#🔀┃art-asset-workflow

1 messages · Page 5 of 1

grim mason
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and these pictures

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now my issue is that i create those into a material and yet unity still keeps it at that colour

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the materials that come imported are locked (smth about external application preferences)

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any fix?

jaunty oriole
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If my image is 600x1000 and its a back, whats the rule of thumb for the pixels per units im meant to put?

misty lantern
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It's mostly important for tiled sprites and pixel art

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But otherwise you probably can leave it unchanged

jaunty oriole
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cool

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Thank you

tepid topaz
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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..

misty lantern
zenith stag
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Does anyone here have a PS script (or program) to automate spritesheet center alignments? I have a bunch of unorganized spritesheets for my game LOL

pure elm
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if that doesnt work open everything in regular ol file explorer and reimport it then drag

tawdry island
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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?

jaunty oriole
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and allow you to set a grid size

coral kiln
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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?

stoic elm
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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?

woven dome
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¯_(ツ)_/¯

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Sprite size doesn't really have much to do with looking weird or not

stoic elm
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like it becomes smaller/bigger

woven dome
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It does whatever you make it do

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it's considerably easier if everything is the same size

stoic elm
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i see

kind viper
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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.

dire ember
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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

fluid oak
mighty bough
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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...

▶ Play video
mossy creek
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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.

slender prawn
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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

fluid oak
unique girder
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Good evening. Can someone please help me?

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I imported into Unity in .skp a 3d model of a villa I made

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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.

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Since when I check the dependencies, some of them come from the .skp file itself

mossy creek
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@fluid oak Thanks for the intel. Not a problem to split to individual meshes, and mass rename, in the 3D app.

fluid oak
unique girder
fluid oak
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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.

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Depending on the file there might be other stuff like textures being referenced from the original file; I've not used that format

fluid oak
scenic charm
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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?

unique girder
# fluid oak Not really, just need to iterate through all mesh renderers, make a new mesh, co...

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.

kind viper
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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?

fluid oak
kind viper
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parent rotates, child doesnt

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parent moves, child doesnt

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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

fluid oak
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You can write a script to do that. Just apply the inverse of the parent's transform.

heady epoch
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whats the problem?

olive birch
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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?

unique girder
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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.

outer halo
unique girder
outer halo
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Either move the pivot in a separate program, or child it to an empty that acts as the pivot, is what you should do.

unique girder
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with empty object?

outer halo
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Yes

unique girder
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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. 😓😓

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this is the door, the rest I've hidden.

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I care that the door has a pivot of its own so that I can apply a rotation when I take the handles.

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moreover, every component of this door, has as its position always 0,0,0. that is the problem. 😭😭

eager mist
# unique girder starting with a project from scratch, the pivot parent and child object method a...

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.

tame scaffold
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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?

fluid oak
heady epoch
ember pecan
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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.

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I could also thought about using the tile/offset parameter on the material texture, but that once again requires unique materials for each sprite.

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For reference, this is what my game looks like. It's all just flat cubes

lime pollen
ember pecan
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Sounds like I'd need to write a custom shader?

lime pollen
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you can just pass different values to the material using a script

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you can actually just do that with textures as well

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so slap the same material on everything and pass the correct textures in during runtime

marble gorge
warm root
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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.

lime pollen
misty lantern
unique girder
# eager mist It sounds like you are trying to create a door in Unity with multiple parts, eac...

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.

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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.

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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.

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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?

dusty jewel
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I am looking to add a new boss fight in my game. What are your opinions on this one?

fluid oak
# dusty jewel

Clearly he's been working from home during the pandemic; working on his gains and not bothering to shave.

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...and not wearing pants.

dusty jewel
fluid oak
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I don't see how an endless runner would be like either of those games, unless you just meant visually

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He seems fine as a boss, though not sure how well that works for the endless runner thing.

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I do like the art, for sure 😄

dusty jewel
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Here is the game and the other boss

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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

midnight oriole
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how can i make this holding anim look a little bit more natural

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there is something wrong i just cant quite put my finger on it

outer halo
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Try holding a stick where your finger tips only go half way. You need to grip the handle.

fluid oak
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I mean, he has no arms so it will only ever look so natural. Really, it'll depend on the motion more than anything.

tame locust
lofty path
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I'm useless

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This was supposed to be stone

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It doens't

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what am I doing wrong lol

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figured it out

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lol

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theres a way to do it

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its called noise

lofty path
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I've done it

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amazin

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looks exactly like stone

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mhm

midnight oriole
misty lantern
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@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

midnight oriole
trail cove
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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?

blissful relic
midnight oriole
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shush they are now

fringe sandal
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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 ?

misty lantern
fringe sandal
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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

glacial vector
fringe sandal
glacial vector
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Well that is typically how you do it, model the pieces and assemble it in Unity

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If you need different import settings for each submesh, you need them to be separate files

violet axle
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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?

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I dont even know why unity would be deciding gray, since im trying to do snow here.

fluid oak
misty lantern
violet axle
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if it means anything im on unity default pipeline

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and im trying to build for pc

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windows*

fluid oak
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So what are the settings of your quality settings?

violet axle
fluid oak
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That is, what is set differently for the two quality settings that show the big difference?

violet axle
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I dont know exactly whats different

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ive tried unchecking use defaults and setting two quality levels to use the same options

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and it doesnt change the issue

fluid oak
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Are you using any post processing?

violet axle
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yes

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exposure i think its called

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thats probably where the issue is ig

fluid oak
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Does disabling that affect the difference?

violet axle
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basically i just have a brightness setting

fluid oak
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You can also check your lighting options, and fog

violet axle
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idk if there is a concrete and simple way to just toggle it but i havent tried yet

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how would lighting settings change from quality settings

fluid oak
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Well, it could disable some lights, most noticeably

violet axle
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I have one light in the scene and the scene is getting brighter not darker

mellow birch
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how do i apply texture to only one side :/ ?

red socket
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Is there a way i can control the way that a 3D model is rasterized to the game window?

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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

nova blaze
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I had a player controller and swapped it out with a 3d model, but noiw when I look down I can see through myslef

subtle scaffold
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If anyone uses UMA, i'm having a problem where I can't see the customization tab on the right

fringe sandal
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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 ?

subtle scaffold
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On the right side of the UMA details, I can't seem to find the customize feature anywhere

fluid oak
golden crow
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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

misty lantern
foggy lintel
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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

foggy lintel
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I've been doing that but it seems too tedious to be done everytime

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But well, I suppose this is Unity :(

tardy vapor
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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

lime pollen
fluid oak
lime pollen
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Oh wait you want to preserve 0 to 1 uvs. Then no

fluid oak
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The UV data is very simple; it handles 'tiling' by a modulo of the position.

tardy vapor
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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

fluid oak
mild coral
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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?

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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...

▶ Play video
ripe acorn
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The inner green part stretches and the outer green part won't stretch, right?

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This is the right way to do this?

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Also, any easy way to apply a gradient to a scalable UI sprite like this? Use a material?

frigid widget
ripe acorn
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9 slice?

frigid widget
# ripe acorn 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

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you need to set the UI image to use that mode

red socket
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When i import a model with animations from blender, loop time is disabled on my animation clips

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is there some setting i need to change in blender or in unity to change this?

misty lantern
glossy citrus
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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?

frigid widget
glossy citrus
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Let me check that then.

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If i do it, it creates a new instance of the file :/

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The thing is that the new isnt sliced.

plucky elk
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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?

https://youtu.be/Cz_24QcIjZk?t=45

copper ice
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Someone has a 2D stickman or a tutorial of how to do it?

mild coral
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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?

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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...

▶ Play video
misty lantern
# mild coral like seen in this video -> https://www.youtube.com/watch?v=W7H1JvcCo6k&list=WL&i...

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

rustic nova
quick ridge
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low-poly steampunk mech "the aristocrat"

drowsy quest
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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

lime pollen
drowsy quest
lime pollen
drowsy quest
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Would be really awesome if someone did this though
Feel like it's the 1 thing missing from the android workflow at the moment

hasty flicker
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Does anyone know how to make it so that Tiling doesn't affect the masks and normals?

blissful relic
fluid oak
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I dunno about every specific feature, but on a high level overview.

spice edge
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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.

granite nimbus
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What's the best workflow authoring models, split into pieces aka modular, or just all in one baked model?

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especially for scenes like towns

lament scaffold
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Does somone know why these brick walls which looked like normal cubes got to this poimt If i get close to them?

fallen moon
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what did it look like before?

lament scaffold
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But only If i get closet it does that

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Close*

lime pollen
dark cape
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Could anyone remind me how to choose the transparency colour for imported pictures? I believe this was built in in asset importer...

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ah, nvm
It was hidden Advanced didn't notice it 😅

lament scaffold
unkempt cove
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was dragging in some png's when i randomly received this error message, is it anything to be concerned about?

fluid oak
unkempt cove
kind viper
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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.

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I am assuming its something with the fbx export settings, but i have 0 idea what to do or try.

misty lantern
# kind viper I am trying to get mesh colliders properly aligned with the mesh, but am having ...

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?

fluid oak
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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.

mossy creek
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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.

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Google says Branch node executes both. Is there a one which executes just the one based on property selected?

fluid oak
mossy creek
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@fluid oak Sounds like a trading card game.

Guess I have some reading to do 🤡

thorny bone
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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....

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is there a way to make backfaces be highlighted somehow so I can catch them, without completely culling them?

thorny bone
# glacial vector

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

shy ivy
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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.

lime pollen
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Make it its own prefab

lime pollen
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Not really possible then

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That wouldn't really make sense due to how unity gameobjects and hierarchy works anyway

fiery ivy
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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...

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thats the robot

oak radish
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do ya'll know of any free ruined/grim city tilesets?

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Not isometric btw, actual 2d platformer-like tilesets

frigid widget
misty lantern
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@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

lime pollen
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That's a big if

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Assuming that is true though, you could use the fbx exporter for that

misty lantern
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That's a good idea

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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

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And the even bigger question of why this is necessary in the first place

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My last two questions are important here

lime pollen
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You should really be modeling that in something like blender rather than hacking it together in unity

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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

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Just select them all and drag the material to the material slot

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You should look up how unity materials work

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Create a green material
Select all your circles
Drag your material to the material slot

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Again, you should really look up how materials work instead of trying to hack together things with half baked knowledge

fluid oak
wicked agate
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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)

tame scaffold
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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.

lime pollen
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There's a 2d lighting package you can take a look at

fluid oak
tame scaffold
lime pollen
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Blob shadows would be the simplest to implement imo

fluid oak
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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.)

tame scaffold
heady epoch
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Hello i wanna try 3D modeling a female character anyone does have a reference image for me? (t-pose)

lime pollen
sage dust
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does anyone know how to put the sketch into the pic like kinda carved into it

dire flicker
subtle scaffold
dire flicker
subtle scaffold
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this is it

hoary kindle
hoary kindle
sage dust
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I did it thank you

solid rune
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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

fluid oak
solid rune
#

there are 5 components, each one is its own piece of geometry

#

the 4 bridge segments and the support

fluid oak
#

So why are you changing the normals in unity at all instead of importing the ones from blender?

sterile comet
#

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.

sterile comet
sterile comet
#

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?

brazen kraken
#

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?

heady epoch
#

can u guess what this is?

neon inlet
#

Kosiarka

heady epoch
#

how to connect these?

tame scaffold
#

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?

neon inlet
fluid oak
#

If you plan to use lighting that affects the gun, then probably the latter.

tame scaffold
# fluid oak Can be either.

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

misty lantern
#

@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

tame scaffold
#

Wonderful explanation @misty lantern. That definitely puts things into perspective. Thank you.

radiant ridge
#

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

radiant ridge
#

is there somewhere I can read about it?

radiant ridge
#

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

fluid oak
#

So?

#

That is still where you can read about how to do it

radiant ridge
pure cliff
#

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?

fluid oak
robust finch
#

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?

#💻┃unity-talk message

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).
frigid widget
#

@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

quick gate
#

what happened?

fluid oak
lusty dagger
#

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

lusty dagger
#

Nevermind, I had to apply the rotation in Blender first, that fixes it.

heavy lava
#

hey everyone

#

is there any tutorial on how to import a character from painter to Unity, but the alpha seems to be uncanny?

high hill
lime pollen
#

If you want the change to persist in the material just assign it to the material directly instead of using a property block

outer halo
#

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.

lime pollen
#

Is this an editor tool? You could use [ExecuteInEditMode] in that case so you can see changes outside of playmode

heavy lava
lime pollen
#

Don't assume something will look the same in both programs

heavy lava
lime pollen
#

Nope, not a blender user

heavy lava
#

I mean to set it right in Unity

lime pollen
#

Just play with the material settings

heady epoch
#

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?

hoary kindle
outer sorrel
#

I have this weird lighting issue on isometric what's the way to address that?

simple acorn
#

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

misty lantern
# simple acorn

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

simple acorn
misty lantern
simple acorn
simple acorn
#

I looked and there is none

#

should I put

#

@misty lantern

misty lantern
simple acorn
simple acorn
#

😄

misty lantern
simple acorn
misty lantern
# simple acorn 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

azure ermine
#

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! 🙂

lime pollen
azure ermine
lime pollen
# azure ermine Hi, thanks for the answer, I am relatively new to blender, do you happen to know...

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...

▶ Play video
azure ermine
lime pollen
#

yes

azure ermine
fluid oak
wind tinsel
#

MS Paint best art software

crimson yarrow
#

Don’t hate on mspaint, especially mspaint xp.

true geode
#

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?

neon relic
#

Can someone help me, I'm an error that won't let me export my vrm model

#

It says "material with fewer submeshes"

neon relic
upper timber
#

Does anybody know why in blender the bone goes down to the very bottom of the leaf but in unity it doesnt?

misty lantern
#

I recall Unity's bone renderer component only visualizes lines between bones, so final bones of the chain do not appear

fluid oak
pastel junco
#

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?

snow tundra
#

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.

misty lantern
lime pollen
#

wow its been two months and I see that they still haven't figured out how winrar works or take a screenshot 😂

snow tundra
misty lantern
#

Sketchfab is full of ripped models, sometimes being sold

snow tundra
#

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.

misty lantern
#

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

snow tundra
sterile geode
#

why does my material do this?

#

it almost distorts instead of actually adding height

#

is the height map broken?

misty lantern
sterile geode
#

maybe cuz its at full effect and from an angle

#

is there a way to add actual depth?

lime pollen
#

the normal map

#

or changing the actual geometry

sterile geode
#

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

misty lantern
#

My guess is the height map strength in the slider is too high and maybe that its pattern doesn't match the color texture

sterile geode
#

i have the textures if you want them

hoary kindle
sterile geode
#

not sure what that entirely means either

#

pretty new to this

glad grotto
#

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)

hoary kindle
misty lantern
#

Wrong normal map format appears as shadows on the material being cast from the wrong direction

sterile geode
#

i can put a diffusion map in height map right?

#

and is it normal for it to display "texture not marked as normal map"?

misty lantern
#

No and no

sterile geode
#

ah

#

lmaoo

#

is there a good place to find unity textures?

#

w height and normal map

#

preferably also ao map

misty lantern
#

Most PBR material resources are fine

sterile geode
#

ooo

#

these look good

misty lantern
glad grotto
quick storm
#

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?

lime pollen
faint dust
#

anyone using .fbx mesh instead of .png for grass?

#

currently fbx

lime pollen
faint dust
faint dust
#

Just seems like alot of triangles

lime pollen
#

Then say so instead of asking a broad "anyone knows this" more details will help people answer the actual question you have

faint dust
#

but it looks alot better

#

ok

#

I got ya now

lime pollen
#

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

faint dust
#

thanks man

quick storm
lime pollen
quick storm
lime pollen
#

you're welcome

quick storm
#

i literally learned in 5 seconds

pastel junco
#

so how do I fix this mostrosity

fading timber
#

so, uh, how do i fix this blur?

lime pollen
fading timber
#

ty

#

mwa

neon relic
#

Can you export a skinned mesh renderer blendshape by itself?

worn cove
#

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?

river dock
#

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

misty lantern
misty lantern
worn cove
river dock
#

sorry, both are 64 pixels per unit

misty lantern
worn cove
#

Where's that?

misty lantern
misty lantern
worn cove
river dock
#

like this here?

misty lantern
# worn cove "Mip Map Bias"

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

misty lantern
misty lantern
# worn cove 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

river dock
#

i know you get crispier sprites and the animations looks better

worn cove
misty lantern
worn cove
#

Can I just stop the sampling?

misty lantern
#

Or just add margins/padding
It's standard practice

worn cove
#

Hmm

#

I'm just wondering why it works in the editor, but not in the build...

misty lantern
misty lantern
river dock
#

even though i set the dimension reference of the camera to the dimensions of the sprite

#

it still doesn't 100% fit the camera

loud onyx
#

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

river dock
# river dock

this seems to fix the issue but i haven't checked with a build, in the editor there are black bars

lime pollen
worn cove
worn cove
#

I already fixed it, but essentially, the left of his ear is black, when it should be green

sour cliff
#

Ok yes I did try to import this into a .FBX model and this happened.

#

So is there something I'm missing?

violet walrus
#

you say this happened but never explain what is wrong

sour cliff
#

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

violet walrus
#

if there are holes it would be backface culling things

sour cliff
#

Ok is there a way to fix that?

violet walrus
#

in blender go into your shading settings, and tick off backface culling

sour cliff
#

Got it

violet walrus
#

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

sour cliff
#

Just turn it off right?

violet walrus
#

turn it on

sour cliff
#

Alrighty

violet walrus
#

think wont fix anything, it will just let you see the problem in blender as well

sour cliff
#

Tbh it ain't showing me anything

violet walrus
#

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

sour cliff
#

Ah

tough fulcrum
#

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

tranquil hedge
#

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

frigid widget
#

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

past imp
#

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?

outer halo
past imp
#

Also does anyone work in Linux? How is using Wacom + blender on Linux?

warm root
#

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...

lime pollen
warm root
#

Thanks for the response.

past imp
#

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?

tough fulcrum
tough fulcrum
#

Or to make one yourself, it's pretty trivial to implement

nimble mulch
#

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.

lime pollen
nimble mulch
#

its pixelart

nimble mulch
lime pollen
#

click the actual sprite, not the gameobject

nimble mulch
#

oh

#

i see now

#

thanks

nimble mulch
#

How do i make the camera show the scene?

nimble mulch
#

I need help with making the camera show the scene instead of a solid color.

misty lantern
sonic fog
#

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.

sonic fog
#

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.

past imp
#

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

▶ Play video
nova fox
#

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

fluid oak
#

There is no inside; you either need a shader without backface culling or add actual internal faces

tame scaffold
#

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?

lime pollen
# tame scaffold Why does pixel art most often appear in sizes like 8x8, 16x16, or 32x32, when th...
fluid oak
# tame scaffold Why does pixel art most often appear in sizes like 8x8, 16x16, or 32x32, when th...

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.

tame scaffold
#

Thank you guys so much!

dense horizon
light juniper
#

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

misty lantern
light juniper
#

Where is that?

#

There is filter mode?

#

Oh Yh it Ty

#

I can’t read

#

Lol

#

But Ty for the help I found

pure cliff
#

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? 😫

cinder gyro
#

Guys, does anyone know GIMP here?

sullen plank
#

and it's not transparent

pure cliff
#

@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 🙂

wide yew
#

anyone knows some assets like animated threadmill with arrow pointed.

outer halo
#

(InB4 "it's not free")

wide yew
#

do you know when it is animated, objects that you put on with rigidbody automatically follow, the diretion?

outer halo
#

I've never used this asset.

fleet pivot
#

What's everyone's opinion of using store assets in published games?

outer halo
#

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

mossy valve
#

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? 😅

misty lantern
mossy valve
misty lantern
mossy valve
#

ah- that works

#

You're right lol, I completely ignored the mesh renderer and just assumed those were it

#

sorted, thanks lol ok

dark cape
#

Could you guys suggest me some kind of IDE to draw cartoon sprites for someone who last draw anything in kindergarten?

trail stag
#

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

misty lantern
#

Unlikely to find much here in the art channel

fluid oak
vivid rock
river violet
#

is there a way to make a cube with different dimensions than others have a texture that is scaled the same

plucky elk
#

Guys, any assets that will remove Fogs close to the player?

#

Kinda like a Fog of War but for FPS

narrow elbow
#

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.

dire pebble
#

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.

gentle frigate
#

Hello, after each import of fbx file I have to drag & drop materials. Is there an easy way to do it?

fluid oak
narrow elbow
fluid oak
#

Don't use soft normals, I guess

narrow elbow
#

I'm already using "shade flat" in blender.

fluid oak
#

I'm not a blender user so I'm not sure; are you recalculating normals in the unity importer?

wicked arrow
#

I'm really new to Unity. Where do I control the transparency on this UI Panel?

lime pollen
wicked arrow
narrow elbow
fluid oak
#

You are just ignoring the normals set in blender

narrow elbow
fluid oak
#

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?

narrow elbow
#

for example

fluid oak
#

Why not just use vertex colors

misty lantern
#

@narrow elbow Verify that the palette texture has no filtering, no compression, no mipmap generation and that it isn't awfully tiny in resolution

misty lantern
#

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

narrow elbow
misty lantern
narrow elbow
narrow elbow
golden sigil
#

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.

lime pollen
golden sigil
lime pollen
#

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

golden sigil
golden sigil
lime pollen
#

Why do you think that's impossible?

lime pollen
golden sigil
golden sigil
lime pollen
#

It's pretty trivial to do so

#

Here's a video about how dead cells did it https://youtu.be/iNDRre6q98g

golden sigil
# lime pollen It's pretty trivial to do so

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.

lime pollen
golden sigil
golden sigil
#

I have no idea how, sadly. Do you?

lime pollen
#

Literally just rotate them 180 degrees

#

Are the tiles models or sprites

golden sigil
mortal granite
#

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?

marsh girder
#

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?

misty lantern
#

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

marsh girder
#

hmmm

#

i'll probably go with the first one

uneven olive
#

do all of them match a style?

fluid oak
#

Reasonably well, sure.

#

I wouldn't think twice about seeing them in the same game, at least

eager mist
#

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

fleet pivot
outer halo
steady vapor
#

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?

eager mist
lime pollen
golden sigil
#

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)

lime pollen
golden sigil
golden sigil
fluid oak
#

The developers of Hades have a few talks on GDC about how they produced their visuals

olive mesa
#

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

lime pollen
# golden sigil So to rephrase - which ways of adding lights and shadows exist and which should ...

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
...

▶ Play video
#

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

golden sigil
lime pollen
runic mist
#

hi i cant add the animation wings to the bird any help?

#

iam a beginner so take it easy on me

runic mist
#

please help iam getting really frustrated 🥲

mortal granite
#

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?

jade token
#

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?

blissful relic
sonic lava
wise forge
#

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

wise forge
#

yeah i figured it out

#

that settings is kinda dumb for pixel art

fluid oak
#

Well, they haven't yet implemented the code to read your mind and automatically know if it is pixel art.

#

Hoping for 2023.x

golden sigil
#

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

misty lantern
#

I mean I do know they made sprite sheets from 3D characters, but did they have blending solution as well?

golden sigil
misty lantern
#

And besides some weird or experimental techniques, blending sprite animations isn't really possible at all

golden sigil
misty lantern
golden sigil
misty lantern
#

Maybe

golden sigil
misty lantern
golden sigil
misty lantern
#

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

golden sigil
misty lantern
#

Determining and calling the clip to play from code could be an option

golden sigil
#

m, but that would mean the same as states, no?

misty lantern
#

A state machine yes, but not the Animator's state machine

golden sigil
#

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

misty lantern
#

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

golden sigil
misty lantern
# golden sigil I'm not sure if I understand.. Can I just implement all these transitions as sma...

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

golden sigil
misty lantern
#

Probably not even suitable for isometric perspective even in pure 2D projects

golden sigil
misty lantern
#

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

golden sigil
#

And level-design wise

misty lantern
golden sigil
golden sigil
golden sigil
golden sigil
# misty lantern Orthographic definitely

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

misty lantern
golden sigil
#

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

snow tundra
#

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.

opaque plaza
#

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?

tawdry cliff
#

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.

lime pollen
opaque plaza
tawdry cliff
obsidian axle
tawdry cliff
#

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?

obsidian axle
fleet pivot
#

Tips for making people with heads the same size as their bodies? Like in tLoZ:the Minish Cap, for one of many examples.

uneven olive
#

i made this for a survival game I'm working on

fluid oak
# uneven olive

Nice design, though the brick edges not lining up sizewise kinda messes with me.

uneven olive
fluid oak
#

The mortared edges along the edge seem weird; usually those would just be solid bricks

uneven olive
uneven olive
#

it looks much better now thanks😁

fluid oak
#

Cool!

#

Maybe an arch over the door?

fickle turret
#

Does anybody use probuilder

#

Why when I export my model it is colorless

fickle turret
#

export textures is grayed out in my other unity project

misty lantern
fickle turret
#

oh I mean extract textures

sullen wyvern
#

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!

misty lantern
misty lantern
silent spade
#

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

silent spade
#

oh ok sorry

mystic coyote
#

any idea how to fix this and make the texture look good on the walls and floor instead of it just being tiled?

proud perch
#

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!

Elevate your workflow with the Ghoul Crew - Hand Painted asset from BitGem. Find this & other Creatures options on the Unity Asset Store.

sturdy iris
#

how can i edit the material from an asset imported from blender

#

it doesnt let me

sand dagger
#

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

mystic coyote
#

can u send me a pic of one tiled texture

fluid oak
#

Invisible mesh renderers attached to each bone with shadow casting enabled

sand dagger
fluid oak
#

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

uneven olive
#

I made a crafting bench

misty lantern
#

I probably wouldn't enjoy crafting on an uneven surface

outer karma
#

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?

uneven hornet
#

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?

merry elk
#

Anyone here using PSB / PSD importer ?
Trying to just keep the sprites and get rid of actual psb file, not sure how.

waxen creek
#

question : how to export textures from blender to unity , cause i only get objects

outer karma
marsh girder
#

Hello. I need to know how to make a ps1 shader for unity vrm?

outer karma
outer karma
shut moss
#

How can i make my sides look like the top texture? Right now its just squeezing all the tiling together

dawn sentinel
#

if you have access to the mesh, you can also unwrap them to the texture in a DCC tool like Maya or Blender

misty lantern
#

ProBuilder can also be used for authoring UV maps within Unity

shut moss
misty lantern
lavish mountain
#

Hi ya, does anyone know why my tile rule aint working

#

It is in my tile palette

rigid crescent
#

Hello 👋 ! My name is Pierre, and I've been obsessing over asset management and collaboration recently, has anyone here experienced the following problems?

  1. 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.

  2. 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
  3. 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:

https://yonder.gg/

▶ Play video
gilded helm
#

How do I import a model from blender that has a custom texture made in blender and get it to show up in unity

outer halo
#

You have to export that texture as an image and then use it in Unity on a material you make.

gilded helm
#

thanks!

#

how do I export the texture as an image?

eager mist
#

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).

gilded helm
gilded helm
#

followed instructions, still didn't work

#

broken model and still no textures

thick moss
#

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?

thick moss
#

Nevermind, exporting a newer fbx version into the project seems to have resolved it.

sand dagger
#

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?

wind tinsel
#

Anybody know what causes this effect? I messed up bone riging I think

#

The model is stretched weirdly in animations

misty lantern
fluid oak
misty lantern
#

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

wind tinsel
misty lantern
#

Haven't had the time to try it myself yet

#

There's also another by the name of "Arigify" but it's proprietary

wind tinsel
#

I just want it to work at this point tbh

#

the problem is the bones and weights in blender right

misty lantern
#

Arigify is the tool that supposedly makes it "just work" with a simple convert button, but I haven't tried that either

wind tinsel
#

ok

#

I'll search a video guide tysm

misty lantern
# wind tinsel the problem is the bones and weights in blender right

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

misty lantern
wind tinsel
#

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

misty lantern
#

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

wind tinsel
#

ohh okay

#

Guess I'll just delete the rig+bones and redue them in blender

misty lantern
#

I would go with GameRig or Arigify

wind tinsel
#

ok

#

Looking into GameRig. Thanks for the help

misty lantern
wind tinsel
#

According to yt, GameRig can make a rig that is gameengine friendly out of my old rig

wild lodge
#

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

lime pollen
wild lodge
#

I think the problem is that I make thetextures with blender

#

the materials appear like that

#

(I use materials to create the texture)

lime pollen
#

thats the remapping menu

#

if you want to edit the materials, extract them

misty lantern
wild lodge
#

I'll try to create textures with other software next time

#

thanks!

misty lantern
wild lodge
#

cool!

worthy wing
#

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

lime pollen
worthy wing
#

@lime pollen Thanks a ton, fixed my issue in Blender!

winged maple
#

hey sorry but

#

does anyone know how to collapse the windows

lime pollen
winged maple
#

i have no phone to verify and talk there sorry

#

but i think i figure it out so i'll just delete it

mossy creek
#

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.

tawdry finch
#

I'm using FBX exporter for Blender on this Cowboy and it's not exactly working. How I fix?

tawdry finch
#

Look man, I don't even know what that means

lime pollen
#

i'm sure you know what animated means

tawdry finch
#

ye

#

hes all like

lime pollen
#

so google skinned mesh

tawdry finch
#

🏃‍♂️

#

@lime pollen dude you're not gonna believe the first result

lime pollen
#

yeah its not like i can see it myself or anything

tawdry finch
#

I mean if you cant I can send you a screenshot

#

windows print screen type beat

lime pollen
#

that was sarcasm my dude

tawdry finch
#

I didn't ask about your muscle fibre

misty lantern
#

Rather, why not import the original model file directly

floral forge
#

what do u guys think ab my character and tiles

shadow cradle
#

good use of monochromatic style

misty lantern
#

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

crimson hare
#

where can i get materials from?

lime pollen
torn jetty
#

charecters seem a little bland but good desine

fluid oak
#

Would make a good pawn in a chess themed game

twilit crater
#

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

floral forge
floral forge
fluid oak
#

No ineligible materials, read/write enabled, etc?

twilit crater
#

Hm....

#

this mesh is from ProBuilder

#

There is a option to change that?

hidden moon
#

hi everyone, my asset error after exported from Photoshop. Set dpi default 96

misty lantern
hidden moon
light sable
#

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?

lime pollen
icy light
#

how would you guys go around making some parts of a texture colored differently depending on team, like in warcraft for example

misty lantern
# icy light how would you guys go around making some parts of a texture colored differently ...
  1. Make a differently colored texture variant for another material, crude but works usually well enough
  2. Keep the colored parts in their own material slot / submesh and swap the material, even more crude but sometimes more convenient or performant
  3. 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

icy light
#

@misty lantern damn, thanks for the help, guess i'll just use two materials

elfin kite
#

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.

lime pollen
raven raptor
#

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.

misty lantern
raven raptor
#

Kinda like this

#

I really just wanna know what to do with the sprites to make them stand up

#

Like such

misty lantern
#

Looks most like world space billboards facing the camera plane, camera direction or world forward

#

Possibly using all three techniques contextually

raven raptor
misty lantern
raven raptor
#

Okay, thanks

foggy canyon
#

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?

lime pollen
foggy canyon
lime pollen
foggy canyon
fluid oak
#

I guess you could spend a few weeks training an AI to know what you like.

foggy canyon
lime pollen
fluid oak
#

Very different, yes. And you can literally just check the poly count of the file.

compact summit
#

anyone know what texture resolution per square meter Halflife Alyx uses?

foggy canyon
fluid oak
#

You look at the inspector for the mesh?

foggy canyon
lime pollen
lime pollen
#

Or that

uncut pebble
#

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?

foggy canyon
# fluid oak

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.

versed slate
#

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

uncut pebble
#

Is it just drawn by hand in a software?

clever snow
#

How do I add a border to a gameobject?
I tried using Outline but it didn't even show

fluid oak
#

But yeah, hollow knight as far as I know is just 2d spritesheet animation for everything

clever snow
#

Thanks

fleet pivot
#

I believe ori 1 was made as 3d models and then rendered as sprites @uncut pebble

tawdry valley
#

@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 🙂

cyan onyx