#🔀┃art-asset-workflow
1 messages · Page 5 of 1
now my issue is that i create those into a material and yet unity still keeps it at that colour
the materials that come imported are locked (smth about external application preferences)
any fix?
If my image is 600x1000 and its a back, whats the rule of thumb for the pixels per units im meant to put?
There is no rule of thumb
It's a standard you decide on for your own art assets to keep pixel resolutions consistent across them
It's mostly important for tiled sprites and pixel art
But otherwise you probably can leave it unchanged
I'm trying to make a good workflow for importing 3D meshes from bledner.
My problem is that I want to edit some of the components on the imported FBX but when I drag it out in the scene and change them I can't apply the new overrides. Is there a way to apply them without making a new prefab? I want to avoid duplication..
You can only change the FBX asset's properties from the fbx import settings
If you make a prefab that refers an FBX model and applies overrides to it, you aren't duplicating any assets
Does anyone here have a PS script (or program) to automate spritesheet center alignments? I have a bunch of unorganized spritesheets for my game 
have you tried dragging the textures into the slot in the inspector for the car
if that doesnt work open everything in regular ol file explorer and reimport it then drag
Hey guys! I am getting an error when importing a .avi video file in my project. Anyone knows what i should do or how to export it for unity to accept it?
Look to use a program that has grid snapping might take you a minute to organize them
and allow you to set a grid size
hey there just wanted to ask a question about workflow with vector art (SVG flies)
is there a way to make sprite sheets of SVG images and slice them in unity like you do a with a normal png sprite sheet?
hey, i have a question - if my idle/running/death animations for a sprite are all 64x64 but my attack is 80x80, will it look weird ingame?
would it change size in game is what i am trying to ask
like it becomes smaller/bigger
It does whatever you make it do
it's considerably easier if everything is the same size
i see
I am in need of a way to identify defined groups of polygons from model imported from Blender and access those via script. Preferably those groups should be lists of polygon indexes, polygons or something similar. Does anyone know how that would be possible or if at all? Doesn't matter if the group defining happens in Blender or Unity.
I apologize if this is the wrong place to ask, if so let me know.
Is there a easy way to make a sprite sheet from a ton on individual pngs? ik it seems backwards from what you want but my team needs it for a feedback survey since we cant just add all the pngs to individual questions in a timely manner lol
Unity has a tool to do this, actually; the sprite packer
I'm not sure whether unity preserves either point of polygon order when importing, but you could probably set the polygons to a separate material, or to a submesh?
does anybody know how I could make something like this? its basically a looping texture animation for particles
https://www.youtube.com/watch?v=39A0n24PX8g&t=118s&ab_channel=t3ssel8r this video does it but it uses a plugin for after effects I dont have
The beginning area of my game is planned to be set in a forest environment, so I've been working on assets and effects for filling out that space. I took some time out of the dev schedule to record a little trick I've been using for particle effects that's been quite effective for me so far, and probably pretty applicable to other projects as we...
I am asked to build collision, as simple meshes, for the models. Simple collision objects, quite close to primitives but they have to be part of the .fbx
Is there a difference whether I combine all my convex collision meshes into a single object, or do they have to be all on the separate mesh object-layer?
In Unreal, I can tick a box to break them apart on import. I make one multi-shape object, and it just imports it as separate connectivity pieces.
What are the advantages of Plastic SCM over Git ?
We are thinking of using it for artist workflow, because it supposedly handles big files better
You can write a script to separate them, but probably easiest to just separate them in your modeling software.
Good evening. Can someone please help me?
I imported into Unity in .skp a 3d model of a villa I made
Then I did "Unpack" and edited it. Now I would like to create a prefab, however I wanted to avoid links with the previous .skp format.
Since when I check the dependencies, some of them come from the .skp file itself
@fluid oak Thanks for the intel. Not a problem to split to individual meshes, and mass rename, in the 3D app.
By default unity will keep references to the original file for the actual mesh data, etc. To break those links you'd need to use a script to copy the data into a new asset file.
Oh interesting. Is it difficult to create?
Not really, just need to iterate through all mesh renderers, make a new mesh, copy the mesh data to the new mesh, and save that as an asset. And then assign the new mesh in place of the old one.
Depending on the file there might be other stuff like textures being referenced from the original file; I've not used that format
People stop telling you to use plastic instead of git every time you ask for help with something.
Hi all,
Help needed
I have the following problem:
- sprite renderer on a gameobject with a sprite (1080x280px exactly, pixel per unit: 1).
- main camera is: Size 1080p, orthographic, near 0, depth -1.
- Game resolution reference is 1080x2340p.
Why is the sprite exceeding the camera field a little bit on the left and right (see attachment)?
Shouldn't it perfectly fit in its width?
To come close to fit the sprite, I have to change camera size to ~1168.937. Why is that strange number?
at the end I found a script "MeshSaver", interesting because I could save shared meshes or meshes as a new instance. And this last command was more than useful because I saved the meshes I considered most important, since anyway in the original .skp file were more than 3200 meshes xD ... so it's ok if I take it with me. The important thing is to export the package in the best possible way of the project.
I have an issue with collider size and location being messed up, so i moved the collider to an empty and now am wondering if i can ignore parent transform for children?
What do you mean by 'ignore parent transform?'
parent rotates, child doesnt
parent moves, child doesnt
i know i could prolly go trough all the parents and transform the child based on their trasnforms but im wondering if there is any better way
You can write a script to do that. Just apply the inverse of the parent's transform.
whats the problem?
Hello, I am trying to export my FBX model from Blender to Unity with only DEF bones but I still see all the MCH and ORG bones in the rig in Unity, any help please?
How do you change the pivot of an object in Unity? For example, I have door handles that have a medium pivot and instead I would like to place it at the top of the door.
You open it in a program like blender and move the pivot. The work around is child the model to an empty object and move the child so that the root object acts as the pivot.
The problem is that the door is part of a prefab that I created on Unity. And the initial model then was in .skp format. So I don't know what I should do.
Either move the pivot in a separate program, or child it to an empty that acts as the pivot, is what you should do.
with empty object?
Yes
starting with a project from scratch, the pivot parent and child object method also works well. While with in my case it seems to be complicated. 😓😓
this is the door, the rest I've hidden.
I care that the door has a pivot of its own so that I can apply a rotation when I take the handles.
moreover, every component of this door, has as its position always 0,0,0. that is the problem. 😭😭
It sounds like you are trying to create a door in Unity with multiple parts, each with its own pivot point, and you are having trouble aligning the pivot points of the different parts of the door.
One way to handle this situation is to use a parent-child hierarchy of game objects in Unity. You can create a parent game object for the door and then add the different parts of the door (e.g. the door itself, the handles, the hinges, etc.) as child game objects of the parent door object. This will allow you to position and rotate each part of the door independently, while still keeping them grouped together as a single door object.
To align the pivot points of the different parts of the door, you can use the pivot point tools in the Unity editor. You can select a game object and then use the "Pivot" tab in the Inspector window to adjust the position and rotation of the pivot point for that object. You can also use the "Pivot Rotation" mode in the Scene view to visualize and adjust the pivot point for an object more easily.
Once you have set the pivot points for the different parts of the door, you can use the parent-child hierarchy to position and rotate the door as a whole. For example, if you want to rotate the door when you take the handles, you can rotate the parent door object and the child objects (the handles, etc.) will rotate along with it.
I hope this helps! Let me know if you have any other questions.
Hey guys, any good resources on doing clothes for 2d sprites? I heard you can do like animation sub-layers, but can't the different pieces of your sprite (arms legs etc) become out of sync?
Is there a problem?
this one over here i dont know why there is this weird hole
Does anyone know a simple and efficient solution for turning a 2d sprite atlas into a single 3d material? I've got a tileset from kenney.nl that I'm using as the texture on some cubes. My current naive implementation involves a material with a single sprite as the texture that I apply to the cube mesh. The problem is that I need to make a unique material for each sprite I want to use. Apart from just being an annoying amount of work to setup, it also means that I can't batch these meshes because they use separate materials. Ideally I'd have a single material with the full sprite atlas as the texture input, and I somehow specify the atlas coordinates. I know I can do this using UVs, but then that means I need to make a custom cube mesh for each sprite with differing UVs, which also feels like an improper way of doing this.
I could also thought about using the tile/offset parameter on the material texture, but that once again requires unique materials for each sprite.
For reference, this is what my game looks like. It's all just flat cubes
you just need to offset the uvs, you don't need a custom mesh for each sprite
Sure, but how do I do that with just a single mesh and a single material?
Sounds like I'd need to write a custom shader?
you can just pass different values to the material using a script
you can actually just do that with textures as well
so slap the same material on everything and pass the correct textures in during runtime
Shade smooth (auto smooth thresh), normal direction, mirror clamp, try to merge vertices when you apply the mirror modifier
Hey o/
I haven't got a clue on how to start making materials. I'm working on not using any assets from the store but the tutorials, weather that be videos or articles, out there just show how to apply a material to an object, not create the material from scratch. If anyone has a good video or article, I'd greatly appreciate if you can help. Looking for any info on this topic so replies help too.
it might help to look up how the pbr workflow works, but a lot of it just comes down to practice
Make sure there are no multiple overlapping vertices in the center line
Okay, thank you. However I'm actually handling it with the parental play between the various parts of the object. Consider that at the end what I have to rotate is only the door and the handles, the latter already daughters of the parent door. I had already changed the pivot of the door and in fact with some scripts I can manage it: that is, when I grab the handles and they rotate, automatically the door can rotate a few degrees. And then when I release the handle, the door stops in the joined position.
The only thing you then have to manage is that the sash only has to rotate. If you could make it so that above and below the corners is stationary and then just rotates around the pivot changed would be ideal.
Also because if I solve with this door, then I can apply the same mechanism to other doors. In the case of the windows, they are sliding along an axis, so I think it's easier to handle.
Ah in your opinion: are the door handles preferable to be two separate objects or unique considering the fact that the rotation of both is simultaneous at the moment I grasp and rotate?
I am looking to add a new boss fight in my game. What are your opinions on this one?
Clearly he's been working from home during the pandemic; working on his gains and not bothering to shave.
...and not wearing pants.
Hahaha any suggestions? The game is called kyoto. It’s a mixture between hollow knight and Griss. And it is an endless runner mobile game
The head seems like a slightly different style from the body, but I could see that working, especially if there styles show different places to attack or something. Or if both styles are used throughout the game.
I don't see how an endless runner would be like either of those games, unless you just meant visually
He seems fine as a boss, though not sure how well that works for the endless runner thing.
I do like the art, for sure 😄
Here is the game and the other boss
I think it suits it. I removes a lot of detail already. Would you add anything on its back or something? Or even a second form? That it evolves into after a certain life has dropped
how can i make this holding anim look a little bit more natural
there is something wrong i just cant quite put my finger on it
Try holding a stick where your finger tips only go half way. You need to grip the handle.
I mean, he has no arms so it will only ever look so natural. Really, it'll depend on the motion more than anything.
To me personally it already looks amazing, I love it!
I'm useless
This was supposed to be stone
It doens't
what am I doing wrong lol
figured it out
lol
theres a way to do it
its called noise
ohhh you are right, ill try it once i get home
@lofty path You can "cheat" by using textures or photographs from the internet as references by copy pasting and shrinking them down onto your tile graphic, testing how they look, then painting them over in your own style
This gives you an idea of what kind of patterns would look natural on them
looks like a bunch of noise
hello, i imported a collection of models i created on blender, however some meshes are missing and wall,ground,ceiling is only visible from outside. What am i doing wrong here?
I'd move it just a tiny bit further because fingers aren't paper-thin
shush they are now
so i have a lot of the same object in the Scene , is there a way to link the data of these objects so they arent unique to save on some performance ?
Yes, that's one of many ways to save geometry rendering costs
There's GPU instancing, static batching, dynamic batching and SRP batching
It's best to read about each one of them and consider them per situation
uuu thanks :3
so i got all these assets in here , how do i extract them so they are sepereated , cause i dont want to genereate lightmapp uvs from the main asset
You can't do that. You would have to export separate files
oh wow really , what if wanted to export a whole world in , id have to do it one by one ?
Well that is typically how you do it, model the pieces and assemble it in Unity
If you need different import settings for each submesh, you need them to be separate files
I'm trying to figure out what setting would change this, because when I change the quality setting in my menu, it goes from the dark image here to the bright one, and there is a mid point where further away is light and the closer is dark. Does anyone know how I can change this?
I dont even know why unity would be deciding gray, since im trying to do snow here.
You don't really give enough information to even guess; not sure what rendering path you're using, much less what your quality settings are like or even what platform you're set up for...
If you know it's something that's different between those two quality presets, you could switch each quality setting back and forth between them to find the culprit
I mean yeah fair enough lol
if it means anything im on unity default pipeline
and im trying to build for pc
windows*
So what are the settings of your quality settings?
i have kept low, medium(?), high, and ultra and they are using defaults
That is, what is set differently for the two quality settings that show the big difference?
I dont know exactly whats different
ive tried unchecking use defaults and setting two quality levels to use the same options
and it doesnt change the issue
Are you using any post processing?
Does disabling that affect the difference?
basically i just have a brightness setting
You can also check your lighting options, and fog
idk if there is a concrete and simple way to just toggle it but i havent tried yet
how would lighting settings change from quality settings
Well, it could disable some lights, most noticeably
I have one light in the scene and the scene is getting brighter not darker
Is there a way i can control the way that a 3D model is rasterized to the game window?
i can use shaders to change the way my model is lit, but not the way it's actually rasterized into pixels on the screen
Screen space shaders
I had a player controller and swapped it out with a 3d model, but noiw when I look down I can see through myslef
If anyone uses UMA, i'm having a problem where I can't see the customization tab on the right
so i exported the whole world , and i want to generate lightmap UVs on only one of the items ,
but i can only do it on the main collection, isnt there ANY way i can unpack these files so they are separated or atleast be able to make one item generate lightmap UVs ?
On the right side of the UMA details, I can't seem to find the customize feature anywhere
I have never used UMA but a quick look at your screenshot shows a lot of (missing) assets in the script, so you might be using it incorrectly?
hey guys, I just started with Unity and I have a quick question. How can I have multiple materials on the same object? For example if I want my character to have a glove made from metal and fabric, do I need to make two different objects and move them together or is there a way to apply different materials on the same object? Sorry if this is a dumb question
When you make models in a modeling program you can assign different materials to polygons of the mesh
I think baking is my solution but I'll ask anyway, when importing from blender to unity emissive materials will not carry over and instead be a default material, what should I do?shou
Set up the material in unity
I've been doing that but it seems too tedious to be done everytime
But well, I suppose this is Unity :(
how would i make a texture tile on a model, while preserving 0-1 UVs and not overlapping them? right now, i'm just scaling the UVs way down and tiling the material in unity, but this seems like a shoddy solution and i'd like to know how this is supposed to be done
Set it to repeat in the texture import settings
You can't tile and preserve 0-1 UVs through UV data alone unless you literally sliced your object into appropriately sized chunks to fit into the 0-1 UV space. Tiling in the material is the usual solution if you need to stay in 0-1 UV space.
Oh wait you want to preserve 0 to 1 uvs. Then no
The UV data is very simple; it handles 'tiling' by a modulo of the position.
it's purely because blender wouldn't let me set UVs higher than 10, but my surfaces were larger than 10 units. not really sure how i get around this without splitting the faces into smaller faces, or continuing with what i've got
really, it works fine. i just wanted to see if there was something obvious i was missing, but hey, it works and it looks fine so i'm not fixing what isn't broken
I believe that that is actually a UI issue rather than a technical issue, so it can be gotten around. Some peeps say you can manually scale past if you don't use the slider, but in any case you can undoubtedly use a geo node or a script to scale past that.
anyone know how to correctly apply the gridbox prototype materials to differently scaled boxes without it getting stretched and without having to change the tile size?
like seen in this video -> https://www.youtube.com/watch?v=W7H1JvcCo6k&list=WL&index=132&t=62s
In this video, I build a satisfying FPS Controller with procedural animations.
Starting in 2022, I will learn how to become a Unity game developer. My first step on this journey is to build an FPS Controller that feels satisfying and well polished. The controller will need animations that respond to the player's movement to give immersive gamep...
The inner green part stretches and the outer green part won't stretch, right?
This is the right way to do this?
Also, any easy way to apply a gradient to a scalable UI sprite like this? Use a material?
for a 9 slice sprite that is the right way
9 slice?
you split the sprite into 9 parts
the 4 corners dont stretch and the left and right one stretch vertical
the top and bottom center do stretch horizontal
and the center stretches in all directions
you need to set the UI image to use that mode
When i import a model with animations from blender, loop time is disabled on my animation clips
is there some setting i need to change in blender or in unity to change this?
You can edit animation clip import settings in the "Animation" tab of the fbx file's import settings in unity
Hey there, i was working with sprite sheets, slicing then, when i noticed some errors on the sprites. Is it possible to fix those without having to slice the sheets again?
if its just a error in the image you can just replace the file outside of unity and unity will just reimport it
Let me check that then.
If i do it, it creates a new instance of the file :/
The thing is that the new isnt sliced.
Hi,
I just released a VR game and I was wondering what's a great tool/way to make the player only be able to see a distance from his current position. Right now I use a point light that stays above the player lighting up his surroundings, but it seems a bit "meh". I also tried the unity fog, however that doesn't look good.
Any suggestions?
Someone has a 2D stickman or a tutorial of how to do it?
anyone know how to correctly apply the gridbox prototype materials to differently scaled boxes without it getting stretched and without having to change the tile size?
like seen in this video -> https://www.youtube.com/watch?v=W7H1JvcCo6k&list=WL&index=132&t=62s
In this video, I build a satisfying FPS Controller with procedural animations.
Starting in 2022, I will learn how to become a Unity game developer. My first step on this journey is to build an FPS Controller that feels satisfying and well polished. The controller will need animations that respond to the player's movement to give immersive gamep...
The textures in the example are squashed and stretched by the box scaling, if you look closely
Still, it's possible to edit mesh UVs so they don't stretch for each box, either in a modeling program or with ProBuilder, for example
What you probably want is a shader with triplanar projection which allows scaling of objects at runtime while keeping grid size
You should be able to find some searching with that name, and I believe ProBuilder and the Starter Assets package both come with such a shader
i can send you a shader, but getting probuilder for prototyping is better
low-poly steampunk mech "the aristocrat"
Hi not sure if this is the right place to ask but I was wondering if unity could be used to create something like cozyblanket?I know it was used to make prisma 3d which has similar tech
you technically could I guess but why would you
Because cozy blanket is expensive and there is no android version
okay but if you actually have the skills to make a whole-ass retopo tool on unity you might as well just work on the tool instead of whatever you're modeling
I was just asking if it's possible. Thank you for your help
Would be really awesome if someone did this though
Feel like it's the 1 thing missing from the android workflow at the moment
Does anyone know how to make it so that Tiling doesn't affect the masks and normals?
very cool
Yes, you can.
I dunno about every specific feature, but on a high level overview.
when i child a blender imported mesh to an empty object the empty objects transform goes to the mesh's transform. Why does it do that? I want my mesh to rotate around a point.
What's the best workflow authoring models, split into pieces aka modular, or just all in one baked model?
especially for scenes like towns
Does somone know why these brick walls which looked like normal cubes got to this poimt If i get close to them?
what did it look like before?
because of your camera near clipping plane
Could anyone remind me how to choose the transparency colour for imported pictures? I believe this was built in in asset importer...
ah, nvm
It was hidden Advanced didn't notice it 😅
I fixed it ty
was dragging in some png's when i randomly received this error message, is it anything to be concerned about?
Probably not if it just happens occasionally.
ok good thanks!
I am trying to get mesh colliders properly aligned with the mesh, but am having some issues. My goal is to have the mesh colliders attached to points of armature and match the shape of that part. For example down from upper leg joint there would be a mesh collider going down to the knee. I tried setting pivot points of each of those meshes to match with the armature joints, but it did not help fixing the alignment. In fact it did absolutely nothing.
As an example, this is what the head looks like with collider. Rotating it 90 degrees in x axis and 180 in z gets it somewhat aligned but not completely. And doing same with the arms is just weird. It doesn't even get close to being aligned.
I am assuming its something with the fbx export settings, but i have 0 idea what to do or try.
Unity and each modeling program uses their own coordinate system, which you can compensate for by applying specific transforms before and during exporting
However that's problematic with armatures because they need to keep their orientations so that the hierarchy's local coordinates remain intact, as far as I know
You could try to figure out the specific rotations and transforms to apply to the colliders before exporting them, or just move and rotate them in Unity until it matches well enough, though both seem pretty tedious
Are you sure you can't get by with just primitive colliders like capsules?
I'd suggest primitive colliders as well, though if you must use meshes you can put the collision meshes on subobjects that are children of the bones.
What would be the best node to have a material shader property accept A: color vector, B:color map?
Just a simple switch/if node. Doesn't need to work at runtime.
Google says Branch node executes both. Is there a one which executes just the one based on property selected?
Shader keywords allow you to compile variants of the shader for different options.
@fluid oak Sounds like a trading card game.
Guess I have some reading to do 🤡
Why did blender remove backface shading? The triangle in the centre here is actually a backface, but you can't tell since its shaded the same as the frontfaces around it....
is there a way to make backfaces be highlighted somehow so I can catch them, without completely culling them?
Backface culling is here
Ty, I ended up doing this and changing the front face colour in edit -> properties -> themes -> 3d view to transparent, so that it only highlights backfaces and doesn't colour the whole mesh blue
Trying to set a pivot point by following the instructions in the first and second answers at:
https://answers.unity.com/questions/1208080/change-pivot-point-of-gameobject.html
yields no success. Despite being contained within a parent object ( even one with geometry ), the pivot point of the highest parent object remains at the center of all child objects. I thought I've done this correctly before, but now I'm not sure. How do you set the pivot point of an object?
Nevermind, the answers work; they just didn't specify that you need to set the "Toggle Tool Position Handle" in the top-left of the Scene window.
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Make it its own prefab
Not really possible then
That wouldn't really make sense due to how unity gameobjects and hierarchy works anyway
Hi, so i have an enemy ai robot set up and wen player clicks on it ..it displays an explosion and deacts...
so the issue is that it takes many clicks sometimes even 10+ before the click works n destroy happens...its like the object is insensitive to clicks...any ideas y??
i got a box collider on the object...so thnx for help...
thats the robot
do ya'll know of any free ruined/grim city tilesets?
Not isometric btw, actual 2d platformer-like tilesets
how do you do the click detection?
@tall apex @lime pollen If the gameobjects are mesh assets or procedural meshes (sprite renders, particles, etc) there's no fundamental reason why they couldn't be baked into a new mesh together
However there's no tools to do that by default
That's a big if
Assuming that is true though, you could use the fbx exporter for that
That's a good idea
There's some method for baking particle systems into a mesh asset, as well
It really depends on what exactly the gameobjects in question are made of
And the even bigger question of why this is necessary in the first place
My last two questions are important here
You should really be modeling that in something like blender rather than hacking it together in unity
Also you can just assign the same material to the objects you want to be the same color, making it one object doesn't really help with that
Just select them all and drag the material to the material slot
You should look up how unity materials work
Create a green material
Select all your circles
Drag your material to the material slot
Again, you should really look up how materials work instead of trying to hack together things with half baked knowledge
More of a #💻┃code-beginner thing but without knowing how you're detecting clicks it is hard to guess. Most commonly such problems are caused by something getting in the way of the raycast- UI, other colliders, or whatever.
Hi! For a porject i need to add collider into a characters rig but the collider is way to big. When i add collider to mesh its fine. Any idea how can i fix rigs collider problem ? (i cant manually change size because there is gonna be a lot of characters)
Should I be creating shadows in the spritesheet itself, or should they get added in game dynamically somehow (such as creating a shadow object for each rendered item object -- sounds insanely expensive)? Top down 2D.
Not really any less expensive than adding a bunch of extra texture information for every item, especially if you want directional lights
There's a 2d lighting package you can take a look at
Depends on the game, really. For simple blob shadows you could just add a second shadow sprite as a child of the main sprite.
That's what I'm trying to decide between, this approach or simply drawing them onto the object Sprite itself
Blob shadows would be the simplest to implement imo
The main problem with putting it on the sprite itself is that the shadow then gets affected by any coloring or shaders you apply to the sprite, and also can't me moved seperately(to change the shadow position or for 'jumping' and the like.)
Oh that's a good point. I'll probably end up taking the approach of making it a child of the enemy object, thank you.
Hello i wanna try 3D modeling a female character anyone does have a reference image for me? (t-pose)
Google will give you plenty of results
does anyone know how to put the sketch into the pic like kinda carved into it
If you've not figured it out yet, it's because you are using the debug inspector. Right click on the tab where it says "Debug", and change it to the "Normal" inspector.
thank you you just saved my english grade
Wow, I almost didn't reply because the message was kind of old. I go through and look for UMA questions occasionally.
if you ever need someone to tell you you're doing good in this world
this is it
Boolean modifier could be useful. You should ask this on the blender discord as this doesnt have anything to do with unity directly
how do I find Boolean modifier
Watch a tutorial
I did it thank you
I am having issues with the black pattern on the bridge.
Through testing in blender it was identified to be related to smoothing angle. It defaulted to 60, when changed to 90 or 180 in blender the artefact disappears.
The value was changed in unity then applied. The default value was 60, it was changed to 90, 180, and various other numbers but nothing changed.
The model was reimported and refreshed with no effect.
I am using HDRP with dynamic lighting
If the hard edges are actual splits in the geometry, inity won't be able to smooth them in the importer.
there are 5 components, each one is its own piece of geometry
the 4 bridge segments and the support
So why are you changing the normals in unity at all instead of importing the ones from blender?
Ran into trouble trying to import FBX file from Blender into Unity. All the materials go missing. Unity version 2019.4.31f1.
Rather, the material names are there, but the textures are all erased.
I've tried looking up the issue, but the videos I find appear to be outdated.
Everything I'm finding is just an extremely long workaround for individual materials. Does Unity have no quick way of working with .fbx file textures?
Anyone know how I can delete these shoes on my avatar and replace them with the shoes on the right? Also, how do you import an image and then buldge it to 3d?
can u guess what this is?
Kosiarka
If you're making a Doom-like game complete with all the pixel art graphics, is the gun going to be a ui element or an actual game object in front of the player camera?
In polish
Can be either.
If you plan to use lighting that affects the gun, then probably the latter.
That's interesting. My first instinct was to have it as a physical object, but then I thought about how easy it is to just stick it on the UI with all the right animations. I'll have to do some more research
@tame scaffold I would use UI specifically only for UI
It's expensive to update in realtime (in most situations) and what you gain by it is scaling to screen sizes/resolutions and interactivity
It's not interactive in this case since you aren't clicking on the gun or anything, and scaling is probably not relevant
It's unlikely you need UI tools to position one or two sprites on the screen, even if it needs to adapt to different aspect ratios
Having it in UI is mostly a hindrance if you need to implement some fancier features like lighting, as mentioned
Wonderful explanation @misty lantern. That definitely puts things into perspective. Thank you.
is it possible to recreate an armature with gameobjects in the engine and use that as the armature of a skinnedmeshrenderer?
I keep trying to do this but the mesh is never visible
It is possible but not simple.
is there somewhere I can read about it?
There's an example script there.
I mean I already have a skinned mesh with weights, I just want to create the armature using gameobjects for it to use instead of its prefab skeleton
Thanks
So I downloaded a project on the unity asset store which had some tree prefabs, and I'm trying to understand why its sprites are divided into a top and bottom part instead of having just the whole sprite? Is this for sorting layering purposes or what am I missing?
It is hard to tell what they had in mind; It might be for sorting purposes, or to make it into two tiles on a grid, or for pathfinding collision purposes.
Maybe I can ask here?
I have been trying to get help in #💻┃unity-talk for 2 weeks now without any replies,
Can anyone answer on this?
I import a sprite as 720x1080 so I would be able to crunch it,
However Unity says the resolution is 683x1024 NPOT (Both Windows & Photoshop says it's 720x1080).
what part of that sprite is used by unity ?
@robust finch is there any way you can provide more information about the file or the file it self so someone could test the issue?
@robust finch also if you are using sprite you may want to use the build in sprite packer to help you
if the V2 is not availble for you the V1 should also work just fine
What is the max size setting for the image and your quality settings?
Hey, I'm trying to import a model into Unity from Blender, but it's always oriented the wrong way. This seems to be a common problem, but none of the fixes I found online work
Changing the rotation in Blender just also changes the default rotation in Unity (when placing the mesh in the scene)
And changing the Forward and Up values in the FBX export menu doesn't seem to do anything at all
I'm using Blender 3.4.1 and Unity 2021.3.16f1
Nevermind, I had to apply the rotation in Blender first, that fixes it.
hey everyone
is there any tutorial on how to import a character from painter to Unity, but the alpha seems to be uncanny?
what kind of alpha issue are you having?
If you want the change to persist in the material just assign it to the material directly instead of using a property block
It's not missing faces, they're just inverted. You need to flip them so they're facing out. Something you can look online for in Blender.
Is this an editor tool? You could use [ExecuteInEditMode] in that case so you can see changes outside of playmode
hair transparency looks different from what I have in Blender view (cycles)
Blender materials don't akways transfer over well, you'll have to set them up in unity
Don't assume something will look the same in both programs
ikr, do you know good tutorials on how to set things correctly?
Nope, not a blender user
I mean to set it right in Unity
Just play with the material settings
idk if this is the correct channel for this but do you know how to change the collider so is there a blender option for this or do i have to adjust multiple colliders in unity?
What you mean by changing the collider? Could setting the mesh collider to be non-convex help?
im dumb as fck thank you
I have this weird lighting issue on isometric what's the way to address that?
I upload images to my game in the unity program, but no matter what I do, the images are always pixelated no matter what I do the ships look bad in the game
This looks mostly fine to me
Some aliasing issues, which definitely will happen on sprites that don't have mipmaps enabled
The circles need to be thicker or rendered procedurally using some technique that guarantees certain pixel width
the further I move the camera away, the more distorted it gets.
Do your sprites have mipmaps?
I'll see if there is or not.
I looked and there is none
should I put
@misty lantern
"Generate mipmaps" is a checkbox in import settings, try it
thanks I will try
picture disappeared @misty lantern
😄
That's not really expected, I can tell you that much
So what can we do now?
Figure out why it's disappearing?
I would do tests with new sprites in a new sprites to figure out what the expected result is
(or in a new project if more weirdness happens)
Mipmapping generates smaller resolution versions of a texture and swaps to them over distance
So it remains smooth instead of flickery and pixelated
Hello, I have a question regarding importing a 3d blender model into my unity game. In blender, my houses have all got colors (picture 1), however when I import the blender project into unity, all the materials of the different houses are grey and thus all the houses also don't have any color (picture 2). Help would be very much appreciated, thanks in advance! 🙂
blender materials don't always translate to unity, you need to bake them out to textures and set the materials up in unity
Hi, thanks for the answer, I am relatively new to blender, do you happen to know how exactly I can bake the blender materials out to textures?
plenty of tutorials on google but here https://www.youtube.com/watch?v=eYvgFWEiNp8
𝗪𝗮𝘁𝗰𝗵 𝘁𝗵𝗲 𝗡𝗲𝘄 𝗨𝗽𝗱𝗮𝘁𝗲𝗱 𝗧𝘂𝘁𝗼𝗿𝗶𝗮𝗹: ➡️ https://youtu.be/Se8GdHptD4A
Check out Sketchfab 3D models: https://shrsl.com/3b1vs (Affiliated Link)
In this Blender tutorial, I will show you how to do texture baking for beginners.
● New Updated Tutorial: https://youtu.be/Se8GdHptD4A
● Texture Baking Tutorial Playlist: https://www.youtube.com/playlist?lis...
Perfect, I'll watch the tutorial and try to figure it out, and after I have baked the texture in blender, I just have to set the baked texture to the base map of the material in unity, correct?
yes
Ok, thanks for the help!👍
baking textures is one option as Reo said. Baking vertex colors might be better for models like this, if you don't need detailed textures but just want to color the meshes.
MS Paint best art software
Are you being sarcastic ???
Don’t hate on mspaint, especially mspaint xp.
Quick background: I mostly write code and have a very rudimentary understanding of art assets that I mostly use for kitbashing.
I've bought an asset on the store, that I imported into Blender in order to change some of the bone stuff around so that I could convert it to a humanoid rig. That part was great success.
However, when importing the FBX model back into Unity I had noticed a few issues. Namely that all of meshes in blender that are hidden (? I think that's what the greyed out icon means, see image 1). Lose their positioning and scale factor when the FBX is imported into Unity (see image 2). I assume this is some silly export config thing, could anyone point me in the right direction of where I should be looking?
Can someone help me, I'm an error that won't let me export my vrm model
It says "material with fewer submeshes"
I'm not too sure but it could be related to the mesh position and how it exported, I had that same error so I'm gonna go look for the video that helped me
Does anybody know why in blender the bone goes down to the very bottom of the leaf but in unity it doesnt?
Blender visualizes them with an endpoint but functionally they are just singular points
(generating "leaf bones" on export is a way to save the bone lengths by adding extra bones at the ends, but that's usually not necessary)
I recall Unity's bone renderer component only visualizes lines between bones, so final bones of the chain do not appear
VRM exporter isn't a built in thing, so I'd check with whoever created it
how can i fix that?
Hello! So I've made this really bad model which is a single shape but I want to add different materials and textures to it. I know I can do this with a UV map and creating palettes and what not, however when I import it to unity I can drag my UV map onto it and it works fine but the metallic and roughness settings don't copy over to unity. If I apply metallic and roughness settings in unity it makes my whole model metallic not just the parts I want. Is these an easier way to do this or not?
Hello! I’m using winrar to open a model that I got, but I’m just getting confused cause I’m not sure how it works. Does anyone mind explaining what I’m doing wrong? I’m not sure what I’m supposed to do now, I’ve watched tutorials but they confuse me more.
If you didn't make the model file and can't provide technical information about it, we can't help with it
If it's a ripped model or otherwise an asset you don't have the rights to, we won't help with it
wow its been two months and I see that they still haven't figured out how winrar works or take a screenshot 😂
Oh no, it’s a model I found on sketchfab and they gave the link to download it.
Sketchfab is full of ripped models, sometimes being sold
Also I’m sorry but I didn’t do anything to hurt you haven’t I? If you have something awful to say then keep it to yourself. Sometimes it takes people a while to learn new things. And I don’t have to take screenshots if I don’t want to, if you make fun of people or some shit like that to make yourself feel better, then you do you. Jeez 😐
And people come here for help, not for some random person to trash on them because they don’t fully understand what to do, or how new stuff works.
It's your responsibility to ensure the models you find are not fishy
I recall the meshes you showed earlier had some weird issues suggesting decompilation, in addition to being named after existing commercial titles so I'm not really convinced about them
Yeah! My bad about that. I’ll find another model! Thanks for telling me that.
why does my material do this?
it almost distorts instead of actually adding height
is the height map broken?
Height means parallax mapping which does work by distortion
Not sure why exactly it seems so extreme here
maybe cuz its at full effect and from an angle
is there a way to add actual depth?
the normal map only makes 1mm difference for me, it doesnt work that well
maybe its the actual images?
i get them from poly haven so i figured they'd be good
My guess is the height map strength in the slider is too high and maybe that its pattern doesn't match the color texture
i have the textures if you want them
Make sure you are using the correct normal map standard
actually not sure
not sure what that entirely means either
pretty new to this
I am very new to unity, how can I make the weapon clip over the character instead of into it? (sorry if this is the wrong channel)
When you are loading the textures from polyhaven, you can set it to either DX or GL in which the latter is what unity uses
Wrong normal map format appears as shadows on the material being cast from the wrong direction
i made sure its GL
i can put a diffusion map in height map right?
and is it normal for it to display "texture not marked as normal map"?
No and no
ah
lmaoo
is there a good place to find unity textures?
w height and normal map
preferably also ao map
Most PBR material resources are fine
Clip "over"? If you don't want the weapon model to clip, you could decrease the camera's near clip distance
That does change the clipping distance for everything that's rendered which can cause problems, so often viewmodels are rendered with another camera with different settings or in a separate pass
Oh, alright I'll definitely read more about that, thanks!
so in blender i made this model, the orange thing can change color
but in unity it looks like this
the orange and the gray texture are the same
i just added a noise texture and a color ramp to change the color in blender
is there a way to bring the changing color material into unity?
No, you'll need to recreate it in unity
What did I say about asking your actual question 😠
Dude i know how to do it, just wanted to see if anyone had issues painting alot of grass using fbx
Just seems like alot of triangles
Then say so instead of asking a broad "anyone knows this" more details will help people answer the actual question you have
Anyway, that's just the tradeoff between 2d and 3d, if you think it's worth having the grass as meshes then make them meshes
thanks man
how
Make a new material and learn how the settings work
tremendous help
you're welcome
so how do I fix this mostrosity
so, uh, how do i fix this blur?
change filter mode to point
Can you export a skinned mesh renderer blendshape by itself?
So, this happened. On the right, is what it is in the editor, and what it's SUPPOSED to look like, while on the left, it's the build. HOw can I fix this issue?
Hi, is there a way to make my sprite fit to the size of the pixel perfect camera?
I have a sprite that's basically the map and it's a small arena so there is no need for the camera to follow the players it can all be done with 1 static camera. But when i import the sprites, i set them with 64 pixels per unit and i adjust the camera to have the same pixels per unit 64
and when importing the map, it's always smaller than the pixel perfect camera
any fix/tips for this?
the arena sprite size is like 256x144 pixels
What's the reference resolution? You'll want the sprite's dimensions to match that
What are we meant to focus on? Blue thing in wrong place?
No, there's black on the ears, when there shouldn't be. And there's lines everywhere
pixel perfect camera dimensions are 320x180 with 16 pixels per unit
arena sprite dimensions are 256x144 with 16 pixels per unit
sorry, both are 64 pixels per unit
Confirm that the editor's selected quality level in quality settings matches the "platform default"
Black lines or artifacts in texture are most commonly from lack of texture margins for UV islands, possibly made worse by mip map bias from quality settings
I would expect more artifacts if it's the problem, but it's worth checking
Where's that?
Where are quality settings?
If you want the texture 320x180 you should ideally have drawn the image in 320x180
You can stretch it by changing its PPU or by forcing its size to match the camera size, but that kinda defeats the purpose of pixel perfectness and is likely more trouble than redoing the image in different dimensions
"Mip Map Bias"
could i just change the pixel perfect camera size to match the sprite arena?
like this here?
I think it's called "texture quality" in the built-in RP quality settings
Textures also have a mip map bias setting each but that's not likely to change by accident
Yes
You decide what reference resolution you wish to target
This still causes the issue
Textures don't have mipmaps so it's not mip map spill-over like I suspected
But it could happen due to lack of them as well
I can see your texture's color regions are surrounded by black, so it's likely that sampling errors happen can happen at the UV island edges
Test this by changing the texture to a solid color, and build again
If there are no black seams that suggests the problem is lack of margins for the color regions
is there really a difference to use a pixel perfect camera?
i know you get crispier sprites and the animations looks better
Yeah, I changed it to pink, here's what I get:
So, extend the color regions' colors outside the UV islands so when the sampling error happens, it cannot be noticed
Can I just stop the sampling?
That means to stop using textures altogether
which would get rid of the problem, definitely
Or just add margins/padding
It's standard practice
You'll want to use it if you want pixel perfectness
If you don't, you won't
(and as a bonus it fixes some tilemap rendering problems)
I would guess there's a deep technical explanation out there that amounts to "they do something different", or it's related to one of the build specific settings which may or may not be necessary
Either way the fix is simple
okay cool, i guess since it's going to be a pixel art game, might as well use that camera but here is another problem i've come across
even though i set the dimension reference of the camera to the dimensions of the sprite
it still doesn't 100% fit the camera
gentlemen, I have done a whoopsies
I opened a sprite sheet with the default photos app and I don't see any "open with" options when I select the sprite sheet so I can open it with my sprite editer
this seems to fix the issue but i haven't checked with a build, in the editor there are black bars
just open it in your sprite editor manually?
I set the model compression to "low" from "none" and that fixed it
I already fixed it, but essentially, the left of his ear is black, when it should be green
Ok yes I did try to import this into a .FBX model and this happened.
So is there something I'm missing?
you say this happened but never explain what is wrong
I'm trying to import the model to unity and it turned into that. Holes are everywhere in the model and I've tried multiple tools to fix it and nothing
if there are holes it would be backface culling things
Ok is there a way to fix that?
Got it
it wont fix anything but it will get blender showing you the same thing you got in unity
face have a front and backside to them, if somehting needs 2 sides it should be solid and have some thickness to it
Just turn it off right?
turn it on
Alrighty
think wont fix anything, it will just let you see the problem in blender as well
Tbh it ain't showing me anything
you are not seeing holes in the same places with that option on
i am assming it is this but really cant tell anything from your screen shot its so small
Ah
Is there a way to bulk edit animation import parameters for .fbx files?
I have a bunch of animation files and I really don't want to click through loop time, root transform rotation and whatnot a dozen times
Try to convert quads to triangles. I don't remember how to do it in Blender, try to google how to do it, it's as simple as a click on the right button
I suggest this because not every format/renderer support polygons other than triangles and not every export script make the implicit conversion. This might be the case
you could use presets for that
make one and then apply it for the others
if you have more specific stuff you could make a assetpreprocessor that set the options before stuff gets imported
If I have a character that can equip different weapons, do I need a new 3d model for the character for them holding every weapon?
No, you can use different poses. Typically you would use IK to set the position of the hands for each gun.
Also does anyone work in Linux? How is using Wacom + blender on Linux?
Hi. I'm completely new to everything 3D so I just wanted to make sure I have my concepts right,
I make a model in blender, Make a material in Substance Designer, Export the Material and Model into substance painter, Paint the Model, Export to Unity? I'm very lost...
you can start out by doing everything in blender first, but yes some people use that pipeline
yeah- I need to start learning unity and such as my creative community I'm involved in is using unity as its main creation tool.
Thanks for the response.
Im trying to look for this effect but i dont know what it's called
like if i swing a sword, its an extended swipe animation/effect
and thats where the hitbox is
what is this called?
Thanks, I'll look into it
I think you're talking about trails
Default unity trail renderer kinda sucks ass because of billboarding, so I'd advise to look for a fully 3d solution
Or to make one yourself, it's pretty trivial to implement
My pixel character seems blurry when i import it, I searched how to fix it, there was a solution, but the options werent showing up(options for solution)
Theyre warping and filter mode options that dont show up.
show the inspector of the texture
its pixelart
here ^
thats not the texture
click the actual sprite, not the gameobject
How do i make the camera show the scene?
I need help with making the camera show the scene instead of a solid color.
Put something in front of the camera
And do some basic Unity tutorials
How do I properly use Texture2D.PackTextures() on normal maps? Right now the normal map appears reddish and seams are being shown when I try to use it on a model.
YES! I figured it out! And with no pixel iteration. For anybody having a similar issue, make sure the texture is LINEAR. This can be done like so:
Texture2D atlas = new Texture2D(2048, 2048, TextureFormat.DXT5, true, true);
Rect[] atlasRects = atlas.PackTextures(packedTextures.ToArray(), 0);
Where the last argument of the Texture2D constructor sets the texture to linear.
Does anyone have a link to character animations like the ones in this video? https://www.youtube.com/watch?time_continue=24&v=nQ2pGn73nKY&feature=emb_title
The assets for this video only has the vfx, not the animations
Available in the Asset Store!
Unity Asset Store URL: https://assetstore.unity.com/packages/vfx/particles/sword-slashes-pro-173450?aid=1100lpot2
Music in this video: The Beginning of an Era - Bonnie Grace
YouTube subscriptions on Epidemic Sound from 02 June, 2020.
#Sword #Slash #AssetStore #SwordSlash #Trail #Unity #MadeWithUnity
read the comments
I made a building in Blender. It's just a cube and then I extruded some parts and deleted a face to get a door.
When I import this into Unity I can't see the inside of the building, only the outside. How do I change this?
If I go inside the building in Unity then it just looks like it's not there
There is no inside; you either need a shader without backface culling or add actual internal faces
Why does pixel art most often appear in sizes like 8x8, 16x16, or 32x32, when there are more rounded values to work with like 10x10, 20x20, etc? Is there a technical reason, or has this just become industry standard and essentially what people expect to see?
Reo's answer is excellent, but I'd add that specifically in Unity power of two textures allow you to use the most efficient compression options. Also, depending on your build target Unity might scale non power of two textures to the next highest power of two- which can introduce artifacts and increase the file size. You can make use of atlas texture packing to pack smaller npot textures into a single large power of two atlas, which can be great for sprites in particular.
Thank you guys so much!
Have you fixed your problem.
I had the same with my trees and finally fixed it.
You could download the Universal Render Pipeline and use their shaders
Why is it that in my 3d missing software my texture looks fine but in unity it seems to be smoothing my texture out. It is a pixilated texture on a cube a bit like Minecraft but when I import it onto unity it instead just blurs it out and it no longer looks pixelated?
Idk if I’m asking this question in the right place but Yh
Disable filtering in texture import settings
Where is that?
There is filter mode?
Oh Yh it Ty
I can’t read
Lol
But Ty for the help I found
Left image is the source image, the right image is in game.. Why are the colors completely different? I've tried turning off compression for the sprite sheet, changing filter mode and format but nothing seems to work. Any ideas what I should try next? 😫
Guys, does anyone know GIMP here?
Make sure you are using unlit material and also tint color is set to white.
and it's not transparent
@sullen plank Ah ye I'm dumb, it looks perfect in the scene but not in my inventory, cuz things have a tint there from early prototyping. Thanks for reminding me 🙂
anyone knows some assets like animated threadmill with arrow pointed.
(InB4 "it's not free")
do you know when it is animated, objects that you put on with rigidbody automatically follow, the diretion?
I've never used this asset.
What's everyone's opinion of using store assets in published games?
If it makes the difference between publishing something or not (because you're taking too long doing everything yourself), then it's a no brainer
is there an easy way to apply materials to an object within unity, ie a paint tool or is the only way drag and drop? 😅
You can select multiple gameobjects from the hierarchy or from the scene with box selection and assign a material to their mesh renderer component at the same time
when i've tried, that, my main problem is that the materials are greyed out (were prefabs) and im unable to drag and change
is there a way around this?
That's not the material slot of the mesh renderer component, that section at the bottom just shows what materials are being used currently iirc
ah- that works
You're right lol, I completely ignored the mesh renderer and just assumed those were it
sorted, thanks lol 
Could you guys suggest me some kind of IDE to draw cartoon sprites for someone who last draw anything in kindergarten?
is there a way to make a box collider line up better with this particle system? the simulation space is in world which gives it this nice effect but means the collider is completely off when rotated, it's okay in local simulation space but doesn't look as good
Unlikely to find much here in the art channel
Define how you'd like to match the trail? Just rotating to a bet fit? Scaling to cover all particles? You might be better off just using a different collision setup, depending on what you are using it for.
@misty lantern oh, I'm sorry. mind helping me get to where I might find one? I saw asset and workflow so I assumed my issue somewhat fits in.
is there a way to make a cube with different dimensions than others have a texture that is scaled the same
change the tiling on it
Guys, any assets that will remove Fogs close to the player?
Kinda like a Fog of War but for FPS
any ideas as to why my two wall pieces are different colors? They're made in blender, using the same material and a color palette. Using UV textures scaled to zero and dragged into the color palette.
So I have the oppurtunity to upgrade my unity machine with a 7900xtx, or like 200+ cpu cores on a quad socket xeon. What would benefit production more a highe end gpu or more cpus. I already have a 6800xt.
Hello, after each import of fbx file I have to drag & drop materials. Is there an easy way to do it?
Lighting, most likely? Especially if you have soft normals on the mesh.
what do you think I could do to fix it?
Don't use soft normals, I guess
how do I use not soft normals lol. Googling doesn't really seem to bring anything up about soft normals.
I'm already using "shade flat" in blender.
I'm not a blender user so I'm not sure; are you recalculating normals in the unity importer?
I'm really new to Unity. Where do I control the transparency on this UI Panel?
color field in the image component
It was right in front of me, and still I was blind. Thank you 😅
Yes. These are my current settings. Anything you can suggest changing?
Import normals.
You are just ignoring the normals set in blender
I had tried that already with the same result
Well, the normals from blender might not be set correctly either >.>
Though now that I look from a different view...
it looks like the problem might be something else.
They're all using the same material?
Yes. The UV coords are put to a single point and all wall pieces are using the same material that has a colour palette
for example
Why not just use vertex colors
@narrow elbow Verify that the palette texture has no filtering, no compression, no mipmap generation and that it isn't awfully tiny in resolution
Another thing is that "optimize mesh" can make UV coordinates veer off which can cause problems in this type of palette mapping and in pixel perfect UV mapping in general
Yeah I think it's to do with the mesh as clearing the baked lighting data fixes it. So it's the baked lighting that's showing the issues likely caused by the normals. Nothing to do with the palette or material I think?
Right, that does rule them out
The most common lightmapping problem is that meshes don't have "generate lightmap UVs" enabled and it attempts to use your palette UV for the baked lightmap
Ah okay, I'll try that. Thank you very much.
that seems to have fixed the issues!
First 2.5D game here. May I ask, which cell layout, cell swizzle, tilemap orientation and tilemap renderer sort order is the best to choose? Trying to copy Hades' style, 2d sprites, 3d character.
That's not something people are going to know off the top of their head, you need to experiment with the setup yourself
This is more of a question related to as I heard debates about choosing the right axis/vector so that I don't have huge problems later.
Again, people aren't likely going to know those things just like that. Youll have better luck just setting up a quick test scene in unity and tweaking the settings yourself.
You can also do some research on the typical fov and camera for isometric games
Side note, all the art in hades is 2d sprites, the characters are 3d models rendered out to sprites
I've definitely seen an article stating that you should use a specific axis, as I remember, it was xz because of gravity and light logic. That's why I'm asking.
yes, I know, but sadly it's impossible to do that in unity
Why do you think that's impossible?
Then you should find that article again
https://thinkinginsideadifferentbox.wordpress.com/2020/09/27/orthographic_camera_tips_for_unity3d/
found. Specifically, Tip #1: Use X/Z coordinates for landscaping
eh? Because they used their own engine, not unity
How do you render a 3d model as a sprite even
You do it in the 3d modeling program, or you can even build a tool to do it in unity
It's pretty trivial to do so
Here's a video about how dead cells did it https://youtu.be/iNDRre6q98g
Get the Shaders for this Video here ➜ https://github.com/Broxxar/PixelArtPipeline
Support me on Patreon ➜ https://www.patreon.com/DanMoran
Follow me on the Twittersphere ➜ https://twitter.com/DanielJMoran
Extra Links
Gamasutra article on Dead Cells' art ➜ https://www.gamasutra.com/view/news/313026/Art_Design_Deep_Dive_Using_a_3D_pipeline_for_2D...
Ooh, interesting! Will ask the modeller of the team later!
But sadly, I still have no idea which axis to choose, let me rephrase, for some weird reason, the tiles in the scene I downloaded are upside down, all of them. That's why I'm concerned if I'm using the wrong axis.
That's because the coordinate system of different programs are different, so whatever program the tiles were made in used a different system from unity
eeh... so what should I do to make my scene working correctly? Flipping the whole grid sounds wrong
Just flip the tiles?
I have no idea how, sadly. Do you?
okay, I'm sorry, you were right, I needed to play with parameters, also camera was the wrong angle which resulted in unwanted view, thank you!!
Hi! So i exported this model i made (ik im really bad) and when i imported into unity the textures where kinda weird.. can someone help me?
dumb art question how do i keep all the assets i draw in photo shop the same line weight regardless of how i resize them?
You'd have to draw them in different sizes instead of resizing them, or draw them using vectors and import them at different sizes using the vector graphics package
If you need truly dynamic line width, you need a whole system for it
Probably either storing the lines as splines, or as signed distance fields
And then render them as procedural geometry or with shaders
Reasonably well, sure.
I wouldn't think twice about seeing them in the same game, at least
is that possible to cut the object into parts
i have this Banana model and i want to cut his hand and glasses and legs etc.. to add anmation for it
You can do so in blender/whatever modeling program you use, but I don't know about in unity
Did you fail to read what I also said while redirecting you?
Does anyone know of any workflow to avoid importing assets that are intended to be used in Addressables? Basically, if I intend to have 100% of my assets in addressables, can I avoid the import process altogether to speed up project import times?
lol i did not read all the message sorry
You still need to import the assets into your project in order to build them as addressables
First isometric(isometric tilemap, 2d sprites, 2d player) game here. May I ask, how do you approach lights and shadows? I found a guide where the person uses normal mapping. Is this the only way? Should I use it or should I use something else?
I've heard that 2d lights exist, are they the 2nd way(the first is normal mapping)?
Urp. unity 2021
in the same guide the person used something called toonlit shader(maybe this info will help)
You should use whatever way results in the look you want
Would be great to know which ways ends with which results though. Might be a great idea to add - I'm trying to make a Hades-similar game
So to rephrase - which ways of adding lights and shadows exist and which should I use if I'm trying to achieve Hades' style?
The developers of Hades have a few talks on GDC about how they produced their visuals
the arm isn't rendering in the game view, but it works in the scene view
Can anyone help me with this?
the arm is on the same layer as the flashlight, which always shows over everything else
atm
seems to show at certain angles while the view is maximized
nevermind, i figured it out, i had placed the arm overlapping the camera
From what I can tell most of the lighting in hades is mainly done in the sprite renders themselves https://youtu.be/cYJ6d1ifSqA
Here's an in-depth look at how we translate hand-painted character art into the in-world characters you see in Hades. 3D artist Paige Carter walks you through each step of the process, using her work on Nyx as an example.
Play Hades on Nintendo Switch: http://supergiant.games/hadesswitch
Play Hades on Steam: http://supergiant.games/hadessteam
...
Regardless, also look up examples of the techniques you've mentioned, there is no one single method that you "should" use to achieve the look you want
ooh, okay, thank you! are there any other techniques though?
Not off the top of my head. I suggest asking your artists to go look at hades themselves and analyze how the art is done
okie! thank you 🙂
hi i cant add the animation wings to the bird any help?
iam a beginner so take it easy on me
please help iam getting really frustrated 🥲
Hi! So i exported this model i made (ik im really bad) and when i imported into unity the textures where kinda weird.. can someone help me?
Can I use sprites in a 3d scene? Does it sort properly against 3d objects?
The player needs to collect cards which are basically two sided sprites. Should I just used sprites for them or quads?
if the game is 3d, better use quads
Yes! If you open more options you gonna find an option that recognize the material (if it has the same name) and add to it. If you can not find let me know I can help 😁
hey i have an issue with color that i don't get and its making my brain hurt
the color is wrong on 1 part
Well, they haven't yet implemented the code to read your mind and automatically know if it is pixel art.
Hoping for 2023.x
Is it possible to somehow blend animations in 2d as if it were 3d? Lerp between states. I know about skeletal option, but that would require a lot of work, sadly, so are there other options? To clarify - I'm using a method of creating spritesheets from 3d character animations.
Trying to do what hades' devs did, to clarify more
Do you have an example of what they did?
I mean I do know they made sprite sheets from 3D characters, but did they have blending solution as well?
I don't know actually.. Maybe they just used many more sprites? And added transitions from each and every to each and every state?
Looking at them I can say there's no animation blending at all
And besides some weird or experimental techniques, blending sprite animations isn't really possible at all
Can you please say, in your opinion, how many directions they used? 8 or many more?
Looks like a lot
16 at least?
yees, maybe that's why my animations look sharp and not connected? Because I use only 8?
Maybe
thank you!!! will try to increase the amount then 🙂
The Animator is a state machine meant to control and limit when and where transitions happen
You certainly don't want to have different rotations as their own clips with transitions, instead you'd use blend trees or animation layers for them
oh, this is yes I know heheheh 🙂 each state, like idle or move, will have not 8, but more, but no hundreds or animations on one layer
Instant transitions that can happen mostly freely do not benefit a lot from the Animator's state flow, in my opinion
I expect that because the Hades character already has a state machine for player controls, they have a custom animation system that has no state logic by itself
Hmm. How to do similarly to them then though?
Determining and calling the clip to play from code could be an option
m, but that would mean the same as states, no?
A state machine yes, but not the Animator's state machine
just to clarify, I'm trying to use finite state machine with no exit times and no transitions
and am not sure how to implement on a basic level idle-move and move-idle but later more complex stuff
Most 2D animation systems store animations on sprite sheets in a logical fashion, e.g. each row of animation is the same motion but in a different rotation
So you'd just convert character rotation to to sprite sheet row integer and it works
But Unity doesn't do that, instead all sprites are stored virtually in the same asset pool with an arbitrary ID
That makes traditional 2D animation techniques and styles much harder or require custom systems
I'm not sure if I understand.. Can I just implement all these transitions as small animations between big ones? Or should I stop doing 2d character and replace it with 3d in my 2.5 game at all?
Transitions as animations? I think the goal is to minimize the need for transitions or states at all, as it's really easy to end up with a sprawling network with hundreds of connections
You could try to utilize blend trees, animation layers and sub-state machines to their full power in order to re-use as many states and transitions as possible, or to skip the whole thing and call animations directly from code
If you're going to have 16 variations of every animation, it might not even be realistic to try to use the Animator for it at all
I think you absolutely should prefer 3D meshes and animations where you can, since you're working in Unity
Hades uses their own engine tailored for their needs, but I don't see the reason why they used sprite sheets like they did
Visually it'd look the same if they were 3D meshes with limited directions and frame rate
Could be that specifically because their own engine was made for 2D that they made it that way
I see your point, thank you! but what renderer and lights to use in that case - 3d or 2d one? the tilemap is 2d, the player seems to be better 3d
2D and 3D can coexist perfectly fine, but not when using the URP 2D renderer
That one seems unfortunately a bit half-baked
Probably not even suitable for isometric perspective even in pure 2D projects
ooh, I see! So the choice is to use normal urp renderer? Or should I go back to built-in one?
That's up to your preference
By "perfectly fine" I mean there are still some caveats
Sprites use different depth sorting methods than 3D meshes, but you can still get them to play along
Wonderful, thanks a lot!!
what is better though visually, more similar to hades - maybe I should the world not a tilemap also, but a 3d one?
And level-design wise
You can get incredibly similar results with both techniques
But I assume you won't be plagiarizing Hades 100% so it doesn't really matter
Go with whichever's easier for you to get the results you need
yes, I'm looking for similar result which can be described as aesthetic. Okay, wonderful!)
Could you please answer though - perspective or orthographic camera in case of being similar to hades visually?
Orthographic definitely
Okie!!
Hello! 🙂 Yes, it looks similar to 2d iso, my 3d. So everything is great! Was wondering though, do you know how to best setup multi-weapon animator? I'm using finite state machine to be precise
I need to somehow change animations and even states based on the weapon I have
What do you mean by multi-weapon?
I have a sword and a shield and lots of other things I can equip and unequip. Is there a way to make these transitions smooth like you can do with basic animator transition time?
The tutorial I follow uses empty state which hides player on attack and uses another animator. Which will break my smooth transitions
its for 2d
Hello. Does anyone here know the issue to solving this? I've tried selecting the sword from a model but whenever id tried to move it away it wouldn't.
Hi!
I downloaded this AncientPortal object asset from sketchfab: https://sketchfab.com/3d-models/ancient-portal-b68dceee1b22484ab6ca0207b9e7137a
Sadly, I am having troubles with assigning all the materials and textures to it, for me it looks like that: (see image.png)
All the runes are missing for example. To me (total Unity beginner) it looks like I have to add multiple materials and textures to a single mesh but how do I do it? Can someone point me in the correct direction?
Hello 🙂 I have a fbx kit that has a bunch of objects, with the goal being to create levels based on the available chunks.
How do I take the stand-alone meshes inside of the fbx and "export" them from the imported asset in Unity?
Here is what I have right now. Thanks in advance!
It seems like I can actually use the meshes individually from inside the fbx import. Is it best practice to take them out of the import individually to have a prefab for each of them? Because when directly using the mesh it has no materials or anything.
there should be multiple material slots in the mesh renderer
thanks for your reply! Actually, I created a new material and put all the textures into it (normalMap, emissive, etc) - this did the trick 🙂
Anyone that could help me out with this? Thanks in advance!
i always drag the FBX into the scene, then drag it back into assets to create a prefab which will have the materials in the right places and whatever scripts i need
OK, thanks! So basically one prefab per asset in the kit, got it.
What happens when you change the original FBX in Blender and re-import it? Does it break everything?
yw. you can delete an FBX and drop in another one and it often stays referenced everywhere. it will usually only break things if you change the structure of objects in the mesh
Tips for making people with heads the same size as their bodies? Like in tLoZ:the Minish Cap, for one of many examples.
Nice design, though the brick edges not lining up sizewise kinda messes with me.
😂 Ill prob fix that later
The mortared edges along the edge seem weird; usually those would just be solid bricks
I see what you mean
export textures is grayed out in my other unity project
Do you need to "export" textures? They're usually separate assets
oh I mean extract textures
Hey everyone , I have a question regarding character polly count for mobile games. Is 15K polly count for just the body too much if so what should my aim be for a character with clothes "skins" and a weapon in hand? Appreciate any info!
Does ProBuilder normally embed the textures into the mesh? I still would expect them to be in the file system separately
This entirely depends on the number of characters on screen, the hardware you target and the optimizations you make use of
You basically must run tests to know for sure
hey is anyone interested in making textures for a 2d platformer game (not pixel art)? we currently have a team of 7 people with different roles to play in making this game but desperately need someone to make textures, we all suck at it
#📖┃code-of-conduct for where to post jobs
oh ok sorry
any idea how to fix this and make the texture look good on the walls and floor instead of it just being tiled?
Hello lovely people!
I'm currently working on an asset which will include dozens of emojis in 3D format, and would like to show them in the Asset Store in a 3D Viewer, in the same manner that BigGem and other publishers do (see https://assetstore.unity.com/packages/3d/characters/creatures/ghoul-crew-hand-painted-124278 for instance).
But I couldn't find neither in Unity Publisher's documentation, nor the name of that tool anyhow. Does anyone know how that works?
Thanks in advance!
looking for some advice here. im making a 2.5D game much like dont starve. any tips on how i should go about making these assets? working with shadows? optimal method for animating things like these? any help is appriciated
Use a tiling texture?
For my 2.5d game, I use shadow proxies like so
Invisible mesh renderers attached to each bone with shadow casting enabled
very cool. maybe for the player. but my game consists of 100s or 1000s of trees. this would be taxing on performance ( i think )
Well, for a tree you could use a much simpler shadow proxy. And just how many trees will be visible at a time?
Of course, if the lighting isn't dynamic, then you can just have the shadow be a sprite you draw
I probably wouldn't enjoy crafting on an uneven surface
Hello, I am trying to import a FBX model I made in Blender, My issue is that most of the fingerbones work fine, EXCEPT the thumb. The slider "Thumb Stretch" should rotate it like the green arrow I drew, instead, it rotates on the red arrow I drew. In short, the stretch and spread axis are flipped. I tried rotating the bone in blender but it doesn't seem to fix it. Can anyone help me?
Hello, I have zero experience in unity and I wanted to import my blender humanoid mesh with the pupils painted on but apparently vertex paint isnt supported so I don't see them once imported, I was wondering if theres a good workflow from blender into unity that would allow that?
Anyone here using PSB / PSD importer ?
Trying to just keep the sprites and get rid of actual psb file, not sure how.
question : how to export textures from blender to unity , cause i only get objects
NVM, i was missing a bone/they weren't assigned correctly
Hello. I need to know how to make a ps1 shader for unity vrm?
https://github.com/emilianavt/VSeeFaceSDK you'll need VSF SDK for custom shaders
also i am still having this issue
Why?
How can i make my sides look like the top texture? Right now its just squeezing all the tiling together
looks like you'll need to use tri-planar mapping if you're using a custom shader and a tileable texture
if you have access to the mesh, you can also unwrap them to the texture in a DCC tool like Maya or Blender
ProBuilder can also be used for authoring UV maps within Unity
How can i use probuilder?
Usually you start by reading the instructions, as with all the other tools
Hi ya, does anyone know why my tile rule aint working
It is in my tile palette
Hello 👋 ! My name is Pierre, and I've been obsessing over asset management and collaboration recently, has anyone here experienced the following problems?
-
If Google Drive is used to manage assets (in pre-production), artists are forced to maintain rigid folder hierarchies and file naming conventions to keep track of the assets. This (can) lead to folks not knowing what the most up to date version of an asset is. Sometimes, despite the naming convention, it can still be really hard to find assets.
-
Providing feedback to artists as they work on the models can be slow and hard to track. Current strategies look like the following:
- Artists will send screenshots/videos of their work over discord
- Assets will be placed in Miro/Figma for folks to leave commentary/feedback
- Sometimes they’ll share their screen while working to provide feedback
-
Tracking the history of an asset is hard. It’s often difficult to compare what an asset looked like before to what it looks like now.
I've built a tool that seeks to address some of these problems, here's an early product demo: https://www.youtube.com/watch?v=ltK6TobKMOo&ab_channel=PierreHaou
Would anyone be willing to be an alpha user and provide a little feedback? Perhaps you know someone who might be interested? 🙂
A new way of building and collaborating for artists and game developers!
Check us out at:
How do I import a model from blender that has a custom texture made in blender and get it to show up in unity
You have to export that texture as an image and then use it in Unity on a material you make.
Hi, all 🙂
I'm a newcomer to Unity and I'm trying to use it to create an interactive 3D simulation of an architectural Sketchup project.
I imported my Sketchup .skp file into Unity and it didn't import any textures - it has materials but they all default to a white texture.
Can someone please tell me how I can edit those materials' textures?
In Sketchup I can create a material, and if I want it to have an image texture I can point it to the path of the texture (image) file I want. I'd like to do the same with Unity if possible to avoid having copies of the texture images (since they're gonna be shared by both projects).
how do I export the texture as an image
Hello!
I've been experiencing a weird behavior on my character when I turn on legacy blend shape normals. Some of the vertices don't seem to transform on different shape keys when it is enabled.
Left is with legacy blend shape normals on, right is off. As you can see the shape of the eye highlights and lashes are displayed correctly with the setting off, but I am using custom normals so I need it on for this character.
Has anyone else experienced this/know how to fix it?
Nevermind, exporting a newer fbx version into the project seems to have resolved it.
is there a way to make certain sorting layers not interact with each other?
I dont think sorting layers are working for me
order in layer seems to change the order the sprite is in camera view
but sorting layer takes no effect
any idea what i could be doing wrong?
Anybody know what causes this effect? I messed up bone riging I think
The model is stretched weirdly in animations
Are you using a tool like Rigify for the rig?
Looks like the bone weights are simply incorrect?
Could be, but also looks like the kind of errors rigify animations produces when you export the rig to fbx, as baking the keyframes will break inherited transforms in constrained bones
I am using Rigify from Blender. I didnt delete any of the preset bones
Due to the reasons above Rigify is kind of incompatible with game engines
Because of that solutions like this exist https://github.com/Arminando/GameRig
Haven't had the time to try it myself yet
There's also another by the name of "Arigify" but it's proprietary
I just want it to work at this point tbh
the problem is the bones and weights in blender right
Arigify is the tool that supposedly makes it "just work" with a simple convert button, but I haven't tried that either
It's kinda much more complicated than that
Rigify relies on multiple parallel skeletons which are kept connected with constriants
Constraints get lost in export process, so the bones are using only inherited transforms which get really wacky when precise data is lost in keyframe baking
https://youtu.be/8PSj_1-E9uY here's one
Im just looking to configure a correct humonoid avatar in unity for this 3d model I made and riged in blender right
I already have the starter asset third person controller from unity with basic runnin animation
You can modify the rigs to minimize these issues yourself but that's a lot of manual work compared to using one of the premade solutions
You can get by without extra solutions if you disable any IK stretching from every bone that uses it, and never extend bones beyond their maximum length
But you can't always guarantee that just by eyeballing it
The root of the problem remains that Rigify is not meant or designed for use in a game engine
I would go with GameRig or Arigify
Good luck! I don't mind hearing how it works out since it's on my list anyway
According to yt, GameRig can make a rig that is gameengine friendly out of my old rig
my model dont have textures 😢
The textures appear in Maya, but when I export the model to unity the materials just go white in color and I can't modify them
you may have to manually assign the textures yourself by dragging them to the model
I think the problem is that I make thetextures with blender
the materials appear like that
(I use materials to create the texture)
Procedural textures made with blender's shaders cannot be exported, they must be baked into image textures first and assigned into materials
oh, well at least there is a solution
I'll try to create textures with other software next time
thanks!
You can do that, or bake them into image textures in blender
cool!
Hello, quick question, hopefully I'm in the right place. I have a blender model of a piece of geometry I exported. However, in Unity, the terrain/floor and perhaps some other aspects don't seem to be drawing. I can see the floor from UNDER the piece of geometry in Unity, but not above where I want it.
Googling led me to some attempts of normalizing or reversing vertices in Blender, but none of that has done the trick. Any insight would be greatly appreciated
probably inverted normals, possible solution in the pins
@lime pollen Thanks a ton, fixed my issue in Blender!
ask the blender discord
i have no phone to verify and talk there sorry
but i think i figure it out so i'll just delete it
URP Decal animation (FadeFactor) doesn't work. It only works by manually sliding, but even when I see it animated sliding (Animation Graph targeting FadeFactor property), it has no changes to whatever is set originally.
I'm using FBX exporter for Blender on this Cowboy and it's not exactly working. How I fix?
gee i wonder
Look man, I don't even know what that means
i'm sure you know what animated means
so google skinned mesh
yeah its not like i can see it myself or anything
that was sarcasm my dude
I didn't ask about your muscle fibre
This may seem pointed but why are you using the fbx exporter? It looks like it's already a complete mesh with the armature
Rather, why not import the original model file directly
what do u guys think ab my character and tiles
good use of monochromatic style
this is not the showcase channel but looks okay
Character colored the same as the floor may blend in too much
But it only matters how the assets look in context in action, rather than in isolated stills
where can i get materials from?
The asset store
charecters seem a little bland but good desine
Would make a good pawn in a chess themed game
Hey guys I have a very strange problem. I'm trying to optimize my game using Static Batching, but it dosen't work as it should. I have over 100+ instances of RailEdge object and when I am launching the game (with static batching on) I have 471 batches. When I turned off batching I still have 471 batches. Could someone tell me what the frick is going on?
The amount of FPS is equal on two versions
fr someone said the same thing
dont know whats that:)
thanks
You followed all the rules for static batched objects?
No ineligible materials, read/write enabled, etc?
hi everyone, my asset error after exported from Photoshop. Set dpi default 96
Make sure texture compression is disabled
thank sir, it's work for me
Any vague ideas/leads as to what would cause my generated icons to sometimes have weird visual bugs?
They should not look at weirdly white overblown.
This doesn't happen in editor, only when in a build, and it happens randomly.
The icons are generated on scene start, could the light engine just not be ready?
Possibly, try waiting a frame before generating them
how would you guys go around making some parts of a texture colored differently depending on team, like in warcraft for example
- Make a differently colored texture variant for another material, crude but works usually well enough
- Keep the colored parts in their own material slot / submesh and swap the material, even more crude but sometimes more convenient or performant
- Shaders
The most common kind of shader for it is to use a mask map texture to differentiate the colored areas, and with a shader program apply a new texture or alter the color using that mask
Another way is to look up and replace colors which eliminates the need for a mask map but is more expensive and harder to get right
Doing it seamlessly with shaders is a bit of a challenge on its own anyhow https://bgolus.medium.com/the-team-color-problem-b70ec69d109f
@misty lantern damn, thanks for the help, guess i'll just use two materials
I have an asset that looks like image two. As it should. It currently has a standard shader. When I try to put on the new shader from my 'materialize and dissolve' asset it begins to look like this.
I've tried adjusting all the settings and nothing seems to bring back the color to the barrel. am i missing something?
Image
Imagealso i don't know how to go about changing secondary colors inside a standard shader. like the black on the barrels. i imagine the two answers are intertwined.
You'll have to change the texture itself if you want to change the black parts of the barrels
How would I make a 2.5D rpg style graphics like the DS pokemon games. Specifically I want to know how to make the sprites appear as they do.
Do you have a specific example to point to? I'm not familiar with those games
Kinda like this
I really just wanna know what to do with the sprites to make them stand up
Like such
Looks most like world space billboards facing the camera plane, camera direction or world forward
Possibly using all three techniques contextually
Or more like Octopath traveler
Same three billboarding techniques, I'd say
Okay, thanks
A 2020.3 project that I have been given already has some third party 3D assets. How can I check their (I apologise for not knowing the proper term) 'quality' so if I were to introduce other external assets they look as real as each other?
By looking at them? Quality is very subjective
Is there not anything in the inspector or elsewhere in the project settings?
There isn't a magic slider that goes from "looks like a 5 year old did it" to "AAA", unless you have an actual metric in mind you'll have to judge them visually
Eek. Was hoping to not have to buy an asset and to then find out that it doesn't match. #Bother.
Thanks for the reply.
I guess you could spend a few weeks training an AI to know what you like.
It's more to do with the poly count. (that's the term I was looking for at the time of my original post).
thats a very different thing from quality lol
Very different, yes. And you can literally just check the poly count of the file.
anyone know what texture resolution per square meter Halflife Alyx uses?
If the asset is already in a project how can I check its poly count?
You look at the inspector for the mesh?
That gives me which material is in use but no more. Am I missing something? ... 😁
That's the prefab, look at the actual imported file
Or that
Anybody know how art like hollow knight or ori and the will of the wisps which are 2D but not quite pixel art was created?
OK, got it. I don't get the image as in your example but at least I get the details of the objects.
Thanks very much to you and @lime pollen for the help.
Is ori 2d?
Does anyone have any resources or tips on how to UV map levels in either Blender or Unity’s UV editor quickly and efficiently? I’m making cartoon-y 3d environments and the process for “texture alignment” feels incorrectly slow
How do I add a border to a gameobject?
I tried using Outline but it didn't even show
https://www.rockpapershotgun.com/how-animation-powers-ori-and-the-will-of-the-wisps Ori 2 is 3d, Ori 1 is 2d. So you could look up the details from the first game.
But yeah, hollow knight as far as I know is just 2d spritesheet animation for everything
Thanks
I believe ori 1 was made as 3d models and then rendered as sprites @uncut pebble
@cyan onyx , i wanted to follow up ur response, but didn't want to DM you.. not sure if u were trolling.. but I too, really like the idea, so often i open a blank scene to test out code for code-beginner or something of my own... and just a splash of color makes the work environment feel better to me... but yea I agree its a big number.. The big problem i think is the grass portion i have on top, i have the ups and downs on the side of the model so i decided to keep all the loop cuts across the top so I didn't end up having weird UV / lighting problems.. but since its perfectly flat on top i can probably do away with all those cuts, correct? I'd love a response from you, have a great day 🙂
I often set up test scenes so totally get the point. And I often try to spice up my test scenes too rather than looking at a just a white plane. I would just bevel the cube and create a texture for the sides though so could easily change it.