#🔀┃art-asset-workflow

1 messages · Page 3 of 1

misty lantern
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Blender and Unity use different systems of axial orientation
It's better to use an exporter plugin than try to mess with the orientations manually, but you can skip that too and just parent your character under a correctly oriented empty gameobject and rotate the character mesh under that as needed

bright delta
misty lantern
bright delta
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Ok thx

fluid oak
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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

shell cave
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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

novel mural
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ahem, what is the efficient way to export objects from blender to unity

shadow cradle
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👆

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@novel mural

novel mural
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Ohhh

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Yes thank you

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Also is it ok with making a nice fps game in 3d core than 3d hdrp

shadow cradle
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I'm not sure honestly
base 3d might be better for beginners

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I heard hdrp can get complicated sometimes

novel mural
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Oohh

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I just tried to open a project and it took like almost 10 minutes just to make and open the project on my laptop

shadow cradle
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that's normal with unity

novel mural
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Oh

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Man i was thinking maybe my laptop isnt compatable with that 😭

eager mist
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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

vapid veldt
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Is it just me or does the quality get reduced when I import to Unity?

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It's hard to tell on the screenshot apperently. But ingame it looks awful

misty lantern
vapid veldt
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Oof

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Gotta change some stuff then, thanks for letting me know 👍

misty lantern
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You can increase it to something bigger, but how big of a texture do you need for some repeating tiles?

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If you're trying to break up repetition and have high resolution up close, look into "detail mapping"

vapid veldt
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Sure thing, i'll do that. I am used to blender just accepting everything catlaugh

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Thanks 👍

eager mist
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Same for knees

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In virt-a-mate they somehow do this, so its possible

dreamy bough
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Hey all! I was hoping for some pointers

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I'm trying to create a goldberg polyhedron / geodesic sphere in Maya such that all the triangles are exactly the same size

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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

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Feeding into this is the fact that my previous method of building this shape is riddled with distortions — its a bit of a cheat

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Does anyone know "the right way" to do this?

wide wasp
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The usual method for constructing such a thing is to subdivide a regular icosahedron and projecting onto a sphere.

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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.

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Though that would yield hexagons with pentagrams.

dreamy bough
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So "approximately" the same would do. My issue isn't so much with the theory — though my understanding could definitely use some work

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But, as you say, with figuring out how to actually do it

wide wasp
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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

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Though I've not done the math

dreamy bough
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And that's fine. I'll be placing triangular tiles on these, and I imagine I could massage those tiles into shape

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I'd probably just need to adjust the scale a bit

wide wasp
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Yeah.

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It is one of those things where you can get very close easily, for a given value of very close 😛

dreamy bough
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So far, I've been using this method (gimme a sec to find the blog post)

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Method number 2

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It works, but it results in some gross distortions, and not the normal distortion we've been talking about

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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.

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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

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Does all of this sound sane?

wide wasp
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Yeah, though I really can't judge which is 'best.'

sonic fog
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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?

trail imp
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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?

misty lantern
sage wadi
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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 ;-;

lyric nymph
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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?

north tide
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what happen mixamo, used to be using blue face orientation
instead of red

charred grail
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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

lime pollen
charred grail
# lime pollen 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?

lime pollen
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yes

charred grail
fluid oak
charred grail
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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 ...

lime pollen
fluid oak
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That'd be my guess as well

misty lantern
fluid oak
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If there's a seam there, it will probably only look correct at integer values.

charred grail
misty lantern
fluid oak
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If there's a seam in the UVs, it will only look right when the edges in the texture line up with the seam.

bold lodge
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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?

bold lodge
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help

grave garnet
bold lodge
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When i import the fbx, it does not

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i add it manually?

grave garnet
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hmm no, it should be there when you drag it into the scene

bold lodge
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i added it manually

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it still says none mesh

grave garnet
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Adding it manually doesn't really help I'm afraid, you'd have to assign some stuff to it from a script

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Are you sure you selected the mesh with the armature when you export it?

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If you open the FBX file's hierarchy in your Project window, does it show the mesh you need?

bold lodge
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in unity?

grave garnet
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yeah in unity

bold lodge
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no, not in the inspector

grave garnet
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can you take a screenshot like this of your FBX file in Unity project window?

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(Like i opened DeerFBX)

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I don't mean inspector, i mean project window. Where your files are.

bold lodge
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the "bidder" is the guy i want to change the mesh

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which is the one i should add as mesjh

grave garnet
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Click bidder and look at inspector

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If you exported successfully, it should have an automatic SkinnedMeshRenderer on it.

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If not, screenshot your FBX export settings in blender. Wait were you even using blender?

bold lodge
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yes

grave garnet
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Uhh wait. Is bidder a different file from 'NewCubic...'?

bold lodge
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this guy

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the highlighed

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has this

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but not the bidder

grave garnet
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It looks like bidder is a separate file no?

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Export bidder again with the armature selected also in blender. Now it looks like you exported it separately

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Make sure you have 'bake animations' checked in blender FBX export.

bold lodge
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bidder is an "original prefab" made from the newcubicmodel

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prefab

grave garnet
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and bidder has that cube guy in it?

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and that cube guy has no SkinnedMeshRenderer?

bold lodge
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bidder has nothing in it

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the cube guy has a skinnedmeshrenderer

grave garnet
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Well, get rid of bidder. Drag the whole newcubic thing into the scene.

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And make a new prefab from that. Seems like you lost the SkinnedMeshRenderer at some point.

bold lodge
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i added the newcubic to the scene, it has nothing in it

grave garnet
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Did you drag the whole NewCubic fbx thing or just Cube

bold lodge
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the whole

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it has the children

grave garnet
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if Cube has a SkinnedMeshRenderer in the inspector, and you drag the NewCubic thing into the scene, Cube should have the SkinnedMeshRenderer too.

bold lodge
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but no components in inspector

grave garnet
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If you click Cube now

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it has no components?

bold lodge
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yes

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cube has these

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yes?

grave garnet
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Oh you just cant see the mesh?

bold lodge
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let me chekc

grave garnet
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oh i see your problem

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Look at the size of your model. It's about 2x2x1cm in size. Thats kinda small

bold lodge
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it says "MissingComponentException: There is no 'SkinnedMeshRenderer' attached to the "NewCubicModel(Clone)" game object, but a script is trying to access it."

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can i not access the child components?

grave garnet
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Seems unrelated, some script is trying to get SkinnedMeshRenderer from the root object, it should get it from Cube object.

bold lodge
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ah

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okay

grave garnet
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There's GetComponentInChildren(), but you should just assign it in the inspector

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anyway

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1 last step before i go

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To fix your scale, try setting Scale Factor to 100 in your FBX import settings.

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(assuming you want your character to be 1.8m tall instead of 1.8cm tall)

bold lodge
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thank you

grave garnet
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Did it work?

shell cave
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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.

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it also happens on the main tower and not on the side towers.

lime pollen
potent wraith
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If you can bake it all into 1 object that's gonna be the most optimized way.@eager mist

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Obviously the mesh should also be combined, but yeah, that's the way to go.

shell cave
shell cave
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Do you need to make a separate copy of materials for each object that uses it at a different tile level?

fluid oak
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The latter would be more efficient for the engine, though probably more difficult a workflow.

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Though I suppose it depends on what you are optimizing for? File size? Drawcalls? Occlusion culling?

shell cave
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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

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seems to be the stuff I copied and changed andd renamed is being forced into another directory?

grizzled idol
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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/

lament yew
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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

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well not sure if this is technically the correct solution, but after slapping a pixel perfect camera component on my camera, it works

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and will have to resize my sprites cause obviously 32 pixels is way too large for a height of 144 lol

blissful relic
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thats what pixel perfect cam is for

fickle nebula
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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?

misty lantern
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The problem is pretty fundamental to Unity's rendering, as it's optimized for textures, not sprite graphics

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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

azure sail
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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

rigid pelican
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BEHOLD the power of being bored

misty lantern
rigid pelican
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ok

red jolt
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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.

glad cairn
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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

misty lantern
glad cairn
misty lantern
wicked agate
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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 ?

balmy aurora
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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.

ripe musk
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so, after unwrapping my UV my objects look like this

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when they should look like this

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ive read that i gotta unwrap it for them to look normal in unity

sullen plank
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Did you try exporting them as is?

ripe musk
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only as FBX

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but after, or before unwrapping them?

ripe musk
sullen plank
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Exporting what you have now

ripe musk
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only before unwrapping

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but its the same, they look black in unity

sullen plank
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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.

misty lantern
ripe musk
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what i did is export one rock at a time and it worked

fluid oak
fluid oak
tulip grove
shell cave
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Why would a material have a conflict with another material in the same directory? Different names of course.

shell cave
# misty lantern "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

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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

misty lantern
shell cave
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that file doesn't exist in that directory

misty lantern
shell cave
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The story of my life tbf

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thanks for the input

ashen depot
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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 ?

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like a rope, I thought of using bones, but i'm not sure if it's the best option

ashen depot
# shell cave that file doesn't exist in that directory

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.

shell cave
shut reef
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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 :)

ashen depot
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paint 🤡

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gimp and krita are good

shut reef
balmy aurora
orchid marsh
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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

balmy aurora
ashen depot
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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

balmy aurora
balmy aurora
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Also it means that the car wheels are wrongly facing as soon as i click play because of the rotation of the object

ashen depot
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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

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it prevent deformation and bug during export

balmy aurora
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thanks, ill try that!

balmy aurora
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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

ashen depot
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can't realy help you on that

balmy aurora
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no problem

balmy aurora
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and tick apply transform

ashen depot
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I export like this

balmy aurora
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Thanks, ill try them!

balmy aurora
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back to this somehow

balmy aurora
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I fixed it!!

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Wrong facing in blender, so the axis were wrong even though it displayed as correct

hidden radish
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Does anyone know why this cylinder is displaying incorrectly?

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For some reason you can see through the wall of it

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it might be a camera problem because you can see through the cylinder at whichever angle

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It does this at any distance

balmy aurora
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how do i fix this!

shut reef
balmy aurora
grizzled idol
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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

fluid oak
orchid marsh
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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

calm locust
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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?

orchid marsh
lament yew
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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

fluid oak
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You can also add emission.

wicked agate
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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 ?

valid sage
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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.

fluid oak
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Though you could probably put it into ambient occlusion in most cases.

grizzled idol
fluid oak
# grizzled idol 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.

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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.

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But unlike with a pixel perfect orthographic camera there is no 'perfect value.'

grizzled idol
valid sage
# fluid oak The default shader doesn't use cavity maps.

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.

fluid oak
fluid oak
deep forge
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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

narrow oak
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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)

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So I basically want to transpose the tilemap in some way. Is there some program that can do that for me?

floral nymph
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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

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The material looks like this, but i want the lines to be golden with roughness, rather than just white with roughness

lapis elk
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show the texture pls

floral nymph
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How it looks without alpha channel, i will send one with alpha channel in a second

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This is probably some stupidly obvious problem...

floral nymph
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Ah dont worry, figured it out, need to use tga rather than psd

valid sage
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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.

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Doing this even with black shaders, comes out light grey

grizzled idol
valid sage
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Bump, anyone?

misty lantern
valid sage
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Well I moved the sun far behind my character, and the material , the shaft, still shows that bright

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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

misty lantern
valid sage
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EVERY single material is suddenly brighter when I try to apply it to the shaft

misty lantern
# grizzled idol Yes, that is the whole reason for my question. 😑

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

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I actually don't recommend doing this though

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Cumbersome to do and extremely unreliable with any changes to perspective or resolution

drifting citrus
orchid marsh
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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

drifting citrus
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Awesome going to try it now!

fluid oak
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Barium is coming along nicely

glad bone
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There are also a few blank sprites there so I guess you would want to delete these

grave garnet
white arrow
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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

autumn prairie
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Hi im inporting my model from blender to unity and my models material is complely gray any reason why?

steel tree
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okay it seem blendshapes causes weird shading why that

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ok import settings was issue

autumn prairie
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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

grim yew
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can you delete parts of sprites in the sprite editor? I'm trying to shrink this down to just the people

frigid widget
grim yew
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thats... actually a good point

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lol

north glade
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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.

north glade
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anyone?

lime pollen
north glade
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ohhh gotcha, thanks!

severe sky
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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

grave garnet
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Also, shininess is dictated by your Roughness texture

severe sky
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okay changing roughness texture did the trick, thanks a lot

copper fog
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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

bold stratus
#

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.
^^

exotic swan
#

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)

fluid oak
fluid oak
silent lance
#

obj's doesnt have a shader functionality for unity yet

lime pollen
sweet canopy
#

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.

modern jolt
#

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.

autumn prairie
small marlin
#

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

small marlin
#

Nevermind. I figured it out.

lime pollen
#

if you haven't actually made a texture, use blender to bake one

small marlin
#

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

blissful relic
small marlin
#

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

blissful relic
#

well just search for templates online then

small marlin
#

I am. I was asking if other people could recommend any they've bookmarked

shadow cradle
#

there's generally no set in stone rules for top down

#

i think the perspective you're thinking of is 3/4 view

ashen tiger
#

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?

balmy aurora
#

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

fallen dove
balmy aurora
#

and i did not import the texture, i just exported it all as a FBX

fallen dove
#

I think I said something stupid But, there should be a button on the shader to apply it

balmy aurora
#

i cannot see that

fallen dove
#

Sorry, not shaders, Modifiers

balmy aurora
north glade
lime pollen
north glade
#

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

north glade
#

Nvm i found it!

north glade
north glade
#

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?

misty lantern
north glade
lime pollen
north glade
#

was also able to upload the avatars

merry elk
#

Anyone has good solution for for Git LFS and file locking in Unity ?

lime pollen
merry elk
#

do you have a doc

marble dune
#

When making clothing for characters, do you have a prefab that fits all the cloths?

dire ember
#

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?

fluid oak
fluid oak
dire ember
fluid oak
#

Though padding your sprites should usually help anyway

dire ember
#

should i add padding to my sprites? and if so how would i do that?

fluid oak
#

Easiest way is to make a sprite atlas and set it to pad the textures

neon cypress
#

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

lime pollen
neon cypress
lime pollen
#

What do you mean by rendering mode

neon cypress
lime pollen
#

Just make two materials and use different rendering modes for each

neon cypress
#

Doesnt really do anything, ive tried a fair bit of messing around with that.

lime pollen
#

Well I'm stumped, try importing it into blender and fixing it there I guess

neon cypress
#

I dont have any 3d programs, thats unfortunate

lime pollen
#

Blender is free

neon cypress
#

Huh this is weird, I extracted the materials from the object in the import menu and now its fine

lime pollen
#

🤔

neon cypress
#

Yeah the model was a blank white thing but after extracting everything was just there.

amber knot
#

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?

fringe yoke
amber knot
amber knot
#

@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.

fringe yoke
#

Just check your normal displaying, and in unity, either use a double sided mat, or duplicate your faces in blender with the oposite normal

amber knot
#

@fringe yoke Ok. Thank you

sacred barn
#

Hello, can anyone comment, to display multiple images in a single draw call what would be the better technique, texture atlas or sprite sheet?

frigid widget
sacred barn
#

@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 ?

sacred barn
frigid widget
sacred barn
#

@frigid widget thanks! for the answers, really appreciate it!

rigid stump
#

how do i use svg in unity?

misty lantern
oak radish
#

Are pixel sprites supposed to be of a specific size (32x32, 64x64) for them to work in unity, or can they be any size?

blissful relic
#

doesn't really matter much though

#

I recommend not exceeding 16x16 if you're not experienced with pixel art

oak radish
blissful relic
#

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

oak radish
#

There's only so much I can draw with 16x16 though

#

even 64x64 gets kinda small for some stuff...

blissful relic
#

it's about seeing how much you can fit in that bunch of pixels

#

if you find it limiting, other art styles are avaiable

oak radish
#

Not extreme detail. but what if you wanted to make an entire game based on pixel art?

blissful relic
#

look at terraria for example

#

each block is only 8x8 pixels in size

oak radish
#

true, but even old classic games had sprites that seem at least like 70px tall

blissful relic
#

but it's a different type of pixel art

oak radish
#

I guess it's a matter of the style you're going for no?

blissful relic
#

yep

#

exactly

oak radish
#

Aight, I'll try some stuff then

#

ty for answering

dire ember
#

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

fossil pecan
misty lantern
#

@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

dire ember
#

How can I slightly increase the scale of all my sprites?

misty lantern
# dire ember 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

azure yew
#

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?)

rugged linden
#

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

fluid oak
blissful relic
fluid oak
#

I don't have a list; that's what it said in the unity docs

blissful relic
#

alright

obsidian tulip
#

hello, i want to learn pixel art and making game assets, can you guys recommend anything. where to start etc.

misty lantern
#

Especially the one by Derek Yu

obsidian tulip
#

thanks a lot

blissful relic
#

nice editor, even works without downloading

west light
#

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?

lime pollen
west light
eager mist
#

texture looks likle this when it should look like this (2nd image)

#

it is upright as it should but it isn't transparent

fluid oak
#

Are you using a transparent shader?

trim trellis
#

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.

tulip dirge
#

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?

left sinew
#

hi

blissful relic
#

a heightmap affects just the shading, not actually making the thing 3d

fluid oak
fluid oak
tulip dirge
trim trellis
fluid oak
somber timber
#

Why does that blue line appear flickering sometimes right next to my tile? Does anyone here have an idea?

misty lantern
# somber timber Why does that blue line appear flickering sometimes right next to my tile? Does ...

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

copper pelican
#

why does my model get glitched when imported into units?(bone works fine in blender, tried also importing with fbx)

eager mist
lime pollen
eager mist
#

apparently ProBuilder has the functionality

fluid oak
#

That said, the best option is probably to load the stl in blender and then export to a format unity likes better.

eager mist
#

Makes perfect sense actually.

fluid oak
#

...huh, 35 years actually

turbid folio
#

hi does anybody know why everything turned red when it was perfectly blue and cute just beofre i pressed play

fluid oak
turbid folio
buoyant socket
#

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

ruby kite
#

hey, i need opinions, which one looks better, and why?

lime pollen
fluid oak
fluid oak
wicked agate
#

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 ?

wicked agate
#

Did some testing even tho rigs are same if their names are different animation doesnt play. Is there something i can do about this

snow pagoda
#

does anyone know why this is happening? (the green part is partially invisible)

obtuse oyster
snow pagoda
#

I was told to recalc normals. Some of the green part is just invisible

obtuse oyster
#

It still just looks back to front to me though

snow pagoda
#

Thanks, I'll try that

solar arch
#

in Blender, select the face, the go to Mesh < flip normal

#

make sure to check the face orientation first

ruby kite
north tide
#

guys what happen to my window panel

#

it's overlapped

mossy creek
#

Are there any problems with Unity when using non-square textures?

1024x4096 for example?

fluid oak
uneven olive
#

What do y’all think

#

?

fluid oak
#

About what?

glacial wadi
#

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

misty lantern
glacial wadi
blissful relic
burnt bramble
#

guys i have a tailight png and i want to put it on my car in unity how can i do this ?

balmy spear
#

Is there a way to export only an animation from blender into unity?

#

Nvm figured it out

rain pivot
#

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:

rain pivot
#

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

rain pivot
#

I've imported models from Vroid Studios into Blender before and exported then into Unity before so this entire situation is a first

rain pivot
#

Update: idk what I did but it works fine now

frigid widget
#

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

hard saddle
#

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.

hard saddle
#

i will try this. thank you

lofty egret
rain pivot
#

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

lime pollen
rain pivot
#

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

lime pollen
#

Or try googling around for one

rain pivot
#

Ah okay

uneven olive
#

Do you think this resembles a toyota AE86

fluid oak
lofty egret
# fluid oak 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)

tawdry island
#

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.

frigid widget
tawdry island
woven cradle
uneven olive
#

Ok might have to tweak it more

dreamy minnow
#

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))

stoic elm
#

any guide on how to shade a sprite?

#

it's something i am really struggling with

burnt light
#

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?

burnt light
#

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

fluid oak
vapid thicket
#

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.

obtuse oyster
vapid thicket
obtuse oyster
#

Because as far as colours are concerned your texture actually looks like this

#

When it should actually look like

#

As you may still have issues involving bleed when the texture is resampled for different resolutions

vapid thicket
#

I did do clamping

#

hmm... i wonder how I would save that...

#

What would I look up for that

obtuse oyster
#

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

vapid thicket
obtuse oyster
#

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

vapid thicket
#

yeah i understand that, but i can't use that for grass in terrain

fluid oak
fluid oak
vapid thicket
fluid oak
#

It is a term you can google

misty lantern
#

@obtuse oyster @vapid thicket GIMP has channel editing and can save PNGs without wiping transparent pixels to white

fluid oak
vapid thicket
fluid oak
#

Unity, for some unknown reason, has decided that the way the rest of the world handles alpha channels is wrong.

vapid thicket
#

so should i import psds

fluid oak
#

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

vapid thicket
#

bloody hell, okay. what does padding mean in this context. like physical space

obtuse oyster
#

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

misty lantern
obtuse oyster
#

I used to use Flaming Pear solidify and SuperPNG back in the day, but now I don't touch photoshop

misty lantern
#

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

fluid oak
fluid oak
#

since it is what unity prefers

fluid oak
#

In your case where the color channels are a single color, you could also just fill those channels with one color

vapid thicket
#

oh ive seen that before

fluid oak
vapid thicket
#

you could have chosen a less terrifying example

#

so should i try saving a psd?

misty lantern
#

Also called "defringing"

misty lantern
fluid oak
vapid thicket
#

nop[e, it's white background

misty lantern
#

I guess "remove PSD matte" should do it, in theory

vapid thicket
#

or should I just go for the grayscale approach

misty lantern
tawdry island
#

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

zinc robin
#

Are there any easier alternatives to blender

fallen tundra
#

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....

blissful relic
#
  • I'm pretty sure blender is not hard, just takes some time to get used to the ui
fluid oak
zinc robin
eager mist
fleet oxide
#

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?

lime pollen
fleet oxide
lime pollen
#

click the texture

fleet oxide
#

resolved I just needed to change threshold under alpha clipping😆

fleet oxide
tawdry island
#

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

misty lantern
#

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

river scarab
#

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?

misty lantern
river scarab
#

ahh okay thanks, but i found someone

round sparrow
#

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.

glacial vector
#

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

round sparrow
#

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

glacial vector
#

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

round sparrow
#

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

stoic crescent
#

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 😦

lime pollen
# stoic crescent Hey guys. Anybody knows a good tutorial on how to create a skybox for URP via Su...

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 ...

▶ Play video
#

you can probably incorporate that into a substance/blender workflow

idle frost
#

excellent video

stoic crescent
idle frost
#

I personally use the source style skybox, which you can make in blender

lime pollen
# stoic crescent Indeed seems to be a nice tutorial the only downside: I do not own Photoshop. Wh...

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...

▶ Play video
stoic crescent
#

Ok thanks guys. will try some of that things out ❤️

glacial vector
#

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

stoic crescent
#

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 🙂

idle frost
#

that texture is quite nice

vague lynx
#

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

frigid widget
errant wagon
#

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

glacial vector
errant wagon
glacial vector
#

You would need to either add thickness to the walls or use a two sided shader

errant wagon
#

Alright, i will try and fix it. Thanks for the help

eager mist
#

anyone know a good workflow yt tutorial for a blender to unity character with weapons

remote spruce
#

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?

unkempt nacelle
#

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

outer halo
fallen tundra
#

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

glacial vector
#

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

fallen tundra
glacial vector
#

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.

hollow helm
#

Hello. My mesh name in unity is "default" when I import .obj from blender. What should I do?

fallen tundra
#

So i need to put my FBX files inside the unity project directory then import with reimport will work?

glacial vector
#

The process for updating a mesh in unity is just to overwrite the file inside the project

frigid widget
jagged thistle
#

Is this to noisy for a normal fall grass tileset in unity

blissful relic
cedar rain
#

Why is the move arrow and everything else over there even tho my mesh is here

misty lantern
autumn prairie
#

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?

misty lantern
autumn prairie
hoary kindle
autumn prairie
hoary kindle
remote spruce
remote spruce
#

is there a way to get more detailed error

#

to why it cant load the child

still ermine
#

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

lime pollen
still ermine
#

uh ima try that now

#

didn't work everything is still gray

lime pollen
#

oh well, just gotta deal with it and start dragging lol

still ermine
#

dang

#

its like an entire map

eager mist
#

anyones got 2D drop shadow script/asset?

eager mist
jaunty oriole
#

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?

outer halo
#

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.

jaunty oriole
#

ah im using the sprite size for a position and it was off due to no edging

#

thank you

remote spruce
#

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...

little charm
#

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?

fluid oak
jaunty oriole
#

I see thank you

elfin chasm
#

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

ornate igloo
#

Why does my PBR texture stretch ?

fringe yoke
#

Did you unwrap your UVs correctly ?

ornate igloo
#

I don’t think I unwrapped anything

fluid oak
#

Then that is why they stretch.

snow tundra
#

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

misty lantern
snow tundra
# misty lantern Going to need more details Import form where and from what format? At what part ...

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

misty lantern
snow tundra
#

Ok!! Yes I did that

misty lantern
# snow tundra 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

snow tundra
misty lantern
#

If it's inside of the zip archive I expect you'll have to extract the files out first

snow tundra
snow tundra
misty lantern
snow tundra
#

Ok! So I think I did extract them but they don’t show anything that says obj on it

ornate igloo
snow tundra
#

@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

misty lantern
snow tundra
#

@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

mossy creek
#

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.

snow tundra
#

@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 :)

misty lantern
mossy creek
#

@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.

misty lantern
mossy creek
#

@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.

misty lantern
#

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

snow tundra
#

@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 ^^

misty lantern
#

Assuming you're exporting to Unity, .fbx is supported as well

mossy creek
#

@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.

snow tundra
#

@misty lantern Alright! Ima check if blender will allow me to place in the model now hah!

misty lantern
#

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

snow tundra
#

@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

misty lantern
snow tundra
#

@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!

lime pollen
#

Yeah probably because they're fbx files.....

snow tundra
#

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

valid knoll
#

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)

misty lantern
valid knoll
#

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?

misty lantern
#

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

valid knoll
#

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.

valid knoll
wraith stone
#

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

lime pollen
wraith stone
#

i changed but nothing happened

#

is this because i got this model and its textures from blender?

lime pollen
wraith stone
#

ok

wraith stone
#

nope still same issue

wraith stone
#

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

feral sedge
#

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?

golden coral
#

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?

zealous sphinx
#

Hi, does anybody know a good vertex painting tool/asset, besides Polybrush?

spark geyser
#

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...

▶ Play video
#

It is very simple for unreal engine

snow tundra
#

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? ^^

lime pollen
snow tundra
snow tundra
lime pollen
#

Yes that's the point

#

You want to use an image format

snow tundra
#

Ok!! I can see the textures now! so how do I exactly import them onto the model? ^^’

lime pollen
#

Drag and drop them into a material

snow tundra
snow tundra
lime pollen
snow tundra
#

@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. :)

winter creek
#

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?

gray jetty
#

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

misty lantern
gray jetty
#

Hmm where can I change that

misty lantern
gray jetty
#

Okay thank you

snow tundra
#

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 ^^’

misty lantern
snow tundra
snow tundra
misty lantern
gray jetty
snow tundra
snow tundra
#

Yay I did it! :D

sullen marsh
#

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

barren sail
#

Hi! how can i put humanoid models in some pose (except T-pose) in the editor mode?

misty lantern
#

@sullen marsh Most of the default shaders have "offset" and "tiling" properties for altering the UV coordinates

sullen marsh
#

ty

eager mist
#

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?

fluid oak
little charm
#

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?

stone gorge
#

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?

misty lantern
stone gorge
misty lantern
#

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

stone gorge
misty lantern
stone gorge
#

Sounds tedious definitely something I d

kind flicker
#

Hello, who can tell me if this pictures are in 2D or 3D ? (the decor) the game is league of legends

solid trout
# kind flicker Hello, who can tell me if this pictures are in 2D or 3D ? (the decor) the game i...

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...

▶ Play video
loud fjord
#

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.

eager mist
eager mist
eager mist
#

Does anyone have SAI Paint Tool 2 installed? I need to convert a .sai2 file to .psd

lime pollen
eager mist
#

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.

warped relic
#

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?

trail imp
#

It's free, BTW

warped relic
#

Ohh

#

Thank u

sullen plank
sullen plank
fiery lynx
#

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

outer halo
fiery lynx
#

It has to be small because I am making LUDO game

outer halo
#

I don't know what that means

fiery lynx
#

these are dimensions

outer halo
#

So move your camera closer to it

fiery lynx
outer halo
#

The scale is arbitrary for the most part. They could be 1 meter pieces, as long as as everything is scaled in relation.

lime pollen
fiery lynx
outer halo
#

It would probably be easier to start with a base of something, like the board itself.

fiery lynx
#

model is still kinda pixel-like

outer halo
#

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.

fiery lynx
fiery lynx
#

But I am currently just trying to make it work

outer halo
#

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.

fiery lynx
#

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)

fiery lynx
outer halo
#

Is that your scene view or your game view?

fiery lynx
#

This one is game view

fiery lynx
shell cave
#

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.

waxen tangle
#

Hi how to create a perfect 2D circle prefab?

shell cave
waxen tangle
#

mine looks like a hexagon

waxen tangle
#

ur d best

shell cave
#

I wasn't being sarcastic

misty lantern
# waxen tangle

This is not a sprite shader being used here, so it's lacking alpha transparency which makes it look angular

shell cave
misty lantern
#

Consequently you can't apply individual sprites by index as textures to it

#

only the whole sheet

waxen tangle
#

Sorry I can't comprehend

misty lantern
#

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

shell cave
#

Spazi do you have any idea about my problem?

waxen tangle
waxen tangle
misty lantern
shell cave
shell cave
misty lantern
shell cave
#

It's a tile thing, all the other tiles render the material, just the ones with decals are covered up

waxen tangle
misty lantern
waxen tangle
#

What I have done was Create < Shader Graph < Built-in < Lit Shader Graph

misty lantern
#

But the limitations between two are the same

waxen tangle
#

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)

red socket
#

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

snow tundra
#

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!

hidden warren
#

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

hearty lance
#

Any android support for USD files? I'd like to import them at runtime

waxen tangle
blissful gyro
#

how to activate tesselation in unity 2021

#

it doesnt seem to smooth my mesh at all

misty lantern
#

You cannot use URP shaders without URP installed, or non URP ones without it

fiery lynx
#

Hello everyone, does anybody know why is my texture not applied the same way in Unity as it is in Blender?

fringe yoke
#

UV unwrapping wrong

#

Or texture tiling

fiery lynx
#

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?

glacial vector
#

Since this is in the shader it won't work in Unity @fiery lynx. You need to work with UVs

fiery lynx
glacial vector
#

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

fiery lynx
#

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...

▶ Play video