#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 6 of 1

slate mason
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Hello! I need help with my plant i made in blender. For some reason the leaves supposed to be in the back is rendered in front of the leaves that are supposed to be in the front. I tried to check some checkboxes but then other problems occur as shown. (The normals point the right way, everything is the same object).

cyan onyx
pure cliff
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I'm trying to figure out why my own assets I made are blurry when I start the game but other assets aren't.. The settings are the same and I've added a pixel perfect camera. The weird thing is that they look fine as long as the game isn't running.. Any ideas what I could try?

stark gorge
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Where do i put the roughness map? I just exported blender to unity asset but dk what to do with roughness map and the asset looks somewhat different from blender, it looks better in blender

eager mist
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Does watching some modelling tutorial and slowly following it help you create good looking models in general? I know important hotkeys and just the basic stuff

However one issue left, my models just don’t look very good lol. So is following good modelling tutorials/just people modelling helpful?

misty lantern
eager mist
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Yeah, so they can definitely help me practice

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Thanks you for answering

slate mason
misty lantern
misty lantern
slate mason
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this fixes the rendering in front problem but now the faces in front make it possible to see through the faces in the back

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if its not check it looks like this

obtuse oyster
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Your material should probably just be Opaque and cutout (Alpha Clipping) instead

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there seems to be no reason to use transparency here

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@slate mason

slate mason
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but then the edges are visible

obtuse oyster
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adjust your clipping threshold

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and also, your texture should probably be exported so the alpha retains its RGB values, though that's a more complicated asset workflow topic

slate mason
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now it works fine. Thank you!

frozen shale
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hey, how do i export from unity by keeping all the textures correct, when i export FBX with the FBX exporter only base color and normals are there, and when i export obj with probuilder it exports all the textures, but they arent recognised during import (e.g. Blender), need to import them in a different software and need all the materials working, hope someone can help me with that

misty lantern
frozen shale
misty lantern
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That said I think it's possible to pack textures in fbx files, but it seems to always be a finicky process both ways so I never learned to do it myself

fleet pivot
eager mist
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Hi guys, is there anyone to volonteer for making a picture for my game, im really bad at it so anyone that is new to it and want to practice is cool with me, thanks

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dm me if ur up

lone ore
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when i import a 3d fbx to unity the textures dont come over even though they are there in blender

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can anyone help

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really need help asap

fleet pivot
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Might help, but I don't know

lone ore
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okay thanks

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ill try

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the textures aren't in the .blend file they are in a seperate folder

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but ill try

lone ore
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for some reason the materials are a different name to the textures

fleet pivot
lone ore
fleet pivot
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I guess just wait for someone besides me to help you then

lone ore
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really need help

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plzzzz

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HELP WOULD BE APPRECIATED

eager mist
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Ok

outer halo
tame scaffold
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Hi everyone. I'm extremely interested in figuring out what exactly this art style is called and how to replicate it. The style in question is heavily used by indie game company Sokpop. It features handpainted graphics and seemingly procedural animation and an applied pixel art / compression shader.

https://sokpop.itch.io/beastrun
https://sokpop.itch.io/springblades

Any initial ideas as to how this style may have been achieved?

I'm not very good at 'dissecting' these kind of workflows yet

oak pulsar
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I'm working on dome clothes for my player but I cant help but notice something missing with the torso and the feet? I cant really tell what is wrong with it, if it needs a texture or some more props on it? I'm happy with the model as it looks fine in engine but it doesn't feel the same as in the concept art. Any feedback would be super helpful, thanks.

lime pollen
oak pulsar
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It may just be me but something still feels missing

oak pulsar
fluid oak
crimson gust
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Can someone help me, I am trying to import a fbx blender 3 model into unity but in my scene it is showing it as hollowed out and not a solid object for some reason

lime pollen
crimson gust
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what does that mean.

misty lantern
crimson gust
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My blender model looks alright

misty lantern
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Game engines do not

crimson gust
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So there is something I need to change in unity then?

misty lantern
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You can visualize face orientation by enabling "face orientation" in overlays

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If they're red, they need to be flipped

crimson gust
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okay interesting, I'll try this. thanks.

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That fixed it, thanks a lot guys.

old trellis
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I need some help with the import/export process for fbx files. The hierarchy of the fbx file is different in Unity than how it looks like in blender when opening the same fbx file in blender.
The empties are empty in blender unlike in Unity where the empties contain the actual meshes
And then when I export the fbx file back to unity this is what happens, there is no more hierarchy structure, it is very different.

jagged wing
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Hi all

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I am using a unity 2020 version, how can I enable the statistics? (trig count etc.)

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Thank you!

daring magnet
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Question: Is this fixable?

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The like tearing

fleet pivot
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Try smooth brush?

daring magnet
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Ehh it kinda just removes it

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x(

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It removes like the whole piece not the tearing

daring magnet
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Okay i know im a genius

waxen creek
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try the blob

daring magnet
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So all i did is add subdivision (rip ram)

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Nah nah it doesn't work to little polys

eager mist
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Is rigging a tree so people can edit it in the engine a good idea

jolly raptor
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I have this 2D isometric asset pack but I cant figure out how to get an isometric grid to align with the sprites (Using palettes).

How would I fix this

vague goblet
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Btw if anyone is looking for a free artist for their game I gotchu ( I do 2d art, anime style, an pixel style sometimes futuristic

lime pollen
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!collab

lilac edgeBOT
fluid oak
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The correct settings should be available from whoever made the tile

fiery gazelle
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@jolly raptor it looks like your Iso cube is being looked at by an orthographic camera but your background is not.

dusk remnant
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Hello, does anyone have a link on sky box work flow guide or tutorial? My initial searches are pointing me to towards swapping the default for HDRIs. I’m just curious how people go about mixing static textures with animated textures and objects to make it feel more dynamic.

misty lantern
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There's many different types of skyboxes and even more ways to make them

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The default skybox for example is not a HDRi, it's a procedural texture fully driven by shader math

dusk remnant
eager mist
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I have 70 images that I want to round the corners and make them transparent, any suggestion of tool I can use to batch trim them?

lime pollen
eager mist
violet walrus
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yeah not sure about how to in gimp, in photoshop i would just create a action that does it, and have photoshop batch through all 70 things and apply the action to each one

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or maybe use a command line tool like ImageMagick to apply a mask to round the corners

eager mist
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Making letters is hard lol

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what aprouch do you guys take when making letters?

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I can do this, but connecting it is almost impossible

obtuse oyster
violet walrus
eager mist
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Alright thanks both of you

violet walrus
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also before making the ngon if you have to go that way, grab the whole edge loop and extrude inwards to make a little buffer before the ngon starts

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ngons can shade weird on angles this gives you a buffer, since otherwise they are totally fine on flat surfaces as long as its convex

heady bolt
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guys i need a soccer field texture

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how can i make it and integrate unity

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i couldnt find a good texture :(

outer halo
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Use an art program to make one. Photoshop, for example.

blissful relic
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photoshop needs you to either pay a lot of money or pirate it

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if you want something more simpler, paint net is nice

misty lantern
blissful relic
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right

violet walrus
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Gimp can not compete with PS

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think even for the free open source ones i would choose Krita long before gimp

misty lantern
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Krita's good too, and at least on par with Gimp
It may have changed over the years but last time I checked it was more geared to painting/drawing than general asset processing

eager mist
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@violet walrus @obtuse oyster I will be using 3D Text because I found out what font that text is Using

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It sadly doesnt see the Ukrainian keyboard, but ill get around that somehow lol

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A lot of english letters numbers fit the ukrainian letters

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Yeah that fits fine lmao

violet walrus
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would assume its supports unicode so might be able to enter the codepoints directly

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though not tested if possible

eager mist
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Thanks for the help

fringe onyx
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So i have a sketch I made, and I want to turn it into a workable asset (character). What is the best way to do this?

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I am not an artist

outer halo
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The best way, then, would be to pay someone to do it for you.

fringe onyx
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yeah that is probably the best bet,

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is there an easy way to do stand in art? I made this "thing" but I will need way better assets than this. (did it in inkscape in like 30 minutes)

fleet pivot
fringe onyx
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that is true, i guess what i am trying to do is get some stand in art for the time being and then get real art later when it is more fleshed out. No reason to spend untold hours on something that may not be a good game idea

fleet pivot
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I was watching a GDC video on solo dev, and one guy said to do "art from the start" , but that's basically the opposite of what everything else I've seen says

fringe onyx
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yeah that's not what i normally see either

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Should be easy enough to replace the art once the idea is further along in development

outer halo
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If you want prototype art that isn't ugly, consider buying a simple asset pack that is close to the style you want and reuse/recolour those assets to make variations.

fringe onyx
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i guess i never thought of that,

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Wait.... are you saying my slug thing is ugly? πŸ™‚

outer halo
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No, you are apparently

fringe onyx
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i am, it is. I was just joking

old ruin
fringe onyx
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the asset store isn't too expensive either

tawdry valley
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Space ship for my game, this is players first and perhaps only ship, first level you'll get up close and personal with it.. and the rest of the game you'll be inside the ship, its main purpose is a fast travel, pause hub type deal.. any helpful tips about the geometry, what its lacking, what it needs, etc.. any comments welcome

tawdry valley
tawdry valley
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good, i thought my monitors settings were fudged up for a second

fringe onyx
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what if both our monitors are fudged up??

tawdry valley
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i hope not, cuz i have 2 and both of em do it πŸ˜„

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cool slug tho

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only critique i have is i think it needs whites in its eyes

fringe onyx
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oh yeah that would make that better

fleet pivot
fringe onyx
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do you wear glasses @tawdry valley ?

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could be chromatic aberration from them

tawdry valley
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could be just b/c of the colors being so similar

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@fringe onyx

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heheh

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ok back to my spaceship

hearty pond
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hey so i imported a model into unity from blender and it deleted parts of it

junior coral
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or maybe it's just the angle

tawdry valley
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i havent done the windows in the front yet, but ill take another look at it after i get em in, thx for the input πŸ‘

junior coral
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also nice floating chairs lol

tawdry valley
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yea buddy

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πŸ˜„

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heres a better view from the front

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large mouth bass flying thru space lol

tawdry valley
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for stand in art, thats good as it gets, better than running around as a white square πŸ™‚, LoL

hearty pond
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hey how do i take my materials from blender and make them into unity stuff

woeful scroll
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Is this art style easier/cheaper to do than lower poly 3d?

fluid oak
fluid oak
woeful scroll
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I feel like making sprite that look 3d is harder than just making a low poly 3d model

livid hill
misty lantern
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If you want to imitate an old style in an authentic way that's extra effort

woeful scroll
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Yeah. I'm just trying to make an RTS and settle on a isometric art style that is satisfying for mech combat, but also cheap (relatively) to produce.

misty lantern
hearty pond
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I'm just trying to get this uploaded as a tvuber

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Vt*

livid hill
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Triangulation is basically making it so the model is "explicitly" made up of triangles. Unity triangulates by default and on occasion its possible that unity fails to do it and your model doesnt appear or gets messed up.

Normals are the direction of what the polygons are facing. They should always be facing outward for a model, otherwise parts of a model will appear invisible because the backside of some of the polygons are in view but are see through because its culled out.

On the other hand since you mention that its an avatar another theory comes to mind as to why parts of it could be disappearing

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@hearty pond

hearty pond
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im not at my pc as of right now and im uncertain as to what could be the problem but if you would like to help me after class it would be appreciated

livid hill
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I'll go ahead and post it here as to what it could be, I'll put it in laymens terms but the other thing that could be going on is that entire parts of the model are disappearing depending on the position/rotation of the camera. (Naturally when objects are not in view of the camera they disappear, frustum culling) so the way to fix it would be on all of the "Skinned Mesh Renderer"'s that are on the avatar object (or one, or multiple not sure what the model is like) go in the component and set the following options

  1. "Update When Offscreen" = on
  2. "Dynamic Occluded" = off

You'll find them likely as child objects parented to the main object if you look in the hierarchy window, and clicking some of them should show a "Skinned Mesh Renderer" component on the inspector window like I've shown down below

stable tangle
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i have a question. when i save my blender file and import it to unity, 1 material doesnt show

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this is the imported model

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this is blender

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nevermind i fixed it

robust viper
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Anyone know why it isn't as chunky looking inside Unity? Unity on left, Blender on right. Want to get it looking like it does in Blender

robust viper
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Oh, it's my texture size.

livid hill
robust viper
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Thank you. That was partly it, but also I figured out that I was using non-powers-of-two sized textures for the ground (so I had to set that setting to "None") and also didn't have MaxSize set sufficiently high also

livid hill
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yep those will do it as well

earnest pecan
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Workflow question in regards to modular objects; I read that it's better to build my objects with modular pieces inside Unity rather than my 3D modeling software. But I've noticed my drawcalls are through the roof. It's about 600 for a single house (this includes lights, shadows, post processing). Am I doing something wrong here? Should I combine these into a single mesh or something else?

lime pollen
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also who on earth told you building 3d models in unity is better

earnest pecan
earnest pecan
lime pollen
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use the framedebugger to make sure things are batched properly

misty lantern
tame scaffold
ripe forge
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I am using Substance Painter and the Unity Export presets. I wonder what the major difference between the pipelines is? I have the Universal Render Pipeline and the HDR. I am quite new to 3D games and wonder how I can figure out what I should aim for

ripe forge
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Another question regarding blender -> unity export.
I managed to have a nice export pipeline. Most of the materials/textures are applied. However it seems that the metallic textures aren't applied right away. I need to extract the materials from the .fbx and apply the _metallic textures afterwards. Any idea why that is?

oblique crater
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I want to import the blinking animation from Blender to unity, but nothing seems to be working

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Anyone know how to do that?

fluid oak
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Probably better to just recreate the effect in unity

deep kernel
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Are there any comprehensive list of video game art style? Like PS2,PS1 , rotoscoped, pixel, realistic?

oblique crater
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I really need to change my ship's design

misty lantern
gray hill
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Hi guys, i was following this tutorial (https://www.youtube.com/watch?v=Sru8XDwxC3I) and everything is fine except for the skybox being messed up, anyone knows how to fix this?

This short video tutorial covers how to get a pixelated look (also called "low resolution look" or "retro look") in Unity. This is a great effect for 2D and 3D games.

In this tutorial we learn:

  • How to create a Render Texture
  • How to create a Raw Image
  • How to tweak some settings (game scale, camera warning, crisp pixels, resolution)

You ca...

β–Ά Play video
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it would seem that the render texture simply doesnt render the skybox

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here are my camera and render texture settings

deep kernel
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@misty lantern thanks. I am sucker for a game that has a unique art style. To be exact, not AAA type of style

misty lantern
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But ideally with a specific feel or techniques

deep kernel
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So firstly, I have to say that I'm extremely new to the industry and I am currently choosing a course to particular in

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I like awesome tut

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And also what is the difference between copy and inspired? Like doom inspired game?

misty lantern
dense oar
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What are possible reasons my normal map looks so wonky? the further back one has no normal map, the closer one is baked from a high poly

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the mesh is all one smoothing group with joined edges in the UV, which looks fine and works right on other meshes

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baking unsmoothed produces even worse results

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Ah, normals Y channel was inverted

candid pine
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Okay, maybe it's a stupid question, but I'm kind of struggling with this.

I'm making a 2D hand drawn game, with visible lineart. I want every sprite of my game to display the same line thickness, as if everything was drawn on the same canvas.

So let's say I'm making my main character sprite on 2160 x 2160 resolution on my drawing software.

Then I want to make a tree, also on resolution 2160 x 2160 on my drawing software.

I use the same brush size for both, so at this resolution, line thickness is the same.

BUT once I import these two sprites into the game, their line thickness will change, since both sprite are scaled differently, a tree is bigger than a human. It looks messy and I don't like that lol.

How do I fix that?
Do I precalculate what brush size I should use on my drawing software? And if so, how?

fluid oak
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The best way is probably using sdfs, though other options could involve vector paths or messing with mip maps.

candid pine
fluid oak
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You can generate SDF outlines and then use those to dynamically control the line width

runic kindle
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wheres the best place to get animations

like guns player etc

outer halo
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The internet

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Failing that , after "you looked and couldn't find anything", then from whoever you pay to make them for you.

runic kindle
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Can I get them for free anywhere?

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Like what websites

outer halo
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There it is. Yes, go look around the internet.

runic kindle
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how do u get ur animations

junior coral
runic kindle
outer halo
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You can't just "get a gun animation", that's not how animations work. You have to make it for that specific model, and rig.

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Which usually means getting models that come with premade animations. And before you ask, the internet has them. You can also check the Unity asset store.

And before you also ask, yes, most things will be paid for assets. People deserve to be paid for the hard work they put in to make these things.

No, it doesn't matter if you can't afford it.

runic kindle
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How could I put this into blender?

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Or animate directly through unity

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Whichever is better

outer halo
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Either will work

runic kindle
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How do i import this into blender

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its not a file

outer halo
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Of course it's a file. You import the FBX.

runic kindle
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Its not on my pc

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its just on unity

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as an asset

outer halo
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You download the asset are normal, via the package manager.

runic kindle
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Its not on my pc just unity

outer halo
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I'm not going to hold your hand through this.

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If you downloaded the asset through the package manager, it's on your PC. It's in your project files.

runic kindle
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I found it

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Thanks

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Now i can animate through blender

runic kindle
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Could someone tell me how to get there ?

outer halo
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Blender has their own discord you can ask in

eager mist
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hello, im having an issue, where to put roughness map ?
thanks if u helped, sorry for my english

misty lantern
eager mist
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i dont understand bro, im very dumb at english, can u explain more simple ?

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*simplier ?

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huh, when use specular material, i lose metallic map

violet walrus
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so invert the values of roughtness to get smoothness

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do this to the texture

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then where it says source you can pick

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so Metallic Alpha means its reading the smoothness map from the alpha channel of your metallic map

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you might want to search for "texture channel packing"

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more or less a texture can repersent 1 color image, or 3 to 4 greyscale images by storing different data in each of its color channels and alpha channel

heady bolt
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guys i need a soccer field texture

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how can i find

fleet pivot
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Internet.

heady bolt
junior coral
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And before you say you can't afford it, then learn how to make textures and make it

heady bolt
heady bolt
runic kindle
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I just download a gun animation from sketchfab, how do i import that into unity with the textures/colors

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Whenever I improt its just white

slate mason
runic kindle
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How do i add blender animations with the material into unity? I have the texture files but i dont know how to import the animations into unity with the materials. This is the asset https://sketchfab.com/3d-models/smg-fps-animations-ca37ea9148dc4fcc9cc632175d311b23

misty lantern
runic kindle
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thanks anyway

misty lantern
runic kindle
kind hollow
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Anyone know why my model looks like this when I set my URP material to "transparent"

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It looks like this normally

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Here are my settings

fluid oak
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You have it drawing backfaces, so they are drawn after the frontfaces(and therefore on top of them)

kind hollow
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Ah, yeah, I understand. Is it possible at all to draw them back to front or no?

fluid oak
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Yeah, make it opaque

pure cliff
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When using a pixel perfect camera component in a 2D topdown game, the camera becomes really zoomed out when I align the PPU between my sprites and the pixel perfect camera component (which is required for this component to work as far as I'm aware), the only way I can control the zoom is if I create a mismatched PPU, like 64 for the camera and 16 for my sprites.. Can someone please make sense of how you are supposed to work with this component to determine the zoom of your game? 😫

wary rover
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Can't you just adjust the size of your sprites so that they match the PPU of the pixel perfect camera

pure cliff
leaden scaffold
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This car didn't paint well when I applied the pallette onto it. Every color is out of place and I can't change it. When I was watching a blender tutorial this guy Imphenzia told me to use UV Editing and export FBX file and turn on Generate Lightmap UV. Did everything right and this isn't working aswell.

Do you guys have any suggestions?

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How it's supposed to be:

fluid oak
leaden scaffold
fluid oak
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If you generate lightmap uvs on the same channel as your textures it will overwrite your texture uvs.

leaden scaffold
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Could you help me to change that channel? I don't really know how to do these things.

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ok

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I clicked randomly extract texture and it worked. Lol

wary rover
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I'm super confused so I have this player with his swordAttack and they should b linked but when I start the game the hitbox goes wild and doesn't follow my player

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damn thats clear...

spice tiger
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how do i make the basketball size equal as the white ball size?

outer halo
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You scale it? What's the issue with that?

spice tiger
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I don't know why it changes size

outer halo
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Check the dimensions of the two pngs. If they're the same, check the PPU value of both in their import settings.

spice tiger
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if i change PPU value of the basketball sprite, it will not appear in game

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Nevermind, i fixed it

outer halo
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The PPU has to be the same, as do the dimensions, as does the scale of object.

kind steeple
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anyone familiar with blender? how would i add this kind of curvature mesh to my cylinder?
im trying to do something like the reference

modest warren
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I have a bit of a conundrum here.

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So I loaded this asset in my currently working test project, and it looks like this.

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If you're curious, it's the scientist from the unity asset store.

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This asset loads just fine in another project.

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I tried to delete the package and redownload, then load it up.

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Same problem.

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Anyone know what's happening?

fluid oak
modest warren
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AH interestinnnnggg

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I'm new to the engine, but I'm definitely not new to game dev.

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why thank you, that fixed my problem

modest warren
modest warren
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not sure what you mean

kind steeple
misty lantern
coral kiln
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hey there guys! i wanted to ask something, what's the best image size for a default icon for my build?

is just going with a high res image the best? something like 1080x1080?

fluid oak
half stirrup
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I tried to find an answer on the Unity Forums, but was not successful:
Every time I try to import an asset via the package manager I get this error: IsReadOnly is not implemented by this handler UnityEditor.PackageManager.UI.Window:ShowPackageManagerWindow (UnityEditor.MenuCommand)
This is happening to me in all Unity 2022.2 versions
Does anybody know of a fix?

covert zodiac
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How do i get the texture to go all over the model not just the inside cylinder?

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Ok this takes longer then i thought

outer halo
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If you want to wrap the model with a texture, you need to look into projecting the texture in world space. Triplanar is something you can look up (Unity has a handy triplanar node for shader graph as well)

covert zodiac
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I dont understand

outer halo
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Hence the "you need to look up _____"

wraith spindle
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anyone knows any very simple 2d material pack

misty lantern
wraith spindle
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ok mb

inner oak
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hey

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so I have a turret in blender

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it consists of multiple moving parts

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how can I export/import it in a way where all the parts remain separate in unity?

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nvm

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it did it

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πŸ™‚

bleak ferry
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i used vertex painter in blender and exported the final version as an obj. how do i import the vertex painted version to unity?
it gave me an obj and an mtl

lime pollen
bleak ferry
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could i bake the vertex colors into a texture

bleak ferry
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that's something i can't take the hours to do for a meme model one-off

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how do i do the uhh

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what shader can i use that handles vertex colors

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alright i found one called uhh

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unityvc

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nevermind

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not working

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and it was posted 8 years ago

lime pollen
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You'll need to use one that matches your render pipeline

bleak ferry
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i am a dead beginner, fren

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i met someone who made a really funny model and i wanted to import it to vrchat with colors

#

so i vertex painted it for 3 hours in blender

#

is it really this hard to apply basic color to a 3d model

lime pollen
#

As a beginner, yes

bleak ferry
#

could you help me through it

#

i've got nothing better to do today

lime pollen
#

I can't really do much other than offer suggestions

bleak ferry
#

alright well first off i better start from the beginning

#

what's a render pipeline and how do i identify it

lime pollen
#

When you made the project did you select URP or HDRP or neither

bleak ferry
#

literally no clue what that means

#

let me make a new uhh

#

project

#

well i made a new project and all it says is "3D"

#

then it just opens a new project

lime pollen
#

Ok you're just in built in then.Your two choices are to either bake to a texture or find a vertex color shader that works

bleak ferry
#

what would you recommend for version 2019.4.31f1

#

in shaders

lime pollen
#

Never done vertex color shaders, so gotta rely on Google for that one

#

Honestly baking them to textures is probably the most straightforward option for you if you don't understand shaders

bleak ferry
#

uv map

#

required

#

it's like 78,000 triangles

lime pollen
#

Plenty of auto uv mapping tools out there

bleak ferry
#

wwhhwhwhwhwhh what

lime pollen
#

Or just look up a tutorial

bleak ferry
#

auto uv mapping tool?

lime pollen
#

Yes?

bleak ferry
#

such as

lime pollen
#

I don't use blender so 🀷

#

I assume they exist though

bleak ferry
#

apparently not

lime pollen
#

I see a million results so definitely yes

eternal cypress
#

any good tools for making human characters?
So far I found UMA 2 and it looks cool, is there anything else?

lime pollen
#

Regardless, uv unwrapping is a useful skill to have so maybe just looking up a regular ass tutorial would be easier at this point

lime pollen
#

Bruh

#

Can vr chat even support that

bleak ferry
#

some old trashware

#

it's a supposed auto uv mapper

#

and i can't do seams and stuff, dude. i tried uv mapping and the squares were stretched

lime pollen
#

Yeah call it trashware when you have fucking 700k polys

bleak ferry
#

not that much

#

i think its just using the wrong terminology

#

because it only has 78k triangles

lime pollen
#

It might mean verts I guess

#

Anyway you gotta learn this stuff if you care about it looking good. at least try baking and see the results

bleak ferry
#

I Literally Can't without a uv map

lime pollen
#

Then use blenders auto uv unwrap

bleak ferry
#

what

#

it has one?

lime pollen
#

Just use a trash cube projection or whatever

#

It'll be garbage but itll work

bleak ferry
#

tried baking

lime pollen
#

Well, it's a start lol

bleak ferry
#

okay

#

i got it in

#

i fixed the lines

#

i fixed the textures

#

how do i add the vrc avatar descriptor now

#

i can't find anyhing aobut it online

#

this is becoming a pattern

lime pollen
#

!vrc

#

!vrchat

lilac edgeBOT
bleak ferry
#

oh right i called the mod a janny

#

and got banned for using 4chan words lol

#

i forgot im on pisscord

#

whatever doesn't matter i can do this

#

fug'em

misty lantern
#

Note that this place has pretty stringent posting standards to keep things professional and on-topic
Anyway it's going to be a constant uphill battle if it's a raw sculpt you're trying to bring into a game engine

bleak ferry
#

alright

#

well

#

against all the odds, apparently

#

i've pushed my way up the impossible hill

#

but now

#

'the avatar has mipmapped textures without the streaming mip maps enabled'

#

but when i enable streaming mipmaps

#

the vrchat sdk builder tab just vanishes

#

poof

lime pollen
#

Just telling you now you ain't gonna get help here with vrchat specific stuff

bleak ferry
#

looking at you vrcmods

#

oy vey zmir

outer halo
#

You getting banned for being a problem user in the official VRchat discord doesn't make this one suddenly available for support. We are not a VRChat support server.

If you insist on doing so, make a thread so you don't flood this channel.

sullen plank
#

!ban save 1053153807607009340 Boasting about insulting a moderator. General spam.

lilac edgeBOT
#

dynoSuccess window licker#9951 was banned

icy lodge
#

im using F360 to make my models. does blender have a mode that lets me draft like CAD?

valid cedar
#

Im hoping someone can confirm that URP performs better in WebGL than the built-in render pipeline for a 2d game that uses characters animated with skeletons

valid cedar
wraith spindle
#

im in unity 2d and trying to implement a material but it loses its colour, how do if fix this

first image: how it looks like
second image: how its supposed to look like

misty lantern
wraith spindle
misty lantern
# wraith spindle

It has no albedo texture so I don't see how it could look like the example picture
Also, it's a 3D material so it should be applied to 3D meshes

wraith spindle
#

so i do i apply 2d

#

this the 2d one right

misty lantern
wraith spindle
#

how do i apply 2d materials to objects

#

i tried dragging it it didnt work

inner oak
#

how do I properly export to FBX on blender? what are the correct axis for top/bottom etc

#

my imports keep getting rotated

#

...

hot karma
#

Any idea why this weird white outline is appearing on the red portion of this?

#

Changing the texture to UI fixed it

eager mist
#

Any idea why unity be exporting it like this?

fluid oak
misty lantern
fluid oak
#

This isn't a server for discussing ripped game assets.

outer halo
#

Your assets are from CoD, and we don't allow those kinds of things in this discord. If you have a general art workflow problem, you can phrase your question that way.

dense oar
#

if my mesh comes in wrongly oriented, is there a way to change the mesh orientation in unity itself or do I have to re-export it?

outer halo
#

Reexport it. Or just child the mesh to an empty and rotate the child.

fluid oak
fluid oak
#

#archived-lighting is probably the place to ask- also, maybe be more specific since area lights work very differently depending on your scene set up and rendering path.

strange sinew
#

How can I adjust this? The origin of the arm object in Blender is near the shoulder and in Unity has the origin in the center of the arm object. I am exporting as an FBX.

fluid oak
#

There's a button for it at the top of the scene view

old igloo
#

hlo guys
i have some textures, i wanted it to be compressed
i used tinypng software to compress, and the texture got compressed
but when i import it to unity and change the texture type of sprite(2d and ui)
the size changed to the size of the texture before compression
any idea why?

lime pollen
misty lantern
old igloo
#

ok thanks for the info

ionic shuttle
#

Hey, I have 2 concerns and I can't find the answers anywhere. I want to make 2d platform game and I stumbled upon these 2 problems:

I want to use tilemaps to create my levels but want different layers for walls and ground tiles, for example to detect walls in the script and allow for wall jumping. Whats the best approach to this? Creating another tilemap with just walls and giving it different layer?

What's the approach to create reusable level elements with tilemap. For example moving platform with it's own script and that I can extend/shrink via script and it's automatically changes its width with appropriate tiles?

leaden scaffold
#

My transparent material didn't export properly from blender like other materials. How to export properly this material? (Also, I did something in the shader tab with this object)

fluid oak
lime pollen
thick mortar
#

is there a way to combine materials into one? cause i have so many that just use the same texture, and i dont wanna use up abunch of space

lime pollen
thick mortar
#

this isn't a lighting issue, i have no idea what it is it even happened in blender

sacred jasper
#

anyone know a good ai that creates icons for games?

clever ridge
#

should i import models a .blend or an .fbx directly

#

the models am importing and intend to import shouldn't consist of too many bones/textures/and etc

#

does anyone know why, even though the models im importing have a scale of 1 and no rotation applied on them, still import rotated? is that an issue anyone else has ever had?

fluid oak
eager mist
#

How do I fix this outline issue on my triangle tiles?

clever ridge
#

thanks though

misty lantern
#

If you don't want to modify the sprite sheet manually, there's the option to add padding when generating a sprite atlas

eager mist
junior coral
misty lantern
eager mist
#

Thanks a lot for the help tho, I had no clue it was called tile bleeding

misty lantern
autumn ruin
#

Hey Guys I'm trying to attach a sword in the hand of a player but it's not getting attached , i saw couple of videos and they all did the same step still when i hit play the sword just keeps floating instead of being held in the player hands

#

pretty sure i added it to the right place

earnest sentinel
#

ignoring the sections of the wall that clearly look like they should have a door because that's mostly a UV issue, any ideas on how to fixing the tiling issues?

fluid oak
earnest sentinel
#

me neither :/

#

the assets are each rotated 90Β° in that room so it literally could be anything and I have no idea where to start

#

I'm fairly confident between walls isn't a UV issue though as they're all perfectly scaled to the texture

fluid oak
#

What does it look like with lighting turned off?

#

Is it a tiling texture?

earnest sentinel
earnest sentinel
#

the walls are claiming to be but I'm not sure

fluid oak
#

So looks like it is probably either the lightmap or the normals

earnest sentinel
#

that scene isn't lightmapped, normals might be it though

#

would would I do about those?

fluid oak
#

fix the normals I guess

#

Either in your dcc or the import settings

earnest sentinel
#

how though, I made them myself and this is my first time making them

#

so I need to make sure they tile too or is there another setting I don't know about?

fluid oak
#

Depends on your software, if you are importing

#

If you are calculating in unity, then turn the smoothing angle higher

earnest sentinel
#

ok

#

thank you

#

using bakery to lightmap with slightly different lights seems to have mostly fixed it anyways, but now I have very visible slight gaps between meshes so any idea about that?

#

(I use vertex snapping to place them, and they should all be identical)

solid vector
#

I DonΒ΄t know why the forearm looks so weird, itΒ΄s export problem, i tried everthing without success, someone can give me a help please?
I'm using blender

misty lantern
#

@solid vector Is your rig using constraints and/or a multi-skeleton setup?

#

(such as Rigify)

solid vector
#

@misty lantern I use the base skeleton of the rigfy, I made the rig by myself, I use copy rotation constraint to copy Y local rotation of the hand in the forearm, I have two bones in the forearm to correct vertices weight from hand to the forearm, the hierarchy is something like that:

  • Shoulder
    • Arm
      • Forearm
        - Forearm.rot1
        - Forearm.rot2
        - Hand
        - Fingers, etc
        Forearm.rot1 and Forearm.rot2 copy local rotation from the hand, but only the Y axis, the Forearm.rot1 copy constraint influence is 1.0, and Forearm.rot2 is something like 0.5
misty lantern
#

Assuming this is what's happening there you have some options

  1. Use the custom GameRig instead, which is like Rigify but without the complex bone relations
  2. Try to remove all "IK stretch" properties from rigify bones as well as "stretch to" constraints and never extend any bone beyond its initial length, this should prevent the distortion
  3. Do manually what GameRig does by altering Rigify bone types and the whole hierarchy afterwards (won't recommend)
solid vector
misty lantern
#

Option 2. is finicky and unreliable in practice, but with luck it could save the effort of changing the rig
I haven't yet tried GameRig but allegedly it has a system for converting Rigify rigs so it may actually be a one click fix

#

Let me know how it turns out whichever you go with

solid vector
misty lantern
#

Only the Metarig? UnityChanThink

solid vector
#

Yeeess

misty lantern
#

Then I'm not sure if it can be the exact issue I describe
But it could be closely related

solid vector
#

Sorry hahaha, I forgot that is meta rig and not rigfy

#

I will try anyway

#

Very thanksUnityChanOkay

#

Sorry my bad englishUnityChanOops

misty lantern
#

I don't think there's any harm in using it as is

solid vector
#

I will try later and see if works

mortal lake
#

Does using FilterMode.Point (no filter) on every texture affect your performance? The textures are not high res, maybe 256/512 px at most ?

hoary kindle
misty lantern
hoary kindle
hoary kindle
#

I could actually try to measure that bit later (obviously it's just my hardware so can't be generalized)

solid vector
#

@misty lantern
Still with the same problem

hoary kindle
solid vector
#

Thanks @misty lantern for the help UnityChanThumbsUp

slim carbon
#

@misty lantern @solid vector I'm a blender newbie just experimenting with animation and I'm a bit confused about the workflow from Rigify to Unity. I want to use Rigify since it feels a lot easier to animate but it seems you can't export it to work in Unity. What would be the usual workflow for something like this? Ideally without using third party tools.

misty lantern
fluid oak
#

It has been removed from the current manual but the unity side of it is still accurate- not sure about later versions of rigify.

misty lantern
misty lantern
slim carbon
#

Thanks for the help @misty lantern @fluid oak. I have a good place to start I guess

fluid oak
mortal lake
#

Also

#

If I export the game with a texture that was originally at 2K resolution but I downgrade it to 256px, will it be exported as the 256 version?

#

hence making the game smaller?

solid vector
# slim carbon <@166982635950702592> <@326417442614018048> I'm a blender newbie just experiment...

ItΒ΄s like @misty lantern sayed, i really recomend you learn about every animation constraint too, the options of weight paint and how each one works, like "smooth" option, "Transfer weights" (this option is very helpfull and save me every time) and etc. I learned the hard way haha, trying, making mistakes and learning with my mistakes, i maked my own rig to fit in what i need in my game and in some point of your development you will need modify something in your rigfy rig or other rig you maked, and learning the base of the system and knowing how they work will save you a lot of time in the future.

misty lantern
broken sun
#

hey guys

#

what do you think about ZBrush and Adobe Substance 3D painter in relation to Blender?

night pilot
#

Hi, Do you know any kind of 3d art style that is 1. Easy/fast to do 2. Doesn't have the low poly esthetic every idie game has ? I was thinking about some combination of 2d and 3d but didn't find any good examples

mortal lake
#

has a lot of resources online

#

easy to make

#

or try going for a ps2 look

night pilot
# mortal lake psx

Good idea, but I wanted to go for a rather serious atmosphere something you like see in control or prey. I think psx would look to arcade-like and maybe a bit too upbeat. Like even resident evil on the ps1 looks arcady today

mortal lake
#

We face this problem too

#

and we have 0 artists

#

So what we have decided is to go for a ps2-ish look

#

not the ps2 of GTAs

#

but the ps2 of half life 2

#

definitely makes it easier to model and animate and even find assets for + it retains the serious look that you wanted

#

@night pilot

heady yacht
#

Hey, I'm having issues with the textures on a 3d model I made in Blender. It's not showing up on Unity

#

I can't get the 2D texture to appear in Unity

misty lantern
heady yacht
#

Yeah I tried that but It doesn't seem to work

#

I created 2 meshes, the body and the face

#

then I baked the body textures and used it in unity

#

but when I try to use the "smiley face" texture in unity, it just shows...squares

misty lantern
heady yacht
#

called it "default"

#

I wanna animate it using keyframs later

misty lantern
#

It probably appears as squares because it needs alpha blending/clipping which the embedded material doesn't have

#

So like I said make a new material with the texture and the properties lost in the conversion, like alpha

heady yacht
#

you mean this?

#

In blender or unity?

#

oh nevermind I understand now

#

I already created a new material, and it's shows this for some reason

misty lantern
#

Any other type of rendering mode will probably work

heady yacht
#

Yeah know, when I change it, I then run into another problem

#

Oh I see

misty lantern
#

With that kind of texture this is expected
I had to assume you had two layers of meshes there

heady yacht
#

Yep

#

Got it

#

Thanks a lot

misty lantern
willow tinsel
#

why does this happen when i import the model from blender?

misty lantern
willow tinsel
#

it's most likely something with inverted normals, i tried to recalculate them on the outside but still the same result

#

i had this happen before but the whole model was like this, not only one part

#

or it might be something about that idk

misty lantern
# willow tinsel

This is a relevant warning because when you have weird-shaped polygons they will be entirely deleted

#

Usually the best approach is to do a Triangulate operation on the whole mesh before exporting, as that should prevent self-intersections or reveal the problematic spots as they fail to triangulate properly

#

It also prevents future problems from poor automatic triangulation the exporting does anyway

willow tinsel
misty lantern
willow tinsel
#

it actually worked, thank you dude

frail sundial
#

I’m not sure if this is the place to put this question but how can I use a tilemap as a mask for an image/sprite?

#

I’m fine if it’s a shader as long as the image moves with the tilemap

stuck dagger
#

how can i implement a three layer image in such a way that I can use them on a model in blender, and modify each individual layer in unity?

#

this is what the image in question is, i just threw it together

#

16x16 in gimp

#

im not sure what to export them as in such a way that they can be read as multilayered in blender, and modified by c# script in unity

lime pollen
stuck dagger
#

is there really no other way?

#

i saw something where the desired way to have 2d images plastered on a 3d model were to have the eyelids on the bottom, eyes in the middle and eyebrows on top

#

i also read that some people use blendshapes

#

its really confusing

lime pollen
#

blendshapes are generally used if you're actually deforming the mesh

stuck dagger
#

alright, how then can I modify the images I put into blender

#

with c#

wicked agate
#

Hi! my friends and i are trying to crate something where certain body parts gets bigger. How can we do that like only the belly get bigger but not the sides.

misty lantern
# stuck dagger alright, how then can I modify the images I put into blender

One option is to make all three layers separate objects, so you can set them disabled/enabled as needed with c# like any gameobject, and move them as well
Another option is to have a big sprite sheet for all the eye states and then modify the eye material's tiling and offset with code to choose a specific one

stuck dagger
#

ie you can add your own if you want

#

and since most people wont know how to compile images into a spritesheet, i was just going to ideally have them all in a single file with multiple layers (which supposedly isnt possible as shown above) or have them all in a folder with their layer identified in the name

hoary pawn
stuck dagger
#

I suppose but that’s a lot of extra work for not much benefit

topaz swallow
#

is this for a 2d or 3d project

outer halo
#

Look at the contents folders, are they images or models. πŸ€”

topaz swallow
outer halo
#

But a little reading of the description clearly states:
β€’ Automatic sorting 2D isometric tiles and objects;
β€’ Mix 2D and 3D support;

topaz swallow
topaz swallow
#

whats better though

#

i do this in a 2d or 3d project?

outer halo
#

Nobody knows what you're "doing"

topaz swallow
#

im making an idle tycoon game

#

maybe like this

outer halo
#

Neither is better, do whatever you prefer.

topaz swallow
#

oh

#

thank you

eager mist
#

whats the best way to clean up a scan? when i try to use instant meshes and bake the texture to the new one it always loses a lot of detail in the texture...

#

the edges of this scan are bad

topaz swallow
outer halo
#

Whatever is easier for you πŸ€·β€β™‚οΈ

#

If you're planning on using isometric 2D art, then tilemaps tools were made to make that easier for a reason.

topaz swallow
#

thanks

#

!

topaz swallow
outer halo
#

I'm not here to be your mentor. There are setting values for the grid you need to set to be the same dimensions as your art.

#

Feel free to look up a tutorial on how the system works.

loud summit
#

In Blender;

#

I've also made sure to check if Baking the axis converter setting may fix things, but doesn't seem like it

#

and I've also applied all the locations/scale/rotation in Blender

#

Oh woops I just noticed that the export settings has it set to All Local, I forgot to set this back to FBX All

#

OH wait, I fixed it!

#

Weirdly enough, I had to go to edit mode on the eyes/eyelashes, then Mesh > Snap > Selected to Cursor (this is assuming that the cursor is set to 0,0,0) and that weirdly fixed it

tranquil basin
#

is there a way to make my sprite match the size of the grid?

fleet pivot
tranquil basin
#

managed to scale it by 3 and it works

covert walrus
#

hey, I'm reimporting my sprites with new updated art and for some reason the previews in the asset picker aren't updating but all the other previews updated. any idea why? like this:

fleet pivot
#

I just realized that flipped normals could be incredibly useful! Somehow I hadn't realized it before

distant otter
#

ik this might be stupid but its my first time importing assets from blender to unity, and when i import it i can only see the faces from a certain angle, the model should be fine... any help :)?

distant otter
#

ah

#

oki

#

ill try thanks

#

it made it worse?

topaz swallow
#

why does my tilemap not draw straight

distant otter
#

this is in blender

fleet pivot
distant otter
fleet pivot
distant otter
topaz swallow
hoary kindle
fleet pivot
distant otter
topaz swallow
#

its going wonky

distant otter
topaz swallow
#

πŸ‘πŸ‘

fleet pivot
fluid oak
#

Not even posting in the right channel

topaz swallow
covert zodiac
#

Why is the arm glitching out like that? The right arm seems to work but the left one is like stuck to something.

glacial vector
#

Might be a vertex that hasn't been weight painter properly

#

Or not to the right bone at least

covert zodiac
#

ok but how do i fix this then?

#

How do i fix this?

glacial vector
#

You would fix this where you made the model and rig

blissful niche
#

Is there anything special I need to do to UV Maps in Blender to make them compatible with Unity?

#

Im reading Unity reads UV Maps on Mesh.Uv2 channel. Does blender automatically set model UVs to Mesh.UV2?

glacial vector
#

no there's nothing special you need to do. By default UV maps are on channel 1, and that's how it should be. Unity uses UV2 for lightmaps

oblique crater
#

Why are my projectile's textures misaligned when I turned on the emission w/texture? Everything was fine when I was using Blender

river tree
#

does anyone have any tips for someone starting out making their own 3d assets?

hoary pawn
misty lantern
#

Try to spot if the modeling guides you look at are meant for realtime engines, or offline pre-renders
The techniques can be very different

livid hawk
#

no idea if this is the right channel to ask about this, but for some reason when i import a .blend file, it shows up fine in the inspector, but the actual mesh is a completely different shape. i tried googling it but couldnt find anything on this happening to anybody else.

#

(the top is the original shape and the bottom is the warped version)

tame scaffold
#

If sprites use multiplicative blending, can you make something flash white using the color property of the sprite renderer? I guess not since any value of 1,1,1 or 255 etc would result in it being default color?

livid hawk
#

i rexported it a few times and it ended up working but i still have no idea why it wasnt originally

oblique crater
#

Update: The first pic is how the projectile looked like in Blender and the second pic is the same projectile when I imported the model to unity

#

I don't understand why the top part of the projectile doesn't align with the bottom part properly

umbral oar
#

I need some help with UV in blender. I am trying to make a mirror using camera and render texture. It is working on a basic plane but when I apply it to the side mirror mesh it's weird. People are telling me it is a UV issue with my mesh.

umbral oar
lime pollen
umbral oar
#

sorry i am not good with blender

lime pollen
#

if you don't know what something is, google it instead of guessing

umbral oar
lime pollen
#

well that looks pretty fucked up

#

the mesh has pretty bad topology so good luck fixing that

umbral oar
#

I will get back to you after i trying cleaning up the mesh and get a new uv

lime pollen
misty lantern
misty lantern
willow tinsel
#

why my textures get stretched like that? the mesh that's marked with black has correct material and is the original size, and the one in red is the bad one that is stretched, when i did the material in blender everything was fine, i could change the size and nothing would happen to the material

misty lantern
willow tinsel
#

is probuilder like a paid tool?

misty lantern
distant otter
#

hey guys, so i made this yesterday in blender but when i import it in unity the image texture has like different colors, any help?

misty lantern
distant otter
misty lantern
#

From texture import settings

distant otter
young folio
#

Hey all, what tools exist out there for painting/texturing models directly? All of my attempts at uv mapping things and drawing 2d have turned out terrible. Any tips to improve that?

lime pollen
misty lantern
#

Blender also has 3D painting

#

However you texture something you need a good UV unwrap so that's an important skill to develop

distant otter
distant otter
#

but everytime i hit play this happens

misty lantern
past hamlet
#

Hey, this has likely been asked a lot, but is there a way to make tiling dependant on the scale of an object? If I have a 50x50 square, I want 50x50 tiling, but if I have a 2x2 square I want 2x2 tiling

#

I don't want to have to continuously make a new material for every new item in the game

lime pollen
past hamlet
eager mist
distant otter
eager mist
#

goofy

#

car

misty lantern
#

The script way would be to generate new material instances with different tiling settings for each object on the fly, or to modify mesh UVs when scaled

past hamlet
#

Alright, thank you!

distant otter
eager mist
#

lmao

weary comet
#

reckon this is probably the best place to ask this; I want to have multiple different armours for a character, would I be able to rig the model and then split the meshes off and duplicate + edit them, and then simply just show/hide them in unity?

#

So like, if i had three breastplates, i'd set the equipped one to active,

blissful relic
#

just instantiate the ones you need and destroy the ones you dont need

weary comet
#

I've tried moving skinned meshes over to another rig, identical to the one that they came from, ans it doesn't work from what I've tried

#

Idk if I'd be able to just instantiate them as a child of the new rig

#

obviously setting the root bone

#

more going into scripting, i was thinking of having an armour component on them and then collecting them, and only having the one that's equipped active; the rest would be ignored

#

I want armour that works similar to Monster Hunter; so each piece can be swapped out

#

If I had them all as separate objects that needed to be instantiated, i reckon I'd have to find matching transform names and match their positions and rotations on all the animated transforms

hybrid gazelle
#

Greetings! Whats the best way (if there is one) to make the clothing render always in front of the head (they are separate objects with separate materials), but not in front of EVERYTHING!

misty lantern
#

More commonly games just model the connective parts according to specific size specs so clipping doesn't happen
Another way is to shrink body geometry by a weight map at the intersections as much as the clothing requires using a vertex shader

hybrid gazelle
#

thank you. I found a better solution anyway I think. Didn't think my modeling skills were up to it, but I'm just gonna model the clothing better (scale up the collar area)

weary comet
#

Your best bet would probably be to scale down the neck and/or scale up the collar a bit

eager mist
#

getting this error when importing textures
Assertion Failed UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)

eager mist
#

dead chat

outer halo
#

Don't whine please. That's a Unity error, and not one that gives enough information to resolve (and if it's an editor bug, there's not much you can do but report it)

eager mist
#

so

#

I just can't make my game

#

nice

outer halo
#

Suppose so. Clearly trying a different version of Unity, doing some research online is out of the question.

eager mist
#

I did research online and got like 221 results

#

none of which were helpful

#

I'll try another unity version

outer halo
#

"and none of them worked" right

eager mist
#

no I haven't tried other versions yet

outer halo
#

Start with an LTS version of Unity.

eager mist
#

that one was already LTS but I'll try the other one which is also LTS

torpid sedge
#

Along with that error showing up in the Console, is the texture itself actually failing to import/update?

#

That looks like an error I've seen show up before, but it didn't seem to actually impact anything

eager mist
#

it doesn't actually import it

torpid sedge
#

Hm

#

Are there more errors or lines to that error?

#

And what is the texture itself?

eager mist
torpid sedge
#

Can you send a screenshot of your Editor with the texture not imported?

#

I just downloaded the texture and dropped it into my project, and it seems to have imported fine (no errors or anything)

eager mist
torpid sedge
#

Alright

torpid sedge
#

What's the full content of that first message, about invalid dependencies?

eager mist
#

this but it likely doesn't have anything to do with the texture import and it's probably because I installed these packages on the other version

#

and it didn't pop up on the original version either

#

don't know either?

torpid sedge
#

I suppose my first go-to would be getting rid of those dependencies

eager mist
#

how though

#

the packages don't pop up

#

And I don't think that'd fix it either

torpid sedge
#

Actually something just occurred to me - when you dragged the texture into the project, it flew back to where it came from, which is typically an indication from the OS that the drag operation wasn't successful

#

Can you try pasting that image into the Assets folder of the project through the OS?

eager mist
#

hmm I'll try

#

the os does give me an error shortly after unity does

#

this also occasionally pops up while I'm using unity

#

oh

eager mist
#

and the packages how do I delete them

#

so I don't get a warning every time I open up my project

#

and, if it's possible, how do I make drag and dropping work

torpid sedge
# eager mist what about this though

A while ago I remembered hearing the Linux editor was notoriously less stable than Windows or macOS, I don’t know how true that still is today

eager mist
#

trying to make tiling be less noticeable but it's hard

#

not because the process is particularly hard, but because all of the results are about tilemaps instead of texture tiling

#

and the ones that are about texture tiling don't work

#

or they're for unreal

olive birch
#

Trying to import fbx from blender but my textures arent importing

#

Any clue?

olive birch
#

How can i put my UV map in a URP material?

misty lantern
misty lantern
olive birch
fluid oak
eager mist
red sleet
#

for anyone that has experience importing blender .fbx files into unity i have a question. i am importing multiple models as separate .fbx files for usage in unity, and a lot of these models share the same material in blender. when importing each individual model into unity the material comes over each time for each model thus making it so the unity project has the same material available to it many times over from all the different .fbx files. i would like to fix this somehow but im unsure how to do so. i do actually end up replacing the blender material with a custom material made in unity as the blender material is just a placeholder for the real unity material anyways.

#

do i just need to export all the models under a single .fbx instead of separate .fbx files or can i get away with this with multiple .fbx files still?

#

as an example

#

1, 2, 3 & 4 are variations of walls with 1, 2, 3 & 4 sides respectively depending on whats needed in unity

#

where as c is a corner piece

#

these each have a rock and a grass material on them

#

and each is a separate model from a separate .fbx model from blender

#

each bringing with them their own rock and grass material from blender into unity

#

which means there are 5 grass materials and 5 rock materials brought over from blender

#

the materials you see on them now are the materials i created in unity and replaced onto the models.

#

the ones they come with from the .fbx are just flat colors.

#

i dont need them so theyre taking up both file size space and space within the assets viewer.

fresh cargo
#

Is there a way to import .blend files in Unity without having to rotate them by 90Β°? How is it possible that in so many years Unity still can't import a .blend file without causing the rotation problem?

red sleet
#

idk i have issues with that too with my .fbx files.

#

i've tried all sorts of different settings and there is always something for me to rotate.

misty lantern
#

I always keep mesh renderers in child gameobjects for modularity and independent scaling so rotations aren't really a problem anyhow

red sleet
#

yeah i learned to keep my models inside of gameobjects and then the rotation doesnt matter as much.

#

still though you'd think with blender and unity being huge in the space for makers they'd maybe cooperate a tiny bit and figure something out that doesnt suck.

#

like how hard could it be for them to coordinate and make sure that either program has an export or import tool that will fix the rotations to be what you expect easily.

fluid oak
#

@red sleet

red sleet
#

I know where it is but im not sure what you're implying

eager mist
#

extract materials

red sleet
#

uh

#

thats not the issue lol

#

or does that make the materials separate from the .fbx files thus making it possible for me to delete them?

fluid oak
#

You can use that to apply a unity material to the imported mesh directly

red sleet
#

eeeehhh

#

maybe i didnt explain myself clearly

fluid oak
#

Certainly possible UnityChanLOL

red sleet
#

so the issue is that the same materials from blender are importing into unity over and over because i have multiple models coming through as separate .fbx files from blender into unity

#

so whats happening is i have 5 models

#

they each have 2 materials applied to them in blender

#

one is grass the other is rock its not really important what they're called

#

in blender this is all just the 2 materials alone

#

when exporting each model as a .fbx to unity it exports a copy of both of those materials with the .fbx to unity

#

so when i have 5 .fbx files of 5 models each using those 2 materials

#

they import 5 of the same grass material and 5 of the same rock material into blender

#

because the materials are attached to the .fbx files

#

i dont want this ideally.

#

the materials in blender are just place holders. they're just flat colors.

#

when the models are in unity i replace the blender materials with custom materials (with pbr textures) i made in unity

#

i made a pbr grass and pbr rock material in unity, and replace the glass and rock flat color materials that come from blender.

#

thus when i replace the flat color materials from blender i dont need them any longer.

#

not sure how to achieve this, and i hope i explained well enough sorry if im confusing.

#

i cant just delete them because it wont let me since they're attached to the .fbx model file.

misty lantern
fluid oak
#

You use the same two materials for all your meshes, you will only have two materials.

visual wyvern
#

I hope this is the right place for this, but I made some quick assets for my game in blender but when I try to load them into Unity, for some reason they are not showing at all. I exported as FBX, it worked for the first few but now it's not showing the files at all in the folder via unity.
Like it'll show if I am looking in my folder outside of unity but when importing its not there.

#

and the ones that DID go into unity won't update like they did prior when I make adjustments via blender

misty lantern
visual wyvern
#

Yes, it worked before but now unity doesn't even show the files in my assets folder to import

#

but they show in my documents outside of unity

visual wyvern
#

I'm using windows 😦

misty lantern
visual wyvern
#

Thank you I'll give it a try

foggy quail
#

I've got two hexagonal tilemaps that I want overlaid on top of each other. one of them is just the ground, and the other is a semi-transparent layer of solid color

#

I've got an issue where the semi-transparent tiles very slightly overlap each other

#

this causes their opacity to add up and create thin darker lines at their edges

#

how can I fix this? my first thought is making it so their opacities don't add up, but I'm not sure how to accomplish that

lime pollen
foggy quail
slate slate
#

Hello guys do you know why my some Materials assets looking that? Thx πŸ™‚

outer halo
#

They have shader errors, or are using a shader that is not compatible with your chosen pipeline.

misty lantern
iron loom
#

hi there! struggling with rotating textures?

long plinth
#

Are you asking if any of us are? Or do you need help with something?

iron loom
#

i was but think i sorted it

#

learning the basics by making a PS1 style building to be part of a greyscale diorama

#

any advice based on what i have so far?

sterile prawn
#

First time importing custom assets. I have this character model with alpha textures for the eyelashes and hair, but it properly renders only on Alpha Hashed in blender. In Unity, the only alpha-friendly rendering mode I can tell is Cutout, but that forces alpha 0.0 or 1.0 based on the cutoff I set. Is there a rendering mode that does the same thing as Alpha Hashed in blender?