#πβart-asset-workflow
1 messages Β· Page 7 of 1
What transparent rendering does to a mf
Arguably an improvement
But you don't want to be applying it to the body, just the hair.
Alpha hashed is alpha clip with noise applied, iirc?
Simplify that pipe probably.
I guess so, yeah, but the whole thing is one model
Ideally you'd make it not-one model, though alpha clipping / cutout won't change how fully opaque parts of a mesh are rendered
"Alpha hashed" is animated noise or dithering smoothed by temporal anti-aliasing (supported by HDRP and Built-In RP) but to my knowledge there's no such blend mode by default
If you separate the hair mesh you could render it as transparent without any extra shaders
Just note that polygons of a transparent mesh are rendered in the order they are stored in mesh data, which is important to control when dealing with hair cards
Unfortunately 3D modeling programs rarely have tools to make this process intuitive
hi, I am importing my meshes but getting a 'burning' look on the mesh, any idea why? exporting from Maya
Hello, whats better on performance, building a whole "hallway" in blender with segments, or using segments and building it in unity since the same 6-7 prefabs will keep getting used?
If they both use the same materials the difference is minimal. Make sure to have static batching turned on though
in blender?
Unity
uhh is that baking light? or static objects
thx ill check that later...btw do you know anything about vector images? i want to apply a vector wallpaper in a way, so that theres no "cuts" like that
You need to tile it properly yourself
uhmm, what does that mean
Adjust the tiling offset in the texture
first your wallpaper texture must be seamlessly repeating, then your modular wall pieces must have an UV map that doesn't cause cuts between the pieces
- it is, vector :o
- its unwrapped and all soo yh idk
Vector art isn't guaranteed to be repeatable by the virtue of being made of vectors, and they must be saved down to a raster format to be used in-engine anyway
UV unwrapping can be done in any variety of ways, but in a specific way to make textures repeat between meshes
Judging from the darkness of the seam, it seems to be geometry thus an unwrapping problem rather than a texture one
i mightve explained it wrong. those are 2 segments/different objects
bc that is seamless
I can see the gap between the meshes
That's where the UV mismatch occurs
okay, how do i fix it?
Unwrap the UVs carefully so that there is no seam
i tried smart, cube etc sooo yeah idk
So? You'll have to do it manually
._.
UV unwrap isn't simply choosing an automated option and being done with it
Especially when you need it done within specific constraints like these modular walls
i might leave it like that tbh, im a bit limited on time
Up to you
There are also "triplanar mapping" shaders which project textures in world space so they're consistent across all surfaces without relying on UV mapping at all
Same as setting Image Texture projection to "Box" in Blender's shader editor, if you're familiar with it
if you want i can send it to you to fix xD and you get a free, badly made asset
I'll pass
That's the kind of work I'm normally paid for
Oo, well thank you for the help anyway
Any ideas on how to get rid of this seams
hey guys, testing out importing 2D textures onto planes with transparent background and my texture has a black outline around it, any idea how to get rid of that??
it's not in the original image
Might want to check your filter mode and compression settings
where would i do that? sorry very new to blender, not sure what to look for
Oh if this is in blender you should ask the blender discord
That is a lighting issye, usually called 'shadow acne.' Usually can be fixed by playing with your shadow bias.
It is in the original image data, and is a matter if how it is displayed; this is caused by some software using premultiplied alpha and some not.
no it was because i hadn't turned off outlines haha
Oooh, hah. I thought you were talking about the thin black lines you get around transparent pixels.
how big is blender unit in meters
Hi I am new in blender can anyone explain me model optimization
Both blender and unity use meters as units by default
anyone
Don't use too many vertices at a time
ok Thankyou π
Hey do you guys know how to get rid of this grid on my tiles?
pixel perfect camera
thanks
hi guys is there a way to import a 3d model already textured in substance painter without having to manually import the asset and then create the material and associate all textures?
id say just look at the latest youtubes on 'substance painter to unity' and see if they mention it.
hey all , got a question.
The skinning/weight painting looks fine in Maya for my character but after exporting the rig to Unity, the skinning looks quite off. Is there a way to fix this? Thanks
Can you describe(or better yet, show) the problem? There are lots of things that can go wrong so it is hard to randomly guess.
Anybody know any good gun texturing tutorials. I made this gun but I have no idea how to texture it
So for example, i fix the skinning in the armpit area in Maya so that it looks smoother, but after exporting it as an fbx to unity, somehow that same area looks like the skinning has not been fixed.
Another situation is, Unity is showing penetration in some areas of the skirt where it is penetrating the character's leg mesh but in Maya it looks totally fine, the skirt mesh is above the skin mesh.
If it isn't updating in unity when you update the model, you can try forcing re-import of the asset by right clicking on it and selecting reimport.
The other thing could be having the max bone influences setting too low
@sleek flare Remember to check bone weight limit in quality settings
By default it may be set quite low
Mine is set to 4 bones.
Could it be due to the mesh being quads in Maya but in Unity somehow the Mesh is triangles?
I don't think any 3D program deforms polygons as quads
You can test it though if you triangulate the mesh, check the deforming in Maya, then export and check again in Unity to see if there's a difference
Not generally familiar with Maya but it may have rigging features like constraints that the FBX format doesn't support which can cause data loss
You can also import the mesh right after exporting it to see if that process alone changes it
May not be something within Unity
Are you using subdivision surfaces or something in maya?
my artists have submitted a bunch of assets which use a low poly art style, with 1 material per color (all using Universal Render Pipeline Lit). Many of the assets have 10-30 unique materials, all with different roughness and base color, but no textures. Is this likely to be a performance problem? Does Unity batch these because they use the same underlying material?
Traditional batching methods do not, but SRP batching does
Which you have thanks to URP, assuming you don't have anything removing compatibility with it
That I am not sure, I am working on the rigging and skinning only.
Like Spazi said, you can batch those with the SRP batcher but I question why not just use vertex colors or something...
hey everyone, bit of a general question - I'm starting to build out a small city scene in Unity (about 2 or 3 blocks square) and since it has some different elevations I've blocked it out in probuilder. But I'm kind of stuck on the best way to move forward on adding roads on top of this building block. In your opinion do you think it would be better to:
- Use the probuilder base as the floor, then place road tiles / use a road plugin like EasyRoads3D directly on top. Seems like it will be a huge pain to get the meshes to not overlap, since the road surface will be straight on top of the base level floor.
- Model the streets and sidewalks directly in the main level object, probably in blender since seems a bit much to do in probuilder. This seems like a pain to UV/texture, with all of the different textures tiles that i'll be using - even if I split it up into a few different segments.
this is the current planning state of the level
and the level of detail i'm aiming isnt much more than ps2 era, with simple level geometry, and a few props thrown in. like this example
any advice to point me in the right direction would be greatly appreciated!
Could also just use terrain for the, well, terrain
With meshes and decals for the details
Does anyone know of a reliable glb importer for unity? UniGLTF often gives me errors when installing. Thanks!
Hello, this is probably a silly question but I'm new to unity and is there a reason why a textures color would import in darker in Unity? Like the jacket and ears are correct but the hair, tail and shorts came in darker. Like they should be similar as well as that tail should have white/pale grey underneath. I taken it apart and put back together, reassembled it... still no idea.
Hey all quick question I read online that there are some steps needed to take before bringing a rigify rig in from blender to unity? Most sources I see online cover how to export human rigify rigs from blender, but what's the steps for making quadraped dog rigs game ready from blender to unity?
it could be due to the default colour space, try switching it to Linear instead of Gamme https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html
Hello Please help! hello, I'm trying to animate the Main texture, but I can't do it because this object uses 2 materials(for an important reason, but I'm just trying to animate one, and leave the other one values, 0. this is driving me nuts, I can't find a way to put a number separately without the other having the same number and messing up the avatar. PLeas help
I was trying to use Main tx - because thats the only way I can properly Uv Map. BUt it just uses both of the materials except for 1, I used a separate mesh before, and that caused all sorts of problems,, I just hope theres a simple way I can only animate one of the textures and keep it the same, is that possible????? please help
working in blender, and imagine this is a cylinder from ortho side view, how can i make it have a profile like this using geometry nodes?
(pretend the ridges are perfect sine waves)
you should probably ask the blender discord
you might want to do it in code instead
Will it work if itβs for vr chat?
!vrchat
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If the tail had a pattern and now doesn't, that suggests a missing texture
Do you have to pack the textures? You can just put them in Assets/Textures/ folder and they should pop in automatically
Blender shaders aren't compatible with Unity though
So no procedural materials work unless you bake them to image textures
I'd only trust the embedded materials to carry over Base Color*and Emission values, or image texture reference, but even then no texture coordinates other than UV and no mapping values either
Iirc metallic and roughness values don't carry over either
Unity being able to find texture references from /Textures/ path is a nice bonus but usually you end up having to make new material assets in Unity anyway
All procedural stuff uses Blender's own shader language so they're not directly compatible with anything
Baking to image texture is a whole process but there's many tutorials for it
Why does my object miss the walls the camera is looking at? (left is how its supposed to look)
Check pinned for "inverted normals"
alrighty
is a bump map from blender and a height map from unity the same thing?
They are the same sort of thing though I've heard that the two programs render them a bit differently so you might need to tweak it to look right in unity.
"Bump map" is a very inexact term that can refer to a height map or a normal map, further complicated by that a height map can be used for displacement, parallax or normal generation
It doesn't seem to be a concept in new versions of Blender, and the old docs that mention it are pretty vague about which it is
The only context I know of is the "Bump" node and related Bump operations, which refer to generating a screen space normal map from a height texture
By default Blender has no parallax mapping, and Unity has no "Bump node", but both can be supported
I was just going off the blender manual, which defines a bump map as a height map π
Is there any up to date page in the manual for "bump maps"? I couldn't find any
Up to date, I dunno. I literally just googled blender bumpmap or something along those lines
Bump map from when I got into 3D worked the same way as a normal map, but was greyscale
2013, sounds about right π https://youtu.be/ODivkMAfZ18
The blender 2.79 documentation claims a bump map "modifies shading", "seems to move pixels" and "displaces" which are all vague, contradictory and not really things the texture itself does
It's a generic, antiquated term for a height map that shaders can use in various ways
Height maps for different purposes do not have fundamentally different data, but standardized naming makes materials more transferable between engines
It is a perfectly good term. The only problem with it is that a generation of idiots have used it for all sorts of other things like normal maps that are not bump maps.
Multiple generations by now
I recall bump and normal map terminology used loosely and interchangeably since 2003 in engines like Source and Gamebryo
Doom 3 and HL2 were the ones to popularize the 'normal map' terminology from what I recall, in '04
And before that peeps mostly called normal maps bump maps
Unless you're talking fruit flies, not THAT many generations since 2003 π
HL2/Source still reference normal maps with $bumpmap
What do you mean? It was lifetimes ago!
Hello anyone reading this i am very intregued with how textures, lighting and such for models would work in unity and wanted to know IF anyone knows and wants to teach me about these things like how to make Seagrass, kelp, rocks, textures hit me up in dms if you have any tips or tricks or maybe videos you have that would be very appreciated thank you
!learn
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hi guys, thought i'd just try and ask here.. im building out a game and we are nearly done with the 'foundational' work and we are starting to think about art/models/style etc.. and im just quite lost. neither of us are artists and cannot create models and animations and we don't have 1000s to spend on custom models etc
so the only option i can see is using the unity asset store but i was wondering if there are cheap and easy ways to customise the models a bit to create our own style? wondering if anything has been in this stage before and has any advice?
Your options are incredibly limited
Working backwards to modify assets without sources is really challenging and/or tedious
Some tricks I've seen games utilize are to
-Use shaders like toon shading or other stylized shaders across all assets (Superhot)
-Let Unity recalculate normals to force a flat-shaded look
-Swap textures for solid color materials
-Pixelate textures and/or use LOD variants or otherwise reduce polycounts (I think Valheim does this, though it looks terrible in my opinion)
if it was easy, assets wouldn't sell for as much as they do. Most artists don't engineer their art to make it easy
Some asset makers make theirs customizable and/or release them in several styles, but that's a significant extra effort and thus costs extra too
Is there a good way to learn modelling and art because I wanna make custom models for my game I think, unless it is extremely difficult as hinted here
Look up the blender donut tutorial
not sure where to ask this but does anyone know how to make a material more pixelated because i have downloaded some free ones that i want to use but they are too high quality
this is for a school project and the look of the game isn't going to affect my grade so I don't want to spend loads of time making my own but i still want it to look a bit nice
Just scale it down in an image editing program
lmoa why didn't I think of that, thanks so much
In texture import settings you can define a max resolution, which downsamples the image
If you want it pixelated, also set filtering to point
So I saw a way by baking a texture to an object in blender, connecting the image texture to a principled BDSF shader, and directly to a material output, you supposedly can export the FBX directly into unity with the material already function in unity? I've tried this and it doesn't seem to work at all. Does anyone know if this is still true or?
'saw a way' where?
A youtube video. I'm looking for it atm
Learn how to bake textures from procedural materials in Blender and export them to Unity.
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Software Used : Blender 2.91 and Unity 2020.2
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Unless there is something I'm missing
That's just baking a texture, I doubt it transfers all the material properties
Not exactly
Materials have only baseline compatibility between Blender and Unity, and there's no practical way to embed textures into FBX files
So, once you've baked the textures, import them too, make new materials in Unity and assign the textures to them
Then what kinda black magic sorcery is going on in that video?
What black magic? He just has textures in a specific folder
If you had a texture reference in Blender material, Unity will look for the texture in Assets/Textures/ folder
You can easily do that yourself manually
Ah, so its just a mater of having the textures in the right spot then?
The embedded materials will find them if everything is correct, and you can use "extract materials" from the mesh import settings to automatically create new materials with the references from the model intact
But although you can mass-extract the materials, they'll still likely be missing material properties lost in the export process
So there's manual work either way
Whatever makes the workflow quicker for a bunch of assets
@foggy steeple generally speaking you tend to not have a lot of materials added all at once, since you want to keep the drawcalls down
so you're likely to reuse the same material across many meshes on the unity side
I'm really struggling to get behaviour for background sorting layers with 2D. Right now I just want anything not on a tilemap to be completely ignored by the camera (so its not rendered), but I can't find anything related to this behaviour. with the picture i'm trying to get the red outline to not show up as its in the background but I don't want to have to create an entire tilemap just to have stuff rendered below it unless its the only way. Can I do this, or is there a better solution?
you can tell the camera which layers to render
can I get it the camera to just not render empty tiles entirely, cos I haven't found how to do that? Even then if the red line goes on top surely it will still render it cos its on a sorting layer which the camera needs to render
like I just want the individual tiles that are absent on the tilemap to make sure nothing is rendered on them but I don't want to have to place each tile for it unless i have to
Hi guys. I've been having this problem for hours and I can't figure out the damn way ShaderGraph works. I'm trying to create a mask to an already created blur material, but trying to move things XD and researching the little information on the internet, I came to this: it creates the mask but leaves the material with VERY strong edges and red color???? what's the point?
What's the effect you want to create?
A kind of vignette but with a blur effect
Hello, I am trying to find ways to reduce my Drawcalls, and was wondering if using the Texture Arraws system within my shader/material would help me ? Instead of using a different material for each textured object.
been working on a project passed to me from someone else, but when i open it in unity there are extra pieces that jut out from the model. any possible idea why this occurs/where these come from?
Does anyone know where to get models of human heads in specific sizes, such as 50th percentile, 90th percentile etc?
If you know the dimensions you want, you can just scale a generic head to fit?
I wanted to add an asset I made in blender, I exported it as .fbx to export with the texture but when I import it into Unity it was only the model without the texture, does anyone know why?
it looks like this but when I click open model and it opens in blender, it has the right texture, the texture in unity is just blank
Import the texture separately
Unity will look for it by matching name in /Textures/ folder to assign to the embedded material
Textures can be embedded into fbx files but then they have to be extracted after importing, so it's more steps than just importing it and you'd also be bloating your meshes with the embedded textures to no gain
oh okay, but its a material, idk if this is the same thing
cause I cant click anything to export only the material
No, a material is an asset that defines the shader to be used and for it shader properties including texture reference
alright, I will try to import the texture separately now, thanks :)
Why i can't put my image here like the guys is doing in is tuto ?
Make sure the asset type is set to UI in the import settings of your image file.
Ok but how do i import proprely a this image
Make sure the asset type is set to UI in the import settings of your image file.
I don't know how to import an image. Because i just take this image on my desktop and put it on unity
look at my car that I'm making, I'm going to put it in unity, see how I get it working
How did you do a cylinder in block bench?
a circle? Well, you just go to file a new and a generic model
Yes, but how did you make a cylinder?
circle?
The wheels
How do i add a physics material to an object?
Also how do I get rid of this space between the sprites?
Right click inside the project tab and click Create > 2D > Physic Material 2D
Yeah I did, but how do I add it to my sprites?
drag it into the physics material tab in a collider
I did. Didnt work
screenshot the inspector
finally I'm done
I'm wondering how this in 2d is actually make. Is it just a normal 2d top-down view but with capsule characters? Or is it 2d, but the camera is tilted?
it just looks like sprites to me, no reason to tilt the camera for those
I want to create a sort of game like this, but I've always worked in actual top-down, not tilted looking style like this.
I'm currently seeing a tutorial how to make it, but it looks like he's creating it in 3d while making it look 2d.
Do you know a good tutorial of how to create this?
what tutorial are you looking at?
This is a full release of an Top Down RPG course made in Unity 2017
0:00:00 - Intro
0:01:31 - Setting up
0:16:03 - Moving and Manual Collision Detection
1:03:06 - Tilemap and Designing Dungeon
1:40:31 - Interactive Objects and Inheritance
2:15:37 - Saving Game's State
2:41:31 - Floating Text System
3:11:11 - Top Down Combat System
4:13:32 - Ani...
It looks like 2d, but it's made in a 3d project
All projects are 3D in Unity
2d and 3d are basically the same in unity
2D template just gets you started with 2D-related packages
Hey! what's up? I'm a 3D sculptor and animator focused on videogames. Any experience artist in this area that could give me some tips? I make High poly>low poly characters and wanted to know some things
How come when in 2D, I use a sprite as the ground, other sprites pass through it when x and y are costrained but z(rotation) of the ground isn't?
That depends what other components the gameobjects have, the sprite renderer doesn't interact with physics at all
How is this an art asset question anyway
can someone help me? i want to add my own character drawings to unity but i dont know how to turn my 2d drawing to 3d and how do i add background drawings aswell? im trying to make an endless runner game as a school project
Hey, I got a problem i have a texture (the bigger square on the right side) which is just an image and a cube on the left side with the material assigned to it and in the material i just but the image into the albedo but now the cube only has part of the image on each side but i want it to have the whol image on each side. hope you understand what i mean. Thanks in advance
This is because of the cube's UV mapping
It determines how the texture shows up on each face
Unity's default cube should have the kind of UV maps you're looking for
what could be causing this issue when importing a material into unity from blender?
in blender for comparison
the material is also not positioned right on another face
i used some nodes to rotate it
(i now know uv mapping is the smarter way to do that)
Not just smarter, but the UV input with no Mapping of any kind is the only texture coordinate you can export to FBX/Unity
gdi haha
i did so many textures the other way cause that's a tutorial i found
pfffffffffffft
There isn't a magic button that turns your drawings to 3d, you'll need to learn a whole new tool and art pipeline to recreate the art in 3d
second question, i have these railing textures with alpha channels in blender
when i import them into unity the two railings on the side can only be seen from one direction while the ones at the front can be seen from both sides, not really sure what is different about them??
hmmm, actually it seems the two side railings do show up but only as "shadows" when in front of another object, not sure what makes them different to the other railings
Hay I was wondering if someone could help me, I've exported a model from blender in .fbx format and after bringing it into Unity there has been a base colour applied to some of the materials and none on others. does anyone know whats causing this?
figured it out - it's just a weird lighting effect
Blender materials are somewhat loosely interpreted when exporting to FBX
It's best to make and assign new materials in Unity
Tried creating a stylized deer fur, thoughts on it so far? I'm aiming for a mixture between cell-shaded and semi-realism
Needs some wiggle and/or breakup to not look like scales
Maybe combine several of those shapes into a compound tuft and use that as the repeated shape
What do you mean as a compound tuft?
Well, I'm assuming that each of those scales is meant to be a tuft of hair
But they are way too hard and solid
i see
i really need more wiggle to break it up
but that's hard to apply without a lot ofdirectional warps
Agh okay thanks, How would I go about make a new material that only affects certain vert/uvs?
the materials i use are greyscale - does anyone know what is causing that green/purple effect?
this is from the game view but it's visible in scene view too
Texture compression most likely
hmmm, is that from when i unpack the textures? any way to stop that happening?
"Unpack"? It'd be from Unity's texture import settings
i'll have a look into it, thank you
Is there a guide someone can poitn me too on designing larger interiors? Like the insides of buildings?
Doesn't need to be unity specific, I'm just looking for best practices
updated this material a bit, tried to make it more fur-like
Maybe a little edge breakup? maybe not this much but just, like, a little so they don't look like scales?
Hello guys!
someone faced with the problem of exporting a skeleton from blender , after which the local orientation of the bone does not correspond to the axes of the engine.?
@eager mist #archived-art-asset-showcase
Hello, I am a game artist, I want to ask if I should seperate the graphics folder from the assets folder because I heard that performance issues can concur if you put the graphics in the assets folder.
Also the graphics are 2D inspired Rimworld art assets.
I would like to add an Asset Processor script portion to never create or use FBX's materials.
I already have the portion to assign project materials to it. But unsure what are the commands to discard FBX's materials (they are still sometimes created next to the fbx)
Whoever told you that doesn't know what they are talking about
oh okay
Unity and Blender use different conventions for which direction is 'up.'
Created this grass material earlier today, could use some opinions on it! I'm aiming for a cell-shaded / semi-realism fantasy vibe
hello π My objects have no shadows as you can see in the image, any tips? thanks!
See the light component's shadow settings, and then each renderer's shadow cast settings
Also, not sure what that speck of bright is in the middle. If this is a custom model the normals might be wrong, getting Unity to recreate them might fix the issue
A while back I managed to get Unity and Blender set up so they'd talk to each other nicely, by which I mean I could drag and drop a .blend file into unity and it would have accurate scale and rotation settings. Similarly I could click on any mesh in Unity to have Blender open it up, and again they still had the same idea as to which way was up. I could then edit and save it and again it wasn't all messed up in Unity, and I didn't have to fart around with manually importing things via FBX.
Since then I assume that Blender updated and now any time I try any of this it makes a mess of the rotations (regardless of if 'Bake Axis Conversion' is selected). Does anyone know how to set it back up again so it works properly. I'm sure I've done it before, I just can't for the life of me remember how I did it, nor can I find any tutorials.
Ok, so a few days ago I asked about how difficult modelling was and I was pointed to the blender donut tutorial, finished the modelling part of that, anyone got thoughts on this?
Anyways, I want to know how I can remove extra meshes to avoid destroying performance, because somewhere along the way my icing got 100k triangles, and I don't want that, obviously. So how would I go about destroying those extra triangles that arent really adding detail?
@violet axle A thematically appropriate method to improve your doughnut performance would be to bake it. One way to go about this in Blender is to copy your mesh, then use the 'Decimate' modifier on it to reduce the poly count, then you could make your low-poly mesh look almost identical to the high-poly one by UV mapping the low-poly and projecting the lighting information from the high-poly one onto its normal map. It's a bit beyond the scope of a short Discord comment, but if you search for "normal baking" there should be lots of tutorials. Of course you don't need to use Decimate to get your low-poly mesh either - you can always do it by manually making a low poly mesh with a similar shape or a number of other ways (some much easier than others). To find tutorials about that part try looking up 'Retopology'. Hope that helps get you started at least.
hi
when i import my 2d image of a shop keeper
it is small and blurry when i enlarge it to fit in the shopkeeper window
there is no filter-mode in my inspector
That is not the Texture Importer.
is it a plugin?
No, perhaps click on the link in the text to go to the documentation if you are lost?
how would I go about disabling texture compression, removing these blue pixels
I also notice graying around the sprites, not sure as to why this is happening
Change it in the texture import settings
Where is that
Click on the texture
Compression, right there
Go to bed my dude
probably a good idea
Will it only be seen from one angle?
I believe that Unity has stopped trying to keep up with blender versions and suggest using FBX as an intermediary in their docs.
That is actually a GIANT topic, so don't get scared!
for most game uses, a prop like a donut could indeed be just a torus with a baked texture since it will be small on screen. If you do use decimation/poly reduce on an object like that with a bunch of intersecting/ overlapping bits, make sure to boolean any separate meshes together or you'll still get a lot of interior faces in your low poly.
It's not enough to have the correct axes, but you also need to apply a 90 degree rotation in one of the axes before exporting
https://polynook.com/learn/how-to-export-models-from-blender-to-unity
Some use a script to do it, which I can't find
Hmm, got any good guides or something, where I would look to do this?
You can google "game ready model optimization" or something along the lines, which should give you a lot of results
The different processes are usually so involved you'd take courses to learn them though
And the variety of which always dependent on game, engine and hardware
materails arn't loading in unity when I export it from blender
Anyone know how to fix this?
I don't see any textures
sorry I mean the lighter brown material
You can just change the material color in unity
Or change the lighting
when you look from the outside of the shape only the inside shows
Then it's a normal issue, see the bottomost pin in this channel
Technically. Only from a top surface tile
I mean, the grass won't look correct if seen from other camera angles
See? π
So it looks good if the camera will always be facing one way
But if the player can turn it around, then that'll be trouble
looks the same to me when upside down ngl
the only difference is the lighting and shading
which will be the same regardless of angle
it looks jarringly quite inverted
Though as always with feedback consider the perspective
If your target audience won't spot an issue, then it's not an issue
We as devs and artists might not represent that demographic
Yeah that's why I post it in some gaming discord servers
Well, it's hugely important to ask for feedback for things in their specific context
Namely the game they'll be viewed in, otherwise it's hard to speculate how it'll really look
Also, it's hard to get workable criticism if you're not looking for a specific sort of it
If I don't know what kind of experience or information an art asset is trying to convey, or what style or technique it's trying to embody it's almost impossible to judge how successful it is in being what it's meant to be, or to give pointers how to improve
Sure, looks more or less like grass
If you told me you were trying to make realistic grass, for example, then I could say more about it
But now that kind of intent is left for us to guess
this might be a better example
"Created this grass material earlier today, could use some opinions on it! I'm aiming for a cell-shaded / semi-realism fantasy vibe" it was specified what the art style was
But yeah, artistically it looks nice. From a technical standpoint it depends on how it's used in game and the camera perspective.
I should show the moodboard I put together earlier
perhaps that'll help
tho im having some trouble getting known foresty scenes
So I'm using blender, and I got this error using a qc file
You should ask the blender discord
I did
Why are you trying to get a file from steam?
To do a model edit
Did you double and triple check that your file path is correct?
Ripping assets from other engines is not within the scope of this channel or server
Why does this material not work on this thing? I mean the normal map
It works on other meshes
This mesh has no valid UV map, likely
It didn't work. I also swapped normals to calculate and it lost the poligons on the tip and looks a bit better but still has no texture to it
it's supposed to look grainy like the material shows
What "didn't work"
nothing happened lol when I generated UVs
How? Where?
Texture UVs are authored in modeling software
Or a tool like ProBuilder, I suppose
I understand what you mean now
it was a model for 3d printing so they didn't bother generating a UV map
it's ok, it's seen from a far, I'm not sure the difference will be visible anyway
maybe a slight bit
I have this test scene at the moment to get a general feel of the art style so I can try to make it more consistent. I would love to add some more fantasy aspects, might have to model some different trees for that. Thoughts on the overall artstyle so far? I might need a different skybox that's not so bright
It's for a 3D top down survival-management multiplayer game
It looks great, very tranquil
im struggling a lot with the skybox
I wouldn't call it too bright, but it looks visually too noisy and detailed compared to other textures
You'll want a consistent level of surface detail generally
More detailed things will catch the player's attention by sticking out from the rest
Yeah thats true, the very detailed clouds are very out of place
I might just make it a gradient instead of having clouds on it, because the player will be looking down more than 90% of the time
Most games with that kind of perspective don't render a sky at all, except as water reflections, so it's probably not efficient to put a lot of effort into it anyhow
Conversely the trees stick out due to their lack of detail
Ye the trees are kind of an old model, or at least the leaves are
Im having some problems with exporting from 3DSMax into Unity.
I rotated the mesh's origin pivot, and when I export as FBX it comes into Unity just fine with the correct orientation.
The problem occurs when I skin the mesh to bones, the skin modifier somehow changes the mesh's orientation
ive spent the last 8 hours googling it, trying different rotations, orientations, pivots, everything I could think of, nothing has fixed it
it comes in sideways with the Y axis 'top' being the wrong part of the mesh if its skinned to bones, but comes in correct if its not skinned
I need it to be both skinned AND in the correct orientation
Can you take a look and maybe catch wtf it is I am doing wrong?
I've exhausted every debug troubleshooting and no one answers how to export skinned mesh into unity from max and not have it collosally fuck up in the proccess
Is it just not possible? You just cant skin meshes and export to unity from max?
In this video, Work with a Unity Certified Instructor through a series of mini-challenges to learn how to retopologize a simple high poly mesh.
Speakers:
Stephen Studyvin 3D Artist & Educator
Sandeep Kulkarni Education Global Program Manager
Did you find this video useful? Room for improvement? Let us know: https://on.unity.com/38Sw8Pl
Chec...
I followed this tutorial to the letter but my mesh imports completely wrong every single time
im going insane here, tweaking settings and tryhing again, over and over, it never works and I dont know what im doing wrong or how to fix it
i have this model with and for some reason the feet dont properly import into unity
ive flipped around with the import/export settings within unity/blender but the feet wont plant properly
I have made an EMF reader, and each of the lights has glassy material from blender, but when I import it into Unity, this weird effect happens with a weird line through the middle, and the edge lights only have lighting on one side. Any clue what this is from?
it looks like this in blender
I guess I see a triangle shape here but it looks different in unity, and im not sure why the glassy effect isnt working in unity either
even if i make a new material for the lights, it doesnt let the whole light shine through...
so I guess my question now is what is the best way to make the LED light effect im going for?
i made a bone in blender and attatched it to the propeller of my plane but when i move the bone in unity it moves the whole model
You need at least two bones
If a skinned mesh renderer's vertices have no weights, they default to being fully weighted to the root bone
in blender i set the weight to 1
so should i just add a random bone
Not "random"
Make a root bone that the propeller bone is parented to, preferably at the origin of the mesh
ok
so make a bone which is the parent of the propeller bone then where does the propeller go
inside the parent or child bone
and are any vertices on the parent bone
An armature is a system containing all the bones of a skeleton
You should not be parenting multiple armatures together
i didnt know how to make another bone the parent
If your propeller and plane are both solid objects, you most likely don't need to be using weight mapping at all
Or skinned mesh renderers
my propeller is verticies in the plane
I would export them as separate objects and just rotate the propeller in Unity
You can use the bone (or any Empty) as the propeller's parent to easily define a specific axis of rotation
i put the propeller in an empty and when i rotate it still does it at a weird angle which was why i added that transform orientation that doesnt work in unity
anyone got a suggestion on the best way to handle the sleeves on my character model? i dont want to use magica cloth cause id have to add more bones than id like to but i cant think of anything else
What "weird angle" and what transform orientation specifically
the propeller is tilted a bit so if i rotate it by global or local or anything it doesnt rotate how i want so i made a transform orientation by a face
I assume "orientation by a face" only refers to Blender tools here, which do not have any effect on exported animations
In Unity parent the propeller to an Empty that has a matching tilt, rotate that Empty around its local forward axis
You can simply weight paint it to the arm bones
It'll squash and stretch near the elbow though naturally
how do i find the exact tilt
yeah but i dont want the sleeve to rotate with the bone
If you've lost the rotation transform, there might not be an exact way to get it back
Usually you do it the other way around, first positioning the propeller object in object mode so it keeps its rotation
the way i have it at the moment is that theres a sleeve bone thats parented to the upper arm bone and stays rotated up right so that the top of the sleeve stays on top
I suppose extra bones are your only option in that case
yh i messed that up alot thats so annoying
Or just eyeball the Empty's rotation to match the propeller
It'll probably be good enough
yeah i think im just delaying the inevitable
yh il try
is there a way to see how different this transform orientation is to global bc then i would have the angle
I don't think there's a way to read where the gizmo is pointing at specifically
If you're rotating the Empty in global space, you can view its transform orientation in the object properties tab
The plain axes -type empty is great for displaying tilt
Some of the store assets say 'flash deal starts in - 3 days' such as this one, does that mean there isn't currently a discount, but there will be one soon?
https://assetstore.unity.com/packages/tools/modeling/mesh-baker-5017
π Hello! I'm debating on buying the "Broccoli Tree Generator" asset from the Unity Asset store, it seems very high-quality and could help massively with my art workflow pipeline. At the moment, I need to create prefabs for 9 different trees for different biomes, along with vegetation for those biomes. My current pipeline is: block-out, sculpt, uv-unwrap, create materials in substance designer, test uvs and materials, implement in-game with different checks. This asset could potentially help do all of that, while still allowing me to change materials and such. I was wondering what everyone's experience with art-generation tools here was. This is for a 3d, top-down, procedurally generated multiplayer survival-management game. The world is essentially a hexagonally based grid, segmented into biomes and such. Since the asset is $45, I'm trying to get as many thoughts/opinions on this as possible. Much appreciated π
I don't know anything about the asset you mentioned, but the project you are working on sounds like something I'd be interested in. Will you be posting your progress somewhere?
I do have a discord server where I occasionally post development progress, not sure if I can show that here though
Does anyone whos released a package on unity asset store, please dm me advice for uploading packets onto the asset store
anyone know how to get vertex colors working with fbx via blender 3.4?
You need a custom shader that displays vertex colors
i have a custom shader, tested all the individual channels, the data isn't coming through
also just wrote a script to output the colors to console, they're all empty
How are you getting the colors
via script?
mesh.colors
actually, my output was wrong
trying to rush a simple debug script π€¦ββοΈ
turns out there IS actually some data there, so back to testing with the shader :\
ok yeah it was my shader
i need sleep
sorry for wasting your time
thanks for the response though, appreciate it
Glad you solved it
i'm trying to export the animated character in Unity to blender again form Unity to Blender in .FBX file
but this is what it's look like in blender
it's look fine in unity tho
have anyone that tried to export the animated character know what could gone wrong?
the animation is exported but the mesh it's self that wired
I'm having isues with the game tab rendering 2d art properly how do I fix that
Anyone know why my material from blender (left) is getting distorted in unity (right) the way it is?
UV maps? Compression? Could be one of those
I think it must be the UV map, cause I just turned off compression and it still looks like that
Only im confused as to how it could be the UV map, cause I just did cube projection
That looks mildly problematic
Ok, that's odd. Don't know what might be happening
Could it be because multiple objects are using the same material?
Highly doubt it. Wait for someone else to help though, UVs and art is not my specialty.
User error
Turns out I wasn't extracting to the folder I thought I was after all so my objects never got reimported after making changes
How does the shader look in Blender's shader editor
Oh, fixed?
Yuuup
meant to respond to this
I tried integrating a tree generator asset, super powerful, so now every tree is procedurally generated. they differ just enough so each one seems unique. Now I need to figure out how to correctly integrate the new models into my current hexagonal-based world. At the moment, the trees are way too close together so it'll be hard for the player to navigate workers around the trees. What are some thoughts on spacing out the trees / making the "forests" seem more realistic?
using perlin noise is a common way to go about it
yeah that's what I sue at the moment
I basically take the world noise map, add some amp and frequency, then use that as a new tree map
i should probably try creating different trees and vegetation, then go for a hot-cold-wet-dry noise map
I've been importing blender models into Unity that still had the materials on from renders. The materials keep importing themselves with the model and can't be deleted. Anybody know how to fix this?
I assume you tried to uncheck "import materials" from the import settings
I mean this, rather
If you choose that setting and apply, all materials will disappear from the model asset
thank you
I apologise for the ping, but under which category in project settings is it exactly?
I might not have it as I'm using a custom project for 2019.3.15f1
It's mesh import settings, not project settings
I am encountering a problem that once I have imported my sprites into my project and scene, after a while they just completely disappear? All of the sprite renderer settings are the same as they were before, and I haven't changed any settings in them for it to do this. Any ideas?
Can you be more specific about what you mean by them 'disappearing?'
So, they stay in the folder and are there, but they just do not render at all, not in the prefab, the scene view, or the game view.
Are the files still working? Does running a reimport affect it?
what is the best way to take a photo and turn it into a game asset? I am not an artist at all
right now i have just taken it and erased the rest of the photo, but eventually i will need it animated and such
A photo as in a literal photograph?
There is no way to take a static photo and suddenly convert it to anything useful. You need to turn it into art like any artist would ... with art.
What program you would use is entirely dependant on what kind of art style you're going for.
well i understand that, I was trying convert it to vector art, but i'm not good at that apparently
Illustrator can attempt to trace an image with some colours, but the points are going to be such a mess that editing it would be near impossible.
The only right way is to just do it yourself unfortunately.
i need artsy friends... Time to get to the inkscape learning I guess
Why vectors? Photos and vectors don't mix well
If you want something that merely looks nonrealistic like vectors I'd prefer image processing filters like painterly or median
Gimp has a lot of filters packed with it, and lets you edit alpha channels with relative ease which is important for game graphics
I was trying to do vectors because I like the look, and I thought it would be easier to do. I figured I could trace it then animate it. But I have 0 familiarity with the tools and very little artistic ability. So it's tough going so far.
Hello guys! I was given an Unity asset pack by a client to mount a level in a Unity project.
Does someone know how can I import these into a new unity project, or how to open the demonstration project.
The back face of my leaves are appearing grey-ish. Any fixes? (I am rendering both faces in the material)
uhm, i imported a self-made asset, and one certain part of an object is just translucent :( why is that? (made in blender)
Post screenshot
Probably inverted normals. See pins in this channel
with backface culling on, i can still see the faces
so it shouldnt be there
Try flipping them anyway
uhh if i can select them all ill try
You can also try recalculaing normals in unity
just did that in blender
my blue car asset is above my background
why cant i see it
my background is just a 2d sprite that i made bigger
It's likely behind the camera on Z axis
Assuming this is a #πΌοΈβ2d-tools question
2D sprites exist in 3D space for depth sorting, as does the camera
srry i asked in the wrong channel and no idea why but i restarted unity and i can see it now
Hi, I'm trying to export model from Blender to Unity but I am having some troubles with textures, do you know can I fix the rotation problem ? The fbx. format doesn't keep the mapping properties (z=-78,3 degrees). I can only fix the scale and tiling afterwards in the Unity inspector
Hey guys i trying to brake crates in unity, for that i am using cell Fracture (blender Addon) so i am getting mesh like a rock that is possible with cell fracture to make this scattered crate interior hollow?
Thx for help
If they have another way to do that i am open i am beginer π
Mapping node is something that functions only within Blender's shader program, it cannot be exported
However you can simply just apply the offset, rotation and scale from the node the the UV maps themselves
Though it's a manual edit to the UV maps, it means you won't require an extra material for each surface with different mapping
is there some way I can make the aluminum blanket on the outside of this shelter look better? I am not sure what to do...
Turn up the metallic and smoothness components. Look around for metal shaders/materials other people have made on the asset store
the problem lies that the scene has little light, which is intentional. This scene is supposed to represent the player in a small improvized shelter trying to stay warm from a blizzard raging outside.
My comment should still apply regardless
Hey guys i'm having a problem with textures here, So, i have this alien model that i made and rigged everything and blablabla, and i made a texture, a really simple one. When i apply the texture, it doesnt show up?? Like it changes the color but the texture itself doesnt appear.
im using URP
Uv layout:
texture:
i know its horrible but, i need help
here it is unlit
lit:
Realistically there would be no light unless there was a light source, and that could be reflected by the metal
If you want a more real world accurate foil material, you'd have solid color in place of base texture, full metallic, high or medium smoothness depending on side of foil, and a normal map representing the foil's angles and wrinkles
Now it does need something to reflect for the material to look right at all, so you could bake a reflection probe so it can reflect the inside of the cave
But I see the texture right there. It just looks like you didn't uv unwrap it correctly
i did a Smart UV Project
Yeah uh, that's not very smart lol. You might want to look up a tutorial and do it manually
bruh
i know how to texturize (i think), but this is the only one that i sculpted in my entire life, idk why it is like this
You generally want to retopologize sculpts
And I really do suggest learning how to unwrap it manually
what in the is that
i will google it
anyways ty
look
with nodes i can get it
is there somehow in a divine way to export with that texture
Look up how to bake textures
a
Words cannot express how grateful I am for your help. You were there for me when I needed you the most. Thank you for everything you've done for me. You cannot imagine how much strength your support has given me during this difficult time.
i found this in google
i didnt write it myself
anyways ty
You shouldn't have unapplied scale on meshes you export, particularly not non-uniform and especially not with skinned meshes
It can make many operations behave weirdly, including uv unwrapping
How can i prevent deformation when a child object is rotated independently of a parent object
Make sure your parent doesn't have a non uniform scale
what does that mean?
Your scale x y z have different numbers
um... help?
these textures is glitched
bruh now with baked textures is worse
Looks like you still have UV mapping problems
but in blender is all good how in unity is all glitched??
Unity is not actually part of blender.
If you import the FBX back to blender and view its UVs you should be able to see them the way Unity sees them
Other than that I don't know, we're not seeing the fully picture of what's happening
My stab in the dark is that you may be editing the wrong UV channel
How do I make a script that can access all the newly imported 3d models? (I want to modify every 3d model I import automatically)
Hello, ive got a problem with my objects
when i launch unity its always have the same thing
you can use a preset https://docs.unity3d.com/Manual/Presets.html
or a preprocessor script
Yeah thanks!
Well, today I found weird glitch about when I launch unity all my objects have weird shadows/strange lighting. All shadows are completely black...
If you upgraded to another version it could reset environmental lighting settings. This looks like scene doesn't have ambient lighting, you can set it in Lighting tab
let me try rq
How does unity know what material to use on what vertices? Like if a mesh has 2 materials, are the materials assigned to submeshes?
Yes, additional materials are for submeshes
But like there's 1 mesh and then all the others are submeshes?
There's not just one mesh, if there are submeshes, first one is the first submesh
where can i find this tab?
I think it works better with Color
Skybox makes no difference
I dont even remember how it was before
If you have version control you can peek in it's old lighting settings, it saves as meta data text I think
aand where can i find this meta data
Not sure about that. Lighting has own asset, but it seems separate. Should be somewhere.
Oh yes, it's stored in the scene file. You can spot it here
m_AmbientMode
That corresponds to "Source" setting
Like if there is more then 1 material, there are also an equal number of submeshes, otherwise there is the mesh with the only 1 material (no submesh)
if i re-install unity, can it help?
It might help you understand how it works if you create a primitive in a Blender and assign separate materials to its faces and import into Unity, Unity will split those to separate submeshes and assign the array of materials to them.
How would it help? You want to find and restore the old settings that were reset. You can find them if you open old .scene file in a text editor and find the name of the property, and compare settings from there.
i think it might be the enviroment lighting..
I doubt that explains the glitchy UVs, but in any case you should test all visuals in clear and functional lighting
@half fractal Ambient light can reset to black in some situations, if you haven't hit the "generate" button of the lighting window
It seems like for every material it creates a submesh, independtly of how many of them there are
Now the only thing that I don't understand is how to set the vertices color.. Because I am doing this:
var meshFilter = g.GetComponentInChildren<MeshFilter>();
var meshRenderer = g.GetComponentInChildren<MeshRenderer>();
var colors = new Color32[meshFilter.sharedMesh.vertices.Length];
for(var i = 0; i < meshFilter.sharedMesh.subMeshCount; i++)
{
var material = meshRenderer.sharedMaterials[i];
var color = (Color32) material.color;
var subMesh = meshFilter.sharedMesh.GetSubMesh(i);
for(var j = 0; j < subMesh.vertexCount; j++)
colors[j] = color;
meshFilter.sharedMesh.SetColors(colors, 0, subMesh.vertexCount);
}
Because I want to assign each vertex of each submesh the color of the associated material (for performance reasons I am using a custom simple material that only uses vertex color)
The colors array length is 56, like the mesh vertices you see here
https://catlikecoding.com/unity/tutorials/hex-map/part-1/ Has example on how to assign vertex colors.
Ok thanks, now it doesn't give me any error
The only problem is that it renders only the first submesh
This is literally my shader
probably I need to combine the submeshes in a single mesh
(since otherwise it sees that it's only 1 material and renders only the first submesh)
Ok I've done it, it works!
Yeah same thing.. Imma try the export to blender tip
there are some glitched points but i dont think thats a problem (?)
It works but it's like every color is a lot more brighter than what it should be
What does the UV map look like for this very specific version of the mesh
Also why are you using an ancient Blender anyhow
blender 2.79 is my blender version limit
i have like a 2009 laptop
but it works well
anyways
here
i used Ctrl + p to "pack" things? idk i saw from the guy
here is the model too
and the texture
if you wanna try
Will it apply for all projects now?
No
Lighting settings and ambient GI are on per-scene basis
Yeah, you were right, it didnt helped, but i got newer version :p
so i will have to generate lights everytime now?
No
Usually just once per scene
Possibly again when you change the ambient light settings
Note that I'm not talking about Baked Global Illumination, which is a checkbox in the Scene tab of lighting window which you should leave unchecked unless you know for a fact you want to use baked lightmapping
this one should be unchecked?
Yes, unless you want to get into baked lighting but that's another thing entirely
If unchecked, "generate lighting" should be just a very quick operation to make sure the scene knows what the ambient light is meant to be
Otherwise only the editor knows and there may be mismatches
alright, tysm for help, finally that annoying shadow is gone
Oh, also maybe its better to have "Auto Generate" checked?
Auto Generate has some bugs internally so don't rely on it
theres noting in here how to upload a Vroid avatar for VRchat
Why would there be? This is the Unity discord
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
If I Import this into Unity from Blender why does it look like this?
Unapplied scale transform, as you can see in the side panel of your first screenshot
@eager mist #archived-art-asset-showcase or #archived-works-in-progress
Unsure if this is the right channel to ask but
Is there a way to ONLY keep the 2nd column visible
Switching to one column layout keeps the Left column visible and hides the right one
what if I only want the right one
thx
Hi guys! question, how do I import obj files from sketchfab to unity with textures. The model is currently only showing the object without textures.
The source file is obj btw
or does it only work with fbx?
Hello π I'm currently trying a Build System and have issues with Blender prefabs. I created a foundation, which is just a cube with 2x2x0.15 size. I exported it as a fbx (Just the mesh) and applied the Transform in the export settings. However, when using it, it behaves completely different as my cube I made in unity. The unity cube with the same sized "floats" above the ground, as it should. The Blender foundation is in the ground when trying to place it. Does anyone know what causes this? I think this has to be related to Blender because the Blender wall I made works.
First picture is the "foundation" i made in unity, the second one is from blender.
Where is the pivot of the floor object?
Yep, thats what the issue was. I'm completely new to Blender and the issue was, that the pivot point was on the top of the object
So when doing a wall for example. I checked the sizes in unity by using a cube, setting it to 2x0.2x2, if I use the same values in Blender and import it to unity, it has 200x20x200. What unit settings do I need to change in Blender to have the same sizes as unity?
Hi everyone, Iam a beginner just started using Unity. I have designed something on rhino and I am trying to export it to Unity as .obj but whenever I do that the export objects connects with each other and becomes as one solid mesh how can I fix that ?
Layers are different and none of the polysurfaces are connected with eachother.
But in unity it accepts it as one object
Please help, thank you
sorry
Rhino really isn't made for working with Unity, is there any reason why you're using it? It's gonna be difficult to find any help with this, if you're a beginner you should learn blender instead
Iam architecture student thats why Iam using it
I will attempt to create a interactive moveable walls game kinda thingy
What kind of file type do you export from blender ?
Sure, well presumably the colours in rhino are just display colours. For them to actually be different in unity you would need to work with different materials
Blender can export obj and fbx among other things
Which one is better ?
fbx is the most widely used
hello! Noob here. I've got two models/armatures that I need to merge. model#1 has most bones in common with model#2 and the animations are the same for each. When I tried merging by hand everything worked except the animations. How do I merge these two properly?
Can the Automatic LOD Importer detect lod models when they are parented?
Easy enough to try by just dragging it into a scene and see how it behaves
Does anyone know a good free character creator for unity
well i imported it and it didnt work properly on some models, so i am wondering if there is other issue or if its because of the naming like this
Tested now and no it doesn't work when parented like that
weight painting is the way to fix this issue, but since im a programmer, not a 3d artist, i have never touched blender in my life, can someone pls help
if needed, i can send you the model if you need information
Hello, do you guy's know if it's possible to make some scene in blender and export it as a map in unity, and having prefab for same object like grass or trees.
i'm not sure what is the best way to do it, importing only one 3D object and creating my map in unity or creating it in blender and exporting it.
I tried to do all in blender but i get like hundreds of game objects for my trees, and since my map is not a terrain but a mesh I can't use the terrain editor.
guys
i just imported my model on unity
on blender it has 300k+ triangles
while on unity 10 millions+
why
how
Because unity triangulates every mesh
your mesh probably had non triangular faces so unity converted them
Where do you get that number from?
on the unity stats button
btw
i think thats because i used the "Decimate Geometry" as a magic wand and my mesh has pretty strange geometries
so i think that unity has to create really small triangles to create those geometries
and im really dumb for that lol
so im just recreating the entire model in another blend project
but with nice geometries
im still learning the basics of blender
The value there is not the same and is highly render pipeline dependent. The triangle count in stats panel tells the amount of drawn triangles, not the total amount of triangles within the camera frustum. Same triangles can be rendered multiple times during the same frame (once for each shadow map)
Unity doesnt create anything by itself, it just imports the model created in blender, its up to blender to decide where the triangles are etc.
nono man
without that model i do like 50 fps
and with it 15-20
so im completely sure that he is the proble
Yes, Im not saying that model is not the problem, just that you shouldnt be comparing the triangle count in blender and the one in the stats view. 300k+ is really high amount and you should consider simplifying your mesh by a lot
Btw could you show screen shot of that mesh?
@zenith sapphire Why not just check the actual triangle count in the imported mesh itself, instead of looking at the game view stats
Also is it a skinned mesh?
Like does it have bones
Can anyone give me some tips over this: I have a scene FBX, which have some models inside. yet on Unity I use those models not exactly as the in the original. Add some objects more, some objects less. My question is, regarding performance and project size, is it better to have EACH component prefab and just use it as modules. Or have one scene model and just use parts out of it?
Separate mesh objects exist separately in the FBX
I believe at build all utilized meshes will be compiled together and unused ones will be discarded, though I haven't confirmed that
I don't precisely understand your example scenario, but if you re-use meshes from your assets the filesize will be smaller
Unless they're marked as batching static in which case they will be joined into a large singular unique mesh and stored in the scene file
i dunno if this is the right place to ask, but: how do i achieve the OctoPath Traveller 2.5D style?
Mix 3D geometry with billboards
There's a whopping dozen other complicated things going on here too but that's the core of it
yeah i dont weven want to dive ito the bloom and particles and shaders yet
I just want the 3d textures to look like sprites,
Cuz i tried to put a sprites on a spriteseet in 3d and it looks too glassy/mettalic
this is what i got currently, i just dunno how to tackle the terrain
If you want 3D lighting you have to configure the material properties with a lit shader, the same as any lit material
Sprites are extra problematic because they're one-sided so lighting won't appear correct from both directions
Octopath Traveler seems to have an entirely custom shader for it
ahh in my game the camera wont move at all, in 3d, it will be just stuck onto the player
by both directions you mean front and back or left to right?
Lights behind the sprite won't light up the character at all, which can look really jarring
ahh i see
But that's just one specific problem to tackle, and if you use unlit sprites anyway it's not a problem
i would need the sprites' lighting to change when in a cave, etc, so yeah it could be a problem
but for now i need the sprites to just look like sprites in 3d...
Hello! Recently I've been having an issue with my textures, whenever I'd import them in they glitch out for some reason, I haven't had this issue before but if someone has a solution to it, id appreciate the help.
Well, I need to separate the textures and reduce the polygons and subdivisions on the model
is anyone here using picoCAD in their game?
I was thinking about using it for some background modeling but it's really hard to find good examples of others who have used it in a Unity game
hi guys - -how do I fix these messed up UVs -- i have re-unwrapped them in blender, and re-exported the fbx, then re-imported it in unity, but that does not seem to work -- can someone please help
Anyone to help separate textures?
I think this is the right place. How in the world do I get textures and metallic shaders from blender into unity with the mesh
How do I separate textures to PNGs to reduce file size?
By using any image editor
Look up how to bake textures
To separate them from a model to reduce the modelβs file size?
Textures are already a separate image from the model. What yore asking doesn't make sense
They are baked into the model
They're baked into images that you apply onto the model
If you want to reduce the file size, just shrink the textures
Access Google Drive with a Google account (for personal use) or Google Workspace account (for business use).
I ain't clicking that
I canβt open the model in Blender. My desktop has 2.79 on Windows 7
You should ask the blender discord for blender specific issues
Probably not
so i managed to bake the textures but unity doesnt seem to be using the uv map correctly
the handle is supposed to be brown
I was prototyping something similar and was able to get a more matte look following this tutorial https://www.youtube.com/watch?v=flu2PNRUAso additionally I used asperite textures on picoCAD models.
In this brief video tutorial, we'll take a look at how to get 2D sprites to display shadows and receive lighting in 3D similar to the Square Enix game Octopath Traveler.
Unity Default Sprite Shader: https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Sprites-Diffuse.shader
Complete Shader: https://pastebin....
Those textures don't look right
if I remember correctly you can also use something like a normal map to give it more textured 3d shadows even on flat 2d objects
Unity doesn't include the original texture file with your build, so there's no reason to reduce the file size that way.
The texture size in the build is dependent on the texture compression settings for your project and for the individual texture importers.
You don't get shaders from blender. You'd have to recreate them in unity.
i fixed that issue a lil while ago, im trying to figure out how to bake the metalness of my sword for unity now, it looks like plastic in unity but atleast the colors are correct
Then what do I do?
It wonβt let me open the file
You may have to set up the metallic separately in unity
damn
Not sure what you mean, or for that matter what you want to do.
I am not a blender user but there shoukd be texture baking tutorials to cover that sort of thing.
is there a way in unity to make only a part of a mesh metallic?
yeah ive been trying it out and havent gotten it to work yet, i push forward
Make those faces a separate material in blender
I mean in Blender
Try upgrading your blender version. Otherwise you don't have many options other than asking the blender discord
I canβt. I have a Windows 7 desktop
Well maybe you should upgrade that then...
Well that's probably the issue then
I have to wait til I get enough money to get a new charger for my laptop
Also I'm pretty sure you can upgrade to at least 2.92 according to blender docs
It gives me this error for 2.9.2
Then try other versions, but it just might come down to your hardware anyway
Only 2.79 works well
You don't have much choice then π€·
I mean, your object is simple enough that you can paint a metallic map the old fashioned way, by just making a grayscale image and painting the metallic areas.
Can someone give me tips on how to make the "Grass" texture look a bit less jarrig in the distance when i move? should i make it less dense? (Lesser amount of leaves on the sprite?)
Mipmaps
Anyone know of a good cc0 library of impact marks?
You don't want a lot of distinct shapes that are easy to spot repeating
Find references from old games to see how they did it
Good Evenening Everyone! - i hope someone here can help me out.
I'm a beginner at unity, and my only experience with coding was some rudimentary pascal back in middle school β but I want to learn, which brings me to my problem:
I want to create myself a (in theory) simple Character/Mech creator to then (maybe) later build an actual game upon.
What I want to do is be able to attach meshes to individual parts of the rig and translate, rotate, scale them (like M.A.S.S. Builder)
But I would also like to be able to attach rigs to my character.
for example, switch out the rig for the legs.
to be clear, I donβt just want to be able to switch out meshes for e.g., the legs and arms, but the rig and animations. So as an example, replace humanoid legs with arachnoid legs.
add animated meshes/props and weaponry.
so, my question is- how would I go about this?
can anyone suggest some fitting tutorials?
I found some tutorials on attaching guns to a player but I'm not sure if that's gonna be able to do the trick for me? like e.g., above switching out the legs and arms.
Any help to set me on the right track would be much appreciated.
I imported my sword from blender into Unity and it appears inverted? the side of the blade dissapears when you're looking at it from its angle, i don't know how to describe it but this doesnt happen in blender
i dont know enough about blender and its possible knicks. but i would apply occam's razor and check if the edges are connected, and try inverting the "missing"/inverted faces
Thank you, mipmaps fixed the wierd eyestrain in the distance
could you please take a look athe the video just above, and tell me if this is a step in the right direction? thanks for the tip as well
There's less contrast so it's easier on the eyes
I'd mix multiple layers of leaves to make them look random
As I said look at references
When would y'all suggest scaling from like the built in animator to something like DOTween, or when to use playable API?
I made a tiny animation on blender (a "jet fire"). I modeled the shape and added a texture animation. Is there a way to export the model and the textures on Unity ?
No if you're animating it using uvs
You can export the model and the texture, but it won't be animated
And how can I do so ?
I mean to create an animated texture
You need to animate it in unity
Or you can just choose from many premade ones:
https://lospec.com/
hey folks, Im working on a project using Blender and Unity for the Monaverse -- In blender this is what my table looks like
no modifiers on it or anything
in the monaverse, this is what it looks like
this is what it looks like in unity -- can someone please help me figure out whats going on ?
looks like inverted normals, check the pins in this channel
ya, thats what it turned out to be
any idea how to fill up these lines in between some of my terrain (I am using 3d game object)
So if I mark them static it becomes one mesh? How it would be different if I would have to make that one big mesh manually in blender or other 3D application?
The main difference is that occlusion culling and frustum culling can still be done on static batched meshes, i.e. parts you aren't looking at don't need to be rendered
Another thing is that you can still easily move the parts in editor, since the joining happens when you enter playmode or build the application
So these are the advantages. and disadvantages I guess lighting baking will have less artifacts on edges where meshes touches each other?
Well, to improve light baking it's not enough to simply join the meshes, you also need to weld the vertices so the geometry is contiguous
But that's usually not critical to do to every part of a level, just ensure there aren't too many gaps or overlapping pieces
You are totally right. It just the size of light maps increases if too much space between geometry is left, and if too small the artifacts are very visible. Well I guess I only have this problem as I try to make webgl on Mobile, so the size and quality is just on edge. And when last time I tried to make scene super modular, from a lot of parts, hade annoying shadows on edges where meshes are combined. Or needed double the size of lightmapping π
anyways thank you for clearing things out.
It's hard to give specific advice without knowing the exact scenario but if you're baking lighting you'll want to find a balance between "everything is a modular piece" vs "all the level geometry is a singular mesh"
If you're not baking then in most cases there isn't a downside to having very modular levels, unless you have waay too many pieces rendered at once
the problem is that I really want to bake lighting, as it gives so much fidelity without huge loss of performance on real-time lighting. Thank you for answering question in this very vague description.
For pixel art set compression to none and filter to point(no filter) in the import settings. You might also want to try pixel perfect camera, or scale your images up, so that each "pixel" is actually a square of 10x10 pixels for example.
Can also use a shader like smoothpixels to do the 'upscale' trick in shader without altering your image. Can be handy.
I dunno how to fix this
Ask the blender discord
You donβt think I tried?
Well then asking here is just crossposting then, because you're even more unlikely to get help here
Someone posted something about Blender too
If it's in relation to unity it's fine, but if it's specifically a blender problem just ask in the blender discord
How do I avoid those square shadows? I made the environment using modular floors and walls I made. Is it a lighting problem or a modeling problem?
Most likely a light limit per mesh problem
Where could I fix it? Is it in the lighting window?
It kinda depends
Render pipelines have different light limits
Usually you'd work around it
Thank you, kind resident.
How do i get a snow texture that doesnt look like the moon? Every single snow texture ive tried to import just looks like the surface of the moon and its really weird
Like after i apply to terrain
Before it looks mostly fine
Here's some URP specific notes about it
#archived-lighting message
with Built-In Render Pipeline you can increase the limit a lot, but cost of pixel lights is still per-mesh
i made a fence in BlockBench but some faces disappeared? someone know how i can fix this?
Inverted normals or negative scale
ahh that fixed it thanks, dunno how they even got inverted
hey y'all, does anyone know of a sprite atlas editing tool that allows you to select and name sections of a sprite sheet, and then save/export a config file with that information in it? json ideally.
It also might be a normals problem; you'd ideally have the normals at the edges match up.
Is there a way to import 3D models automatically with a material different from the Lit URP one? (I want them to be the Simple URP material)
You could try inspector presets from this button
Or to edit multiple mesh import settings (or mesh prefabs) at once to hasten the process
But with a preset will they have the simple URP material but with the right base color?
Color is a property of the material so I assume it would have to be "right"
But I haven't tried presets for meshes so I don't know if it'll override everything
Ok thanks I'll try later
How do I fix texture albedo with transparency applied to a material? It views correctly in blender but when i import VRM to unity it shows a white border, i adjust the alpha source on the texture and can either get a weird looking grey background to the texture around my image where the material applies or the material behind the texture goes invisible.
Something isn't right but can't figure it out π
People say to paint the whole top with texture, but I like the look of material shaders for VRChat π€·ββοΈ
Show your material
I just have the default material for now till i can get the texture to be properly used
Change it from opaque at the top to cutout
I thought that was what you wanted
What do you want then?
not like this
i want the transparent part to use the material
π
Not looking to make a NSFW top lol
i could duplicate part of the top mesh i selected and have that apply the texture, but vrchat doesn't like duplicated stuff, tends to crash. i tried before by duplicating the top and inverting faces so i didnt have to use two-sided materials but it crashed when i selected the avatar
it should work the way i have it set up :/
if it put the background of the image black instead of transparent will it match the material?
that seemed to do it π
Hey, I'm looking for ideas on how to implement a workflow for adding new weapons into my game.
I already have a really cool automated workflow for converting a 2D sprite into a 33 frame animation with minimal touch ups that matches up with my character sprite
I can easily just replace the sprites in my attack animations with these new ones
however, this isnt scalable. I need to find a way to automate this within unity, so when the player equips a different weapon, it changes the weapon sprite
its not as simple as just swapping out a sprite though, its an entire animation, and I can think of one or two ways to do this, but they are pretty messy
-
Create Separate animation clips for each sprite sheet, assign animation clips to specific equipped weapons in code and reference those whenever doing animations
-
create prefabs for each weapon that are essentially packages to be loaded depending on equipped weapon that include alternate hitboxes, smears, visual effects, etc (will probably do this regardless since different weapons will have different smears, since as you can see in this gif, the smears from the base weapon dont line up with the bigger weapon)
Any thoughts on this process? or better ideas of how to do this?
The big problem with method 1... is that I assign the sword sprites on a per frame basis inside of the main animation clip using the parent animator
I can't have the swords controlled by their own animator because you can easily end up with desynced animations, I've tried this in the past and the results were not good.
and I dont think there is a way to change parameters inside of an animation timeline via code at runtime
to clarify, this is what I'm talking about specifically
https://i.imgur.com/kf7zsQS.png
Where it says "BackHalf : Sprite"
That is how I would be animation the sword sprite, as a seperate object/sprite renderer
but how do change the sprites in each keyframe in this animation at runtime?
can I? or do I need to find another route entirely?
another, more simple, albeit more messy route
would be to just have separate animation controllers for every equipped weapon... and just change the controller at runtime when the equipped weapon changes..
This would be horrible for scalability purposes though, as anytime I wanted to make changes to other animations, I would have to duplicate those changes across every individual controller manually
another idea, have seperate animation clips for each weapon, within the same controller... and set transition bools to require specific weapons equipped to reach those clip nodes
that seems like the most managable solution, but it also means using the animator mecanim more than I already am
TIL about animation controller overrides
exploring that solution right now, and it seems promising
Does anybody know how to get textures to carry over from blender into Unity? I've spent a few hours trying to find some sort of answer on this but am close to just giving up
If you already baked them you can just assign them directly in unity
i need some help , I imported a fbx with multiple shaders, how can i un pack the prefeb and change attribute of on of the shader ?
Extract materials in the import settings of the model
You should probably create duplicates of those materials (select one and press CTRL+D) then modify those and apply them to the model
since otherwise you'd have to modify the FBX file
I have imported an OBJ, but the texture has some strange colors
they should be all black
but some dots are colored, why?
you might need to twiddle with the texture import settings
the UVs were messed up on import i think
it was getting colors from other parts of the texture
If your texture is very small, compression artifacts will be very visible
Tweakable in texture import settings as mentioned
I currently want to make a game with more pixelated textures and low-poly models, like this
But i just looked around in-game and realized... there's so many fucking textures. How in the hell do you make them all??? Would that not take years just to do the texturing alone?
I'd like to somehow be able to match this guy's texturing detail. But it seems like for me to do it on my own would be nigh impossible
you eventually get fast at making them, and you reuse as much as possible
that screen shot only has a handful or textures, and they all tile and are reused alot
Any 3d artist here to help me?
can anyone tell me how to make this look smoother
I used photoshop to make it btw
and it isnt that pixelated on there
thats what its supposed to look like but when hitting the play button it goes pixelated
likely an anti aliasing issue. Try changing it in the camera settings
I have it set to no
well there's your problem
what I set it to lol
the one that looks the best
alr
Hey I have a blender question. I am trying to get an object to snap to the vertex of another. It is working with moving but I want the rotation to match the upward position of the other object, I have tried using face-snap and same results. please help!
if this isn't unity related you should ask the blender discord
Thx that seemed to work a lil blurry but Ill take that over pixelated xD
Likely because you have mipmaps disabled in texture import settings
AA doesn't affect textures, only geometry (except FXAA which doesn't do anything good to them)
Im not sure if i should ask here but can anyone recommend me a software for making art?
AA affects whatever the camera is rendering, which is why it was only happening during play mode
2d or 3d
I think the issue was that it seemed pixelated in game window, not in scene
In reality it was just as pixelated both in scene and game due to lack of mipmapping, but scene view is not limited by camera resolution so it was not as apparent
If there are no mipmaps, textures will always look "aliased" regardless of antialiasing, with the exception of FXAA which has the tendency to blur everything
2d
Clip studio paint, Krita, photoshop
In this development log for The Answer is Never! I discuss my texture-less approach using vertex colors to materialize the game's 3D content. That's right. I don't intend on using any 2D texture maps for any of the in-game 3D content. I found myself very much inspired by Tomas Sala and his texture-less approach to rendering The Falconeer. I will eventually plug in procedural maps to add in a grime/wear/dirt pass.
In this development log I discuss my texture-less approach using vertex colors to materialize the game's 3D content.
If I have a character I made in unity with different hairstyles, and clothes, that are all different meshes, what is the easiest way to import it into unity while still being organized? I'm talking a few dozen variations for different clothing pieces.
guys im sorry if it is late, quick question
im doing assets for a 2D game and i pretend to use ps
the game is 16/9 and 1920x1080, what should be the ps file size for the assets so it fit? i dont really understand how this work
well how big should an asset be on a screen? Thats on you to decide
Yes youre right, Iβm getting used to all the pixel per unit and scaling options this is a little bit overwhelming at the beginning thank i
hey guys i got a quick question
how can i achieve a "3D pixel" look for my game? is it something i do in or out of engine?
when i say 3d pixel im referring to something like sharpshooter 3d
or doom
Low resolution? It's a screen effect that can be achieved by rendering the scene to a texture and upsizing it to create a low resolution.
You can look up how A Short Hike achieved it, I believe he explained the method.
sharpshooter 3d and doom is just a bunch of 2d sprites with a 3d background
pretty straightforward to do in unity
wow, that honestly sounds so much simpler than what i was looking at lol
thanks alot!!
Today we are working on the first weapon component! The WeaponSprite component! It is responsible for displaying the correct weapon sprite for the current attack frame.
All Assets:
https://drive.google.com/drive/folders/17JbMy70gbXLcPYrIIpwYt7xJmKngu0oB?usp=sharing
Discord Server:
https://discord.gg/uHQrf7K
If you wish to support me more:
htt...
Vertex colors are so much fun! I like them for representing non-color stuff like PBR properties, masks and shader animation info
Too bad Blender's vertex painting tools and workflows are really quite awkward
Yeah I think most 3d artists may know them from working in Substance tools and using them for material masking.
@nocturne hollow my favourite novel example might be this shader that lerps between smooth and flat shading by a vertex color
Hi we're trying to switch to using Presets and Preset Manager.
However we have an existing project with a ton of assets, anyone know a way to apply the settings to all existing assets?
When i reset a texture it will be applied. But i dont want to lose manual changes that are outside of the preset.