrain.
Yes but you are on wrong channel. "Raised for map" is the thing I dont understand but you should clarify that on #⛰️┃terrain-3d
ok
anyone has any idea
I'm wondering if there is a way I can import something from blender without having to re do all the textures, anyone know any ways to do this
if you export as fbx it should export all the textures as well
oh well, just gotta deal with it and start dragging lol
How can i change that?
anyones got 2D drop shadow script/asset?
to answer my own question:
https://github.com/mob-sakai/UIEffect
When it comes to sprite creation should the pixels of the sprite go to the edge?
My little slime but it's centered to the middle
should i be cropping the size?
It doesn't have to go to the edge, no. It does make it easier if you export them with a centered pivot though, but you can always move the pivot the sprite manually. But that'll be tedious if you have multiple sprites for an animation.
ah im using the sprite size for a position and it was off due to no edging
thank you
Hello I am trying to edit a asset bundle, I am adding 2 new objects into the asset bundles
A transform and a gameobject Upon trying to load it in the game it crashes without any errors so I tried loading this asset bundle in unity editor and this is the error it outputs:
https://pastebin.com/bFc1xPhn
Do you guys know what is wrong or what should I look into I spent weeks trying to get this working without any success...
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I just downloaded a FBX model online. There are four different materials (hair, clothing, detailed facial parts and detail dress parts) and some BMP files for the model. How do I apply these materials to the proper spot?
having a slight bit of padding around the edges avoids several common visual errors
I see thank you
hello, i'm trying to fix layering of characters and objects. I'm using an isometric map, and for some objects, players are able walk behind and in front of the objects. but it doesn't do that for all of them. I've tried changing the transparency sort mode to custom and sort axis y to 1, x and z to 0. but that didn't solve the problem. And just for your information, most of the objects and character are on the same layer.
i would really appreciate it If anyone could direct me to any source that might help
Why does my PBR texture stretch ?
Did you unwrap your UVs correctly ?
I don’t think I unwrapped anything
Then that is why they stretch.
Hello! Could anyone here tell me how to import a model into blender? I’ve tried using YouTube tutorials but I’m not sure what I’m doing wrong, I have a zipped file with all the textures and everything else
Going to need more details
Import form where and from what format? At what part does the process fail?
Oh ok!! So I’ve watched some more YouTube tutorials and I got the zip file to show up, I extracted it! I got the model from p3dm.ru! The way I saw on YouTube is file, then import then I click Wavefront (obj) I go to downloads and it showed up! I just don’t know how to get that to import into the blender screen with the cube cause on the bottom right it says “Import Wavefront OBJ” I clicked that but it doesn’t do anything
You'd use this option to import in blender
Ok!! Yes I did that
After that it should appear in the scene, or at least in the list of objects
If it doesn't, something may be wrong with the mesh and it should display an error of some kind in the bottom edge bar
I go to downloads and this is what pops up, but nothing has appeared on the scene yet do I just click on the “MK11_Scorpion” ? The one above it is a folder I made so it has nothing inside it
Those are folders
You'll have to navigate the .obj file
If it's inside of the zip archive I expect you'll have to extract the files out first
Hmm, so does the folder has to show an image of like a paper that says “Obj” on it? From what I’ve seen from the YouTube tutorials
Yes
Oh ok!! So I’ve gotta extract the files first in order to get the obj ?
Yes, I'm quite sure Blender file browser can't go inside compressed archives like zip or rar
Oh ok!! Alright give me just a second to extract them ^^
Ok! So I think I did extract them but they don’t show anything that says obj on it
Could you link a video or explain how to unwrap the uvs?
@misty lantern I did something!!! I was clicking on the flies trying it again and this showed up in scene! Expect the model has the sticks sticking out of it
"the sticks" are armature bones
@misty lantern Ohh okay!! Sorry I forgot the name, my bad!
Well I did extract it but their still files somehow, ima look on YouTube further to see if I can find anything else I’ll back back in a few to let you know if I managed to turn them into obj :D
Could someone share tips/insight on how to build the following car-material setup:
• I would like to use the same car mesh, but assign different colors to it, using the same material. Could there be some kind of instance attribute or spawn id getting assiged randomly from the 4 swatches?
Just give a car instance in the scene a random integer value (0-5), and the material graph would use the said value to mask/pick a color vector.
@misty lantern Hey! I’ve found a YouTube tutorial on how to turn the file into a obj expect it’s on mobile but I think it will work! I’ll let you know how it goes :)
Do you mean specifically for GPU instancing or more generally?
@misty lantern I believe the model cannot be instanced since it might have some animations. It might also be a core of the prefab, and other pieces are animated.
Would there be much difference in approaches? General approach might be better.
So what's your goal exactly
Why using the same material specifically?
@misty lantern
All car components will be done sharing the same material, I dont want to have many material instances that only change color. I also want the randomly assigned color, not bothered by the manual selection, since it is a city simulator.
Engine picks different vehicles, with the random color assignment, and this should create the natural diversity (weighted if you want more moden black/grey colors)
That color swatch would only plug into the body-color, and the other compoents (like bumpers or glass or tyres) would receive color/texture from elsewhere in the graph.
If your goal is to optimize, your priority would be to focus on optimizations that you can verify to have a tangible impact, in accord to strengths and weaknesses of your chosen render pipeline
URP and HDRP for example shrug off material instances with their SRP batching
Another option is to get the car color from vertex colors and modify the vertex colors of car meshes at runtime, but whether that beats material instances in performance you won't know until you're ready to test your project's performance with certainty that these kind of features won't need to change significantly
@misty lantern ok so bad news I cannot find a YouTube video, but I have to convert the files into obj with some online converter? If I got that correctly just making sure ^^
No, Blender can export .obj just fine
Assuming you're exporting to Unity, .fbx is supported as well
@misty lantern I see. I will come back with more info in the future.
I am not good at profiling or making decisions at the technical level. One thing, modifying vertex colors is a no, since I use them for other parts. You would have to modify per material slot/part, and that is easily too convoluted for me as an artist, and probably too much math for the performance.
@misty lantern Alright! Ima check if blender will allow me to place in the model now hah!
It's tempting to optimize early on, but most if not all of that work will have to be redone when things inevitably change
The most useful thing you can do is to study the optimization techniques a bunch and keep them in mind while developing but before actually optimizing
Having already used vertex colors and having multiple material slots aren't impassable barriers to my proposed techniques by any means, but it's a whole field of art and science to make it happen
@misty lantern Okay well the model won’t load in yet! But the files haven’t changed into the paper with the obj sign on it
Well, the blend file won't change but exporting creates a new file aside it or wherever you save it to
.Blend files too can be read by Unity if Blender is installed into your system
Oh!! I think I have them installed, sorry I am sorta confused! So do I get into blender, go to file, then click on import, then I click on wavefront (.obj) then I go to downloads click on the file for the model?
@misty lantern Ohhh!! Wait I think I understand now haha! Whenever I go to file then I go to import I have to click on a certain letter (I’m not sure what the call them) in order for the textures and all the other things to show up?
Like if I click fbx and I go to meshes they will appear
:O
Wait I did it! I did have the model in this whole time!
Yeah probably because they're fbx files.....
I can’t believe I’m now realizing this
I just had to hide the armature bones!
Finally!!!
I’m so happy haha!
@misty lantern Thank you so much for helping me!! I really appreciate it :D
Hi! I've imported .blend file with several models into Unity window. It's being displayed in Project window like this:
(under Tabletop)
Then I want to import one of the object, say "Disk Wood", into the scene
so I try to drag and drop it from Project window, but Unity just puts all the objects in the scene 🙂
leading to this:
i.e. it creates Disk Wood, and puts everything else underneath
is this a bug or I am just doing something wrong?
(I found a workaround -- I can click "Unpack prefab" on this whole collection of objects in Hierarchy, and then delete anything I don't need, but still, it would be nice to be able to add things to the scene one by one)
That's usually the way you need to do it if you want the meshes "decoupled" from the collection
hm, ok, but isn't that weird? That you are allowed to drag a single item, and that it's even represented as that item in the Hierarchy view, but then for some reason it has all the other objects within 🙂
is it because normally people want to import the whole scene from Blender file?
Well, tentatively disregard what I said previously, it seems I can drag individual meshes from a mesh collection into the scene, and they look like this
Granted, I'm using fbx files, not blend files (which unity converts to fbx)
In real production you'd prefer not to use .blend files instead of .fbx, and you'd also very rarely export mesh collections anyway, I believe
Mesh collections are kind of unwieldy as you can't specify import settings per mesh
OK, I've tried .fbx file, it behaves exactly the same:
(and I've just got those .blend and .fbx files with assets after buying them on itch.io, so I haven't really created them myself)
I've also tried another file, also .blend, from OpenGameArt, and it also behaves in this way
ah ok, I think I am just trying to drag the thing at the top (which has a cube icon, which looks like a prefab but not quite), and not the mesh. If I drag the mesh itself, and then apply material on top -- it works, so I can do that individually.
what happens if you drag the top "Cube" and not the mesh "Cube"?
hey guys i am new and trying to put this ghost rider texture on the texture ball thing and i've selected it but the ball stays black and pink. thx
Change the Shader to a standard shader
i changed but nothing happened
is this because i got this model and its textures from blender?
That shouldn't be an issue. Try making a new material instead?
ok
nope still same issue
yep i got it fixed
just used different texture
it says i have no bones but i have all the bones i need in the model idk why it saying this and now cuz its saying it i can chnage my characters body
If I have a world using Unity Terrain, and the player must follow a set path through this terrain. Should I place Occlusion Areas along the path?
Hello, I made a model in blender and took it to unity for animation, but now my team is wanting to test the animations in some different softwares, is there a way to export the animation from unity to blender?
Hi, does anybody know a good vertex painting tool/asset, besides Polybrush?
Is there anyone here that used marveleous designer with unity
or have an idea at least how I can learn to use marvelous designer created clothing with unity
My MetaHuman Virtual Clothing Workflow
MetaHuman City Sample Crowds Clothing vs uDraper Cloth Simulation in Unreal Engine 5
HOW TO import Marvelous Designer clothes for a MetaHuman (UE5 SOLUTION)
Metahumans virtual fashion show with Unreal Engine cloth simulation plugin
Reducing MetaHuman collider mesh for UE cloth simulation
How to Create Custo...
It is very simple for unreal engine
Hello I’m back again hah! So I’ve got a model in blender but I don’t fully understand how to get the textures on the model to work or just how to import them in. The texture for the model are RAR files, I’ve looked up some YouTube tutorials but I can’t find one that solves the issue I’m having(not being able to import them in because I don’t understand;’)) Does anyone mind to explain to me? ^^
RAR files are like zip files, you need to extract them with something like winrar or 7zip
Oh okay!! I’ll try that thank you :)
Hey! Sorry to ask again but the textures are png files, would I extract them too? ^^
Ok!! I can see the textures now! so how do I exactly import them onto the model? ^^’
Drag and drop them into a material
Ok!! Lemme see if I can do it correctly haha ^^
Where can I find the material? Sorry, I just don’t understand ;’)
At this point you really should be looking up some basic tutorials on how to set up your assets
@lime pollen my bad I’ll do just that!! I’m very new to blender so I forgot sometimes but I’ll get the hang of it eventually 😅
@lime pollen I’ll let you know if it works. :)
I have a model that I would like to reshape and reuse for other characters. Is there anyone with any workflow tips to avoid extra work where possible? i.e should I just move bones around first to fit close to the new character or just move the actual vertices in the model?
Why does my blender model have wierd shading when i import it into unity?
it looks normal here so is it a settings or export thing?
the intersection points are being funny
Flipped/inverted and possibly otherwise messed up vertex normals
Hmm where can I change that
Blender
Okay thank you
Ok! So I’ve figured out how to get the materials to pop up and how to make one, but how do I get the rest of the model to become black so I can put the textures on? Does anyone mind helping or explaining what I’m doing wrong so I can do it correctly ^^’
If you only have one material slot, the whole mesh will use that
That implies the white parts are another object entirely
That's not what I'd consider a "normal" circumstance
You picked a pretty complex model to start with
Oh thanks!! I’ll see if I can manage to fix it then! Haha I didn’t know that about the model but that’s alright with me! Once I finish adding everything else it will be worth it :)
Also! Since the white parts are a different object entirely does that mean I have to do the same thing with those parts like I did with the black part in order to turn them black too?
If that's your goal, then yes
Thanks its all fixed now!! 😀
I did it!! Haha well I’m close but thank you once again!! :D
Yay I did it! :D
ok so, is there a way to change uv maps in unity, or otherwise just translate the map?
i have a piece of clothing that is atlas'd to a bunch of different textures, and it seems a waste to just have like 8 different objects with the exact same mesh and just slightly offset uv's
ideally id like to set up a toggle to offset the uv;s
wait, i could offset the texture maybe
leave uv in place and shift around the texture
Hi! how can i put humanoid models in some pose (except T-pose) in the editor mode?
@sullen marsh Most of the default shaders have "offset" and "tiling" properties for altering the UV coordinates
ty
hey guys! i'd like to know if there's any way i can import models without unity errasing the selfintersecting faces
this is how the model is supossed to look like
and this is the result (the circles marked are the surfaces that were deleted automaticly)
sorry for my bad english btw
does anyone know how to solve this?
It looks like you have inverted normals
The model's foot is acting weird when I use run animations. The foot looks fine when the model is standing or jumping etc.. How should I fix this issue?
Triangulate them first
Hello! I've imported a readyplayerme avatar (GLB) file in blender on the top, but when I export it to FBX (copy path mode with embedded textures) and reimport this into unity (bottom), I lose all the textures. Banging my head over this but can't figure out why - help, anyone?
You can import textures separately
Embedding them is possible but it never seemed worth the pain to me
Thanks! Being a total noob, I'm not sure how to export them from blender / import them into unity separately. How do I do that?
Textures are just images
You can drag&drop them
From operating system file browser to unity, I mean
If the textures are embedded in the model file itself you may need to get them out first, either via some "unpack textures" option or the like, or by saving them out from blender's image editor
Yeah, it's an embedded GLB file. So I tried File --> External Data --> Unpack Resources but it threw these errors. Lemme try the image editor, though not sure if there's a better way than saving 30+ textures one by one :/
Sounds tedious, definitely something I'd prefer to automate
If you click on the error, it might give you a clue about what went wrong
Sounds tedious definitely something I d
Hello, who can tell me if this pictures are in 2D or 3D ? (the decor) the game is league of legends
This should give you some insight into that
https://www.youtube.com/watch?v=Ekru3VMnR7k
Have you ever tried creating handpainted textures using Substance Painter and 3D Coat? Did you know there is a very simple and easy way to do 90% of the work first in Substance Painter without picking up a brush? Well in this tutorial, you're going to learn EXACTLY how to do that.
In this breakdown/tutorial, Oleaf will take us through two extre...
I just noticed https://blog.unity.com/technology/complete-overview-of-unity-toolsets-workflows-for-technical-artists from Unity. A very nice overview ebook of terminology and concepts. It did make me think Unity was missing a feature though. It includes a figure talking about effectively starting with a rough cut, then iterating and doing polish (lighting, shadows, etc). Very true. I wish Unity made it easy to flip between the stages so I can go back to "rough draft" more easily (and quickly) for doing animation, flipping to "high quality" again for the final version. High quality is often sluggish, so I would love to flip between profiles with different performance levels more easily. But a great intro ebook I thought.
it doesn't show up the selfintersecting alert, but the parts that i need still missing
u were right XD
why don't you just ask the person you got the file from, no one is going to dl a random file from discord
I am the person whom I got the file from, I went to a digital art club and I used the computer there, I thought I could download Paint Tool for free, but apparently it is paid.
The club is paid and I just went there once.
Hi this is my first time using Unity
Is there any package with many simple object models that you recommend for people who just got started?
I recommend you go to Unity Learn, and sign up for a learning path. They'll suggest tutorials and articles that are good for newcomers, and they'll often provide you assets for those tutorials
It's free, BTW
@tired tulip Don't cross-post this has nothing to do with this channel as well. #archived-game-design
Sorry, i'm new
It's fine, just move the question to the #archived-game-design . For future reference all channels are described here #🔎┃find-a-channel
Okeyy thnkss
Hello everyone, can somebody suggest how to export model from blender to Unity? I have been following tutorials and exporting model to .fbx file type but I always get this pixel-like models
Model looks like this
Move your Scale slider at the top of your game window all the way to the left.
I don't know what that means
these are dimensions
So move your camera closer to it
I am making a board game
The scale is arbitrary for the most part. They could be 1 meter pieces, as long as as everything is scaled in relation.
Can you just follow osteels instructions, your objects scale isn't the issue here
Ooooh right sry, I was just moving scale and didn't understand why is result that bad. I am kinda tired already haha
It would probably be easier to start with a base of something, like the board itself.
model is still kinda pixel-like
Then you can position your camera how you need it, set the FOV, etc.
Then start adding the small pieces to see if it's readable, etc.
Yeah true, I am experimenting with model exporting
You are right
But I am currently just trying to make it work
That's anti-aliasing, it's going to happen. There are AA settings you can play with, but it all depends on the viewing distance from the model.
So I tried to export some basic model because that way there isn't much to ruin in my project (at least I think so)
Oh... can I make my model closer to the one in blender?
Is that your scene view or your game view?
This one is game view
This is game view*
this is supposed to be a road decal set on another plane of grass material. the road uses "cutout" and works wonderfully in Unity, but in a demo build I found it shows this grey bit.
this is what it looks like in Unity.
Appreciate any suggestions to fix this.
Hi how to create a perfect 2D circle prefab?
"google circle" and hit the image tab
Thank u for being sarcastic
ur d best
I wasn't being sarcastic
This is not a sprite shader being used here, so it's lacking alpha transparency which makes it look angular
Consequently you can't apply individual sprites by index as textures to it
only the whole sheet
Sorry I can't comprehend
SpriteRenderer requires a material using a shader which supports SpriteRenderer
Yours does not
When you create a shader graph you can choose between sprite and non-sprite shader
Spazi do you have any idea about my problem?
Thanks I'll try dis
"google circle" and hit the image tab
The image is perhaps too cropped for me to really understand what's happening there
Could be important to know you're working 2D or 3D and which render pipeline and build target is it
I just misunderstood your problem relax guy 😄
It's a 3d standard render pipeline, 1 plane with a regular material, 2nd plane has a png attached to it
Do all cutout shaders lose their transparency or just that one? Does it actually lose transparency or does the ground fail to render?
It's a tile thing, all the other tiles render the material, just the ones with decals are covered up
Hi I'm trying to follow what u said between sprite and non-sprite shader. How can u do this I can't find it on google
Assuming you're on URP, when creating a shader graph you need to start with the appropriate type for the purpose
What I have done was Create < Shader Graph < Built-in < Lit Shader Graph
Ah, so you're not using URP
I don't know if built-in has Sprite Shader Graphs
But the limitations between two are the same
Built-in doesn't have sprite shader graphs too bad
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'UnityEditor.U2D.Animation.ValidateCollinear_00000747$BurstDirectCall' threw an exception. ---> System.InvalidOperationException: Burst failed to compile the function pointer Int32 ValidateCollinear(Unity.Mathematics.float2*, Int32, Single)
Is there a way to view the physics shape of an entire 2D tileset
Custom physics shape editor only shows the tile I have selected
Hello!! Am I also allowed to talk about how to download a model here? (It’s from a website I’ve never used before called stash and I was just confused on where to download it cause I don’t see any download button)
Oh wait nevermind I figured it out!
What is a good work flow for creating 3d humans in Unity?
The toughest part I am having is creating the actual 3d human models
Any android support for USD files? I'd like to import them at runtime
Hi I've tried ur solution buyt it shows only pink
What solution is that exactly
You cannot use URP shaders without URP installed, or non URP ones without it
Hello everyone, does anybody know why is my texture not applied the same way in Unity as it is in Blender?
I haven't done UV wrapping in Blender (I think so at least - don't quite know what it is, might have done it unintentionally)
I've followed tutorial on how to put texture on a cube, and got these settings
And then exported model as .fbx with copy path and embed textures enabled. Is it possible to correct with Unity or should I use UV wrapping?
Since this is in the shader it won't work in Unity @fiery lynx. You need to work with UVs
Oooh so shaders don't work for textures, only for materials?
The model and all its data is stored in the FBX. Any texture files (not generated textures) can be transferred to unity. But anything set up in a shader, that's not just simple values and colours, won't carry across
Thank you very much for your reply, I really appreciate it!
Just another quick question, would this also be considered as being set up in shader? https://www.youtube.com/watch?v=BYf4QnzXynQ
The real method starts at 20 second timestamp
We are going to see how to export a model in FBX format with the textures included and then extract them in Unity. This is a remake of an old video in which I include the fact that this is not the method I prefer to export models with textures from Blender to Unity, it's another way that could be useful in some specific cases.
In the Blender FBX...

