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).
#πβart-asset-workflow
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Looks like the shader is cutting it out wrong. Try adjusting the cutout slider or try another setting like fade if you are using the standard shader.
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?
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
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 donβt look very good lol. So is following good modelling tutorials/just people modelling helpful?
They can teach the controls and modeling technique, but "good" looking models also require artistic experience which comes from practicing and trying to bring objects from other forms of art or reality into 3D
i do not find a cutoff slider or a setting like fade, im using hdrp/lit
There's so many different ways to model and ways to create and optimize assets that tutorials and guides are definitely vital to progress
You could show the material properties of the plant
this fixes the rendering in front problem but now the faces in front make it possible to see through the faces in the back
if its not check it looks like this
Your material should probably just be Opaque and cutout (Alpha Clipping) instead
there seems to be no reason to use transparency here
@slate mason
but then the edges are visible
adjust your clipping threshold
and also, your texture should probably be exported so the alpha retains its RGB values, though that's a more complicated asset workflow topic
now it works fine. Thank you!
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
You probably should export/import the textures separately
I think materials keep references to textures, if found in "Textures" folder on import, and in the same directory on export (I assume)
Materials lose most of the properties on both import and export which can't be helped
ok, the problem is that the game we made is basically finished, and i wanted to export the whole scene, dump it into blender, and make some nice renders with it, there are hundrets of assets we made, and importing textures for every one of those is gonna be a real pain, i hoped there would be a way to do this automaitcally
It might work if you move all the textures to the folder where you export the mesh, or within /textures/ in that folder
The texture references are not usually lost and they're sought from a default location like that
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
Pixels per unit, point filter, no compression, try pixel perfect camera
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
dm me if ur up
when i import a 3d fbx to unity the textures dont come over even though they are there in blender
can anyone help
really need help asap
You can use the .blend file directly in unity.
Might help, but I don't know
okay thanks
ill try
the textures aren't in the .blend file they are in a seperate folder
but ill try
it doesnt work
for some reason the materials are a different name to the textures
Try saving the texture separately and dragging it into unity
its multiple textures
I guess just wait for someone besides me to help you then
k thxs anyway
Ok
Please don't spam. Ask your question and wait. In the meantime, do some research. There are tutorials online for the blender to Unity workflow.
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
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.
you can't always make concept art 1 to 1 with 3d models, especially with a design so simple
π¦
It may just be me but something still feels missing
a similar comparison would be sketches vs lineart https://www.quora.com/Why-do-sketches-look-better-than-line-art-so-often
I see, I think maybe texturing the torso may be the way to go, thank you
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
likely inverted normals, check the pins
what does that mean.
What do normals mean or what do pins mean?
My blender model looks alright
Blender renders both sides of a face
Game engines do not
So there is something I need to change in unity then?
You can visualize face orientation by enabling "face orientation" in overlays
If they're red, they need to be flipped
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.
Hi all
I am using a unity 2020 version, how can I enable the statistics? (trig count etc.)
Thank you!
Try smooth brush?
Okay i know im a genius
try the blob
Is rigging a tree so people can edit it in the engine a good idea
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
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
!collab
π’ Collaborating and Job Posting
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking https://on.unity.com/jobseeking
β’ Commercial Job Offering https://on.unity.com/joboffering
β’ Non Commercial Collaboration https://on.unity.com/noncommercialcollab
You need to use the same proportions for your grid as the tiles use
The correct settings should be available from whoever made the tile
@jolly raptor it looks like your Iso cube is being looked at by an orthographic camera but your background is not.
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. Iβm just curious how people go about mixing static textures with animated textures and objects to make it feel more dynamic.
What do you mean by animated textures in this context?
There's many different types of skyboxes and even more ways to make them
The default skybox for example is not a HDRi, it's a procedural texture fully driven by shader math
Well, for example having a static starry sky with a static mountain range in the distance and having a small animated cloud texture over it might be less demanding on resources than animating the whole skybox.
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?
Pick an image editing tool like photoshop and write a script to automate it
I have gimp, Im not sure about the automate part though
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
or maybe use a command line tool like ImageMagick to apply a mask to round the corners
Making letters is hard lol
what aprouch do you guys take when making letters?
I can do this, but connecting it is almost impossible
https://docs.blender.org/manual/en/latest/modeling/texts/index.html surely you just use the text tools
if you cant use the text tools like suggested for connecting it i would just make 1 big ngon, then do some cuts vert to vert to make all the areas within the big ngon convex
Alright thanks both of you
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
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
guys i need a soccer field texture
how can i make it and integrate unity
i couldnt find a good texture :(
Use an art program to make one. Photoshop, for example.
photoshop needs you to either pay a lot of money or pirate it
if you want something more simpler, paint net is nice
Paint.net is definitely "nice" but for serious asset creation it's only almost passable with a lot of plugins
I would recommend Gimp instead, especially since it can compete with Photoshop
right
Gimp can not compete with PS
think even for the free open source ones i would choose Krita long before gimp
It hardly can win, but it can compete, unlike PDN π
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
@violet walrus @obtuse oyster I will be using 3D Text because I found out what font that text is Using
It sadly doesnt see the Ukrainian keyboard, but ill get around that somehow lol
A lot of english letters numbers fit the ukrainian letters
Yeah that fits fine lmao
would assume its supports unicode so might be able to enter the codepoints directly
though not tested if possible
Its whatever I got it to look nice
Thanks for the help
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?
I am not an artist
The best way, then, would be to pay someone to do it for you.
yeah that is probably the best bet,
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)
In my opinion, that is literally impossible
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
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
yeah that's not what i normally see either
Should be easy enough to replace the art once the idea is further along in development
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.
i guess i never thought of that,
Wait.... are you saying my slug thing is ugly? π
No, you are apparently
i am, it is. I was just joking
I have been laughing at this for straight 10 minutes :D idk why it is so funny to me
the asset store isn't too expensive either
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
LOL that color clashes against the Discord dark mode... when i scroll ur image causes black ghosting on my screen π
me too,
good, i thought my monitors settings were fudged up for a second
what if both our monitors are fudged up??
i hope not, cuz i have 2 and both of em do it π
cool slug tho
only critique i have is i think it needs whites in its eyes
oh yeah that would make that better
My phone does not do it
nope, i do have 240 hz monitors tho
could be just b/c of the colors being so similar
@fringe onyx
heheh
ok back to my spaceship
hey so i imported a model into unity from blender and it deleted parts of it
The front looks too flat tbh. Add some THICCNESS to it
or maybe it's just the angle
ya i was thinkin the front and back profiles look too similar
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 π
also nice floating chairs lol
yea buddy
π
heres a better view from the front
large mouth bass flying thru space lol
Needs eyebrows.
for stand in art, thats good as it gets, better than running around as a white square π, LoL
hey how do i take my materials from blender and make them into unity stuff
I don't know; is it? It really depends on what you're good at.
In most cases you need to recreate them.
I'm not good at anything. I'm likely going to outsource the asset art work, and only do a couple of things myself
I feel like making sprite that look 3d is harder than just making a low poly 3d model
You sure that the model is triangluated? It could also be that you have improper normals on parts of the mesh causing them to be culled out
It really depends of closely you want to imitate the style
These were made as high-poly (at the time) models and then renders of them turned into sprites
If you want to imitate an old style in an authentic way that's extra effort
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.
In that case you'll probably want very simple 3D models for the cheapest and easiest option
Unlike sprites they can be rotated in isometric space without requiring neww sprites for each angle
No idea what that means but I don't think so?
I'm just trying to get this uploaded as a tvuber
Vt*
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
@hearty pond
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
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
- "Update When Offscreen" = on
- "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
i have a question. when i save my blender file and import it to unity, 1 material doesnt show
this is the imported model
this is blender
nevermind i fixed it
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
Things I have tried:
- Textures are not compressed on import
- Texture filter mode is set to Point
Oh, it's my texture size.
unity also overrides with its own compression ontop of your image as well, sometimes those can alter your colors as well
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
yep those will do it as well
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?
yes, those should be combined into a single mesh so they can share a material
also who on earth told you building 3d models in unity is better
I believe it was on the Unity forum when I looked up Modular building.
Is this preferable over batching?
Sorry, it was reddit I was thinking, not Unity forum https://www.reddit.com/r/Unity3D/comments/h05onx/modular_building_set_assembly_inside_blender_or/ftkawqh?utm_medium=android_app&utm_source=share&context=3
reddit
1 vote and 1 comment so far on Reddit
thats assuming you're using prefabs and all the meshes share the same material, and it sounds like you aren't if you have 600 drawcalls
use the framedebugger to make sure things are batched properly
https://en.wikipedia.org/wiki/Pixel-art_scaling_algorithms
They are using these, most likely
In the first example for pixel art, in the second for relatively low-res art that's also being animated by rotation, distortion and shearing before the upscaling algorithm
Thanks Spazi! I'm glad you went back to answer this. It's been on my mind π
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
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?
I want to import the blinking animation from Blender to unity, but nothing seems to be working
Anyone know how to do that?
Materials don't import from Blender, so you could maybe export the animation curve as something else and use that to drive a color change via script
Probably better to just recreate the effect in unity
Are there any comprehensive list of video game art style? Like PS2,PS1 , rotoscoped, pixel, realistic?
uhhh starfox clone incoming
...
I really need to change my ship's design
Every game has its own style so not really
What we think of as "style" refers to a loosely defined categories of artistic guidelines and techniques combined with technical limitations of the tools or medium
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...
it would seem that the render texture simply doesnt render the skybox
here are my camera and render texture settings
@misty lantern thanks. I am sucker for a game that has a unique art style. To be exact, not AAA type of style
Since every game has its own style, you can choose one to imitate and as long as you don't do the exact same thing the style you end up with would be unique also
But ideally with a specific feel or techniques
So firstly, I have to say that I'm extremely new to the industry and I am currently choosing a course to particular in
I like awesome tut
And also what is the difference between copy and inspired? Like doom inspired game?
You'll only really be copying a style if the result is something that could seamlessly fit within the game you're imitating, though that's not illegal or frowned upon as long as you're still making original designs for the assets
It would draw comparisons from onlookers which can be favorable or unfavorable
"Boomer shooters" often want to be compared to Doom and Quake
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
the mesh is all one smoothing group with joined edges in the UV, which looks fine and works right on other meshes
baking unsmoothed produces even worse results
Ah, normals Y channel was inverted
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?
Either precalcuate or do the outlines dynamically somehow
The best way is probably using sdfs, though other options could involve vector paths or messing with mip maps.
what's sdfs and how can it help me making lines consistant?
SDFs are 'Signed Distance Fields;' often used for rendering sharp text, but usable for lots of stuff.
You can generate SDF outlines and then use those to dynamically control the line width
Harry has a good place to start https://halisavakis.com/my-take-on-shaders-ui-sdf-icon-shader/
wheres the best place to get animations
like guns player etc
The internet
Failing that , after "you looked and couldn't find anything", then from whoever you pay to make them for you.
There it is. Yes, go look around the internet.
how do u get ur animations
Through the internet or from someone i paid
what websites have gun animations like reload and stuff
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.
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.
oh okay
wait I found this one: https://assetstore.unity.com/packages/3d/props/guns/free-fps-weapon-mcx-177248#reviews
So how can I animate it myself?
How could I put this into blender?
Or animate directly through unity
Whichever is better
Either will work
Of course it's a file. You import the FBX.
How
Its not on my pc
its just on unity
as an asset
You download the asset are normal, via the package manager.
Ok I downloaded it, what now?
Its not on my pc just unity
I'm not going to hold your hand through this.
If you downloaded the asset through the package manager, it's on your PC. It's in your project files.
Oh wit
I found it
Thanks
Now i can animate through blender
thanks, that helps
https://youtu.be/IV6XP-EDzw8 I'm following this tutorial but I'm really confused on how he got to that screen at 5:33.
Thanks for watching and happy new year, thanks for all of the support recently. Thanks to everyone who helped with this tutorial :)
AnimKave Repository: https://docs.google.com/document/d/1qdpF8W4aI1CPiv6usZVBpkXShqER4syVpLfv6R1HCck/edit?usp=sharing
Gamebanana ...
Could someone tell me how to get there ?
hello, im having an issue, where to put roughness map ?
thanks if u helped, sorry for my english
The Standard shader uses smoothness, which is inverted roughness
Depending on the "source" it reads it from the alpha channel of specular/metallic map, or albedo map
i dont understand bro, im very dumb at english, can u explain more simple ?
*simplier ?
huh, when use specular material, i lose metallic map
so invert the values of roughtness to get smoothness
do this to the texture
then where it says source you can pick
so Metallic Alpha means its reading the smoothness map from the alpha channel of your metallic map
you might want to search for "texture channel packing"
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
Internet.
but i couldnt find a good one
Then pay someone to make it for you
And before you say you can't afford it, then learn how to make textures and make it
nice idea
i cant, so i need someone to make it. thx
I just download a gun animation from sketchfab, how do i import that into unity with the textures/colors
Whenever I improt its just white
Hello! Sorry for posting it here put there is more traffic and someone might know how to help me, #β°οΈβterrain-3d message - Link to my original message
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
Don't crosspost
Make new materials with the textures in Unity
Material formats are different across engines
yea I figured that out
thanks anyway
If the problem is solved don't leave questions pending, on multiple channels no less
ok ill keep that in mind next time
Anyone know why my model looks like this when I set my URP material to "transparent"
It looks like this normally
Here are my settings
Because alpha blended materials are drawn front to back, and don't have depth occlusion.
You have it drawing backfaces, so they are drawn after the frontfaces(and therefore on top of them)
Ah, yeah, I understand. Is it possible at all to draw them back to front or no?
Yeah, make it opaque
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? π«
Can't you just adjust the size of your sprites so that they match the PPU of the pixel perfect camera
No cuz when I do that it becomes super zoomed out
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?
How it's supposed to be:
Lightmaps are supposed to be on a different uv channel than your textures.
umm, what do you mean by that?
If you generate lightmap uvs on the same channel as your textures it will overwrite your texture uvs.
Could you help me to change that channel? I don't really know how to do these things.
ok
I clicked randomly extract texture and it worked. Lol
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
damn thats clear...
how do i make the basketball size equal as the white ball size?
You scale it? What's the issue with that?
The problem is this: when i change sprite to my gameobject it changes size. I changed the sprite in to a basketball sprite using the same png of the white ball sprite.
I don't know why it changes size
Check the dimensions of the two pngs. If they're the same, check the PPU value of both in their import settings.
The ppu is not the same and neither is the sprite mode.
But dimensions are the same.
if i change PPU value of the basketball sprite, it will not appear in game
Nevermind, i fixed it
The PPU has to be the same, as do the dimensions, as does the scale of object.
anyone familiar with blender? how would i add this kind of curvature mesh to my cylinder?
im trying to do something like the reference
I have a bit of a conundrum here.
So I loaded this asset in my currently working test project, and it looks like this.
If you're curious, it's the scientist from the unity asset store.
This asset loads just fine in another project.
I tried to delete the package and redownload, then load it up.
Same problem.

Anyone know what's happening?
The asset uses shaders that aren't compatible with the rendering pipeline you chose.
AH interestinnnnggg
I'm new to the engine, but I'm definitely not new to game dev.
why thank you, that fixed my problem
Can't just use a texture?
not sure what you mean
no cant use a texture
Knife tool then extrude or separate and solidify
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?
Depends on your build target, look up recommended size for what you are building to.
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?
How do i get the texture to go all over the model not just the inside cylinder?
Ok this takes longer then i thought
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)
I dont understand
Hence the "you need to look up _____"
anyone knows any very simple 2d material pack
Don't crosspost please
Asking for assets isn't really the topic of any channel here
ok mb
hey
so I have a turret in blender
it consists of multiple moving parts
how can I export/import it in a way where all the parts remain separate in unity?
nvm
it did it
π
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
You can just import the obj but you'll need a shader that handles vertex colors
could i bake the vertex colors into a texture
Yes
fuck, i gotta make a UV map
that's something i can't take the hours to do for a meme model one-off
how do i do the uhh
what shader can i use that handles vertex colors
alright i found one called uhh
unityvc
nevermind
not working
and it was posted 8 years ago
You'll need to use one that matches your render pipeline
i am a dead beginner, fren
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
As a beginner, yes
I can't really do much other than offer suggestions
alright well first off i better start from the beginning
what's a render pipeline and how do i identify it
When you made the project did you select URP or HDRP or neither
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
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
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
can't
uv map
required
it's like 78,000 triangles
Plenty of auto uv mapping tools out there
wwhhwhwhwhwhh what
Or just look up a tutorial
auto uv mapping tool?
Yes?
such as
apparently not
I see a million results so definitely yes
any good tools for making human characters?
So far I found UMA 2 and it looks cool, is there anything else?
Regardless, uv unwrapping is a useful skill to have so maybe just looking up a regular ass tutorial would be easier at this point
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
Yeah call it trashware when you have fucking 700k polys
it's uhh
not that much
i think its just using the wrong terminology
because it only has 78k triangles
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
I Literally Can't without a uv map
Then use blenders auto uv unwrap
Well, it's a start lol
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
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
i'm banned for some reason
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
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
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
Just telling you now you ain't gonna get help here with vrchat specific stuff
i go banned from the vrchat discord and the other one is completely dead
looking at you vrcmods
oy vey zmir
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.
!ban save 1053153807607009340 Boasting about insulting a moderator. General spam.
window licker#9951 was banned
im using F360 to make my models. does blender have a mode that lets me draft like CAD?
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
The opposite in many cases.
Interesting, thanks for the feedback
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
Do you have material properties and texture import settings to show?
how do i access texture import settings
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
oh
so i do i apply 2d
this the 2d one right
Click the texture asset and it opens the import settings in the inspector window
The important thing there is that normal map is set as type "normal map" and that all the non-color textures have sRGB checkbox disabled
how do I properly export to FBX on blender? what are the correct axis for top/bottom etc
my imports keep getting rotated
...
Any idea why this weird white outline is appearing on the red portion of this?
Changing the texture to UI fixed it
Any idea why unity be exporting it like this?
Probably due to premultiplied alpha.
texture compression in import settings
This isn't a server for discussing ripped game assets.
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.
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?
Reexport it. Or just child the mesh to an empty and rotate the child.
You can write an asset processor to do pretty much anything you might wanna do with the mesh, though it is probably a lot easier to just have your exporter do it for you.
#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.
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.
Set the rotation gizmo to pivot instead of center
There's a button for it at the top of the scene view
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?
you can try using unity's compression settings instead
Textures should always be uncompressed (or losslessly compressed) in the file system
Unity will compresses them using its own formats so any initial compression gains will be lost, and compression artifacts will be stored as data and make Unity's compression less effective
ok thanks for the info
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?
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)
Don't compress before import; any gains from that will be lost because unity re-compresses all texture assets.
Blender shaders don't export to unity, you'll have to adjust the transparency in unity
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
If they're the exact same material you can just assign the same material to multiple objects
this isn't a lighting issue, i have no idea what it is it even happened in blender
thats true
anyone know a good ai that creates icons for games?
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?
Most likely, the software you created the model in uses a different coordinate system from unity.
How do I fix this outline issue on my triangle tiles?
which software do you use, did you find a way to make blender Y up or correctly flip a model's axis on import or something
thanks though
Usually sprite sheet tile bleed issues are fixed by using a sprite sheet with margins between the tiles
If you don't want to modify the sprite sheet manually, there's the option to add padding when generating a sprite atlas
I'll look into it once I'm home. Thank you π
Should be able to import the model Y up in the import settings in blender
To export it one to one from Blender to Unity the mesh needs to be rotated in addition to exporting with the correct axis conversions
There's some scripts around that can automate that
Turns out it was just my filter mode π΄
Thanks a lot for the help tho, I had no clue it was called tile bleeding
(Color) bleed is just a generic term that can refer to many issues, including that one due to filtering
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
see
pretty sure i added it to the right place
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?
Can't really tell whether that is a texture issue, a lighting issue, or a uv issue
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
the floor is almost tiling but otherwise should be for as much as it matters on those edges
the walls are claiming to be but I'm not sure
So looks like it is probably either the lightmap or the normals
that scene isn't lightmapped, normals might be it though
would would I do about those?
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?
Depends on your software, if you are importing
If you are calculating in unity, then turn the smoothing angle higher
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)
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
@solid vector Is your rig using constraints and/or a multi-skeleton setup?
(such as Rigify)
@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
- Forearm
- Arm
Rigify generates helper skeletons and connects bones using constraints
Exporting to FBX doesn't support constraints, so only transform hierarchies remain
Unfortunately the constraints are used to correct transform errors caused by the complex inheritance with the helper bones, so distortion ensues
Assuming this is what's happening there you have some options
- Use the custom GameRig instead, which is like Rigify but without the complex bone relations
- 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
- Do manually what GameRig does by altering Rigify bone types and the whole hierarchy afterwards (won't recommend)
Ohhhh, I will try remove the constraint and I will made the correction rotating the Forearm.rot1 and 2 by hand to see if it work
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
I don't use the complete rigfy, I only use the base skeleton, the constraints i added by myself, I don't use rigfy rig, only the bones
Only the Metarig? 
Yeeess
Then I'm not sure if it can be the exact issue I describe
But it could be closely related
Sorry hahaha, I forgot that is meta rig and not rigfy
I will try anyway
Very thanks
Sorry my bad english
It is a part of Rigify, but the Metarig is the blueprint for what will be converted to a proper Rigify rig
I don't think there's any harm in using it as is
I will try later and see if works
Does using FilterMode.Point (no filter) on every texture affect your performance? The textures are not high res, maybe 256/512 px at most ?
No
I think Point should be faster than Bilinear and Trilinear
Cheaper than trilinear certainly but is there any measurable let alone practical difference between bilinear and point?
I don't think there is, maybe measurable at some level but not practical
I could actually try to measure that bit later (obviously it's just my hardware so can't be generalized)
@misty lantern
Still with the same problem
I couldn't measure any difference in performance between any of the 3 options
I finally found the solution, the problem is the influence of Forearm in the hierarchy:
- Shoulder
- Arm
- Forearm -> the weight of this bone needΒ΄s to be zero to all vertices
- Forearm.rot1
- Forearm.rot2
- Hand
- Fingers, etc
- Forearm -> the weight of this bone needΒ΄s to be zero to all vertices
- Arm
Thanks @misty lantern for the help 
@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.
Officially there is no such workflow, so I recommend trying out the GameRig addon to Rigify
If you're interested to learn in more detail why the problems happen and what kind of fixes would be required, here's a good video
https://youtu.be/8PSj_1-E9uY
https://youtu.be/1Xm1h700uhk?t=2373 this one is an older one from the same author, but has more examples of the issues you can expect
There actually is; https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html#:~:text=Open Unity and create a,link up nicely into Mecanim
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
It has been removed from the current manual but the unity side of it is still accurate- not sure about later versions of rigify.
Interesting that there was! I mostly had problems with the crisscross hierarchy, constraints and weights of the spine and neck bones which aren't touched here so I assume that part of Rigify has changed since
I don't fully understand why that specifically would result in the problem but good find ^^
Thanks for the help @misty lantern @fluid oak. I have a good place to start I guess
My guess is that that bone is a control bone that is zero scaled in unity and so it is influencing things weirdly if it has vertex weights
Oh
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?
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.
Yes, when you build a game to a platform, the texture's "max size" setting will be used to limit the final size
Ohk thank you
hey guys
what do you think about ZBrush and Adobe Substance 3D painter in relation to Blender?
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
psx
has a lot of resources online
easy to make
or try going for a ps2 look
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
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
Ok thanks
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
Import it separately
If it's in Assets/Textures/ folder it would be assigned automatically
You'll usually have to create new materials anyway to replace the embedded ones though, the material formats are only barely compatible
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
Where is that texture? I don't see one with the face in the folder
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
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
"Opaque" means not transparent
Any other type of rendering mode will probably work
With that kind of texture this is expected
I had to assume you had two layers of meshes there

why does this happen when i import the model from blender?
Hard to tell but if it's a hole or an inverted part, check "inverted normals" in pinned messages
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
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
so i'm just supposed to apply the triangulate modifier on the mesh?
Modifier or operation
Either should work as long as the mesh is triangulated at the moment of export
it actually worked, thank you dude
Iβm 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?
Iβm fine if itβs a shader as long as the image moves with the tilemap
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
you'll have to make them as separate textures and apply those in blender
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
how else would you apply 2d images to a model?
blendshapes are generally used if you're actually deforming the mesh
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.
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
i cant use spritesheets, mainly because im planning on dynamic textures, rather than set list
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
its possible, you just need to process the layers into a texture atlas at runtime
I suppose but thatβs a lot of extra work for not much benefit
Look at the contents folders, are they images or models. π€
But a little reading of the description clearly states:
β’ Automatic sorting 2D isometric tiles and objects;
β’ Mix 2D and 3D support;
ah thanks
whats better though
i do this in a 2d or 3d project?
Nobody knows what you're "doing"
Neither is better, do whatever you prefer.
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
is it better to use isometric tool tilemap or just use images
Whatever is easier for you π€·ββοΈ
If you're planning on using isometric 2D art, then tilemaps tools were made to make that easier for a reason.
how do i fix this?
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.
I've got some FBX exporting weirdness going on that I really cannot figure out π For the record, I've gone through this tutorial now 3 times: https://polynook.com/learn/how-to-export-models-from-blender-to-unity
In Blender;
Unity
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
is there a way to make my sprite match the size of the grid?
Change pixels per unit in import settings to match? Don't know if there's some sort of "scale to grid" thing or not
managed to scale it by 3 and it works
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:
I just realized that flipped normals could be incredibly useful! Somehow I hadn't realized it before
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 :)?
"Recalculate normals"
why does my tilemap not draw straight
if i open it anywhere else it works @hoary kindle
this is in blender
Recalculate outside, not inside
i thought i did that but ill try again
Hmmm. If outside gave you that, maybe try inside?π
it woooooooooooooooooooorks, thanku lol
can someone help me with this
Thats because many softwares renders both sides, unity culls backfaces rendering only front faces
funny when the opposite of what you want gives you what you want
yeah right? hahahah
can you help me with my tilemap
its going wonky
no idea man never worked w them
ππ
why did you ping a random person?
Not even posting in the right channel
whatβs the right channel
#πΌοΈβ2d-tools probably?
Why is the arm glitching out like that? The right arm seems to work but the left one is like stuck to something.
Might be a vertex that hasn't been weight painter properly
Or not to the right bone at least
You would fix this where you made the model and rig
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?
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
Why are my projectile's textures misaligned when I turned on the emission w/texture? Everything was fine when I was using Blender
does anyone have any tips for someone starting out making their own 3d assets?
you get a lot further by working smarter than harder
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
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)
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?
it just looks rotated to me
thats what i assumed at first, but even after rotating it the top corner was still stretched out
i rexported it a few times and it ended up working but i still have no idea why it wasnt originally
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
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.
show the side mirror uvs
like this??
my man those are not uvs
sorry i am not good with blender
if you don't know what something is, google it instead of guessing
ok so i unwraped the UV and got this
well that looks pretty fucked up
the mesh has pretty bad topology so good luck fixing that
I will get back to you after i trying cleaning up the mesh and get a new uv
I will also say using a rendertexture to recreate a mirror on such a small space is a waste of gpu cycles for your game, you might be better off faking the reflections
ok i will look into that
I assume importing a .blend doesn't apply transforms, so a non-uniform object scale is included
Correct
It should be possible to change how the sprite shader applies the color tint
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
Blender can adjust the UVs in realtime based on your editing operations, or you may be using a box projected texture which adapts to any shape
Unity out of the box doesn't do either
A tool like ProBuilder can recalculate UVs, and for a texture that automatically maps to any geometry you'd use a triplanar mapping shader
is probuilder like a paid tool?
No, it's an official package
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?
Texture compression and filtering will mess up very low resolution textured used as color palettes
oh, is there a way to do it with color palettes?
Disable compression and filtering
From texture import settings
in unity ?
also what the hell going on π
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?
Substance painter, quixel, armor paint, etc
Practice. Also use references
Blender also has 3D painting
However you texture something you need a good UV unwrap so that's an important skill to develop
if i turn the wheel colliders off its fine
heh? why do my wheel colliders have a rigidbody or smth
okay i fixed it lol
but everytime i hit play this happens
If it's not happening without the physics components, then it's very unlikely to be an art asset problem
Maybe #βοΈβphysics has more relevant knowledge
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
You'll need to do it in a script of some sort
Ah, alright, thanks
goofy car
i have a better one i swear lol, this one was a quick 5 minute thing for a test
Triplanar mapping shaders can make textures always the same size
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
Alright, thank you!
the fbx is also called goofy so yeah
lmao
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,
that would be a bunch of unnecessary objects in your character and a mess in the scene imo
just instantiate the ones you need and destroy the ones you dont need
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
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!
That's not really a great solution by itself
You'd see the whole collar and inside of the shirt in front of the neck and jaw
And you'd still see the neck mesh poking out at glancing angles where it's against the background
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
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)
Your best bet would probably be to scale down the neck and/or scale up the collar a bit
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)
dead chat
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)
Suppose so. Clearly trying a different version of Unity, doing some research online is out of the question.
I did research online and got like 221 results
none of which were helpful
I'll try another unity version
"and none of them worked" right
no I haven't tried other versions yet
Start with an LTS version of Unity.
that one was already LTS but I'll try the other one which is also LTS
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
yes
it doesn't actually import it
nope
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)
I already uninstalled that editor and I'm installing another but if the problem persists I will
Alright
it's pretty much normal
What's the full content of that first message, about invalid dependencies?
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?
I suppose my first go-to would be getting rid of those dependencies
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?
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
this worked
what about this though
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
A while ago I remembered hearing the Linux editor was notoriously less stable than Windows or macOS, I donβt know how true that still is today
it looks like it is
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
How can i put my UV map in a URP material?
Import textures separately
If placed in /Textures/ folder in your project the embedded materials will likely find them automatically
UV map is not a texture, but data in the mesh itself that determines how textures will be mapped to it
Ye i managed since I had to use the shadergraph
If you just want to make better tiling textures, the end program doesn't matter much.
yeah I know I just adapted one to unity and it actually looks very good
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.
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?
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.
Importing a Blend file in my experience automatically adjusts rotations
Problem becomes when you need to export as FBX instead to be able to tune specific export settings, in that case you need a script to do the rotation, export and undo the rotation
I usually just export with Z Forward, Y up, Apply Unit and Use Space Transform so the mesh imports as turned around 180Β° but upright
I always keep mesh renderers in child gameobjects for modularity and independent scaling so rotations aren't really a problem anyhow
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.
@red sleet
whats this?
I know where it is but im not sure what you're implying
extract materials
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?
You can use that to apply a unity material to the imported mesh directly
Certainly possible 
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.
I assume the "import materials" checkbox in the previous screenshot would do it
That panel I showed handles that automatically. You tell it what unity material to apply to the mesh in the slots that the mesh has.
You use the same two materials for all your meshes, you will only have two materials.
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
Are you importing them within Unity via "Assets>Import New Asset"?
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
https://answers.unity.com/questions/1439892/assets-not-showing-in-asset-window-but-does-show-i.html If you're on Mac this could be relevant
I'm using windows π¦
I'd still try the suggestions
Reimport all, try to create new folders and move assets around in project window, see if a new project suffers from the same problem
Thank you I'll give it a try
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
You would need a custom shader of some sort
sounds good, I'll look into it
Hello guys do you know why my some Materials assets looking that? Thx π
They have shader errors, or are using a shader that is not compatible with your chosen pipeline.
Thx any way to fix that?
If you're using URP make sure it's correctly configured, and that the shader is compatible with your active render pipeline
Thx will check that soon!
hi there! struggling with rotating textures?
Are you asking if any of us are? Or do you need help with something?
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?
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?