#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 7 of 1

lime pollen
#

It should work if you use the standard shader and change the rendering mode to transparent

sterile prawn
#

What transparent rendering does to a mf

fluid oak
#

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.

sterile prawn
misty lantern
# sterile prawn 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

sterile prawn
#

Damn

#

Ah well, I'll have to keep that in mind for next time ig

misty lantern
# sterile prawn Ah well, I'll have to keep that in mind for next time ig

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

sick glen
#

hi, I am importing my meshes but getting a 'burning' look on the mesh, any idea why? exporting from Maya

young sleet
#

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?

lime pollen
lime pollen
young sleet
young sleet
lime pollen
#

You need to tile it properly yourself

young sleet
lime pollen
#

Adjust the tiling offset in the texture

misty lantern
young sleet
misty lantern
# young sleet 1. it is, vector :o 2. 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

young sleet
#

bc that is seamless

misty lantern
misty lantern
#

Unwrap the UVs carefully so that there is no seam

young sleet
misty lantern
young sleet
misty lantern
#

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

young sleet
misty lantern
#

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

young sleet
misty lantern
#

I'll pass
That's the kind of work I'm normally paid for

young sleet
stuck canopy
#

Any ideas on how to get rid of this seams

iron loom
#

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

lime pollen
iron loom
lime pollen
iron loom
#

oh jesus thought that's where i was

#

my bad lmao

fluid oak
fluid oak
iron loom
fluid oak
#

Oooh, hah. I thought you were talking about the thin black lines you get around transparent pixels.

sharp karma
#

how big is blender unit in meters

frail knoll
#

Hi I am new in blender can anyone explain me model optimization

misty lantern
frail knoll
#

anyone

misty lantern
frail knoll
#

ok Thankyou 😊

gray hill
#

Hey do you guys know how to get rid of this grid on my tiles?

blissful relic
gray hill
#

thanks

cobalt atlas
#

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?

obsidian axle
sleek flare
#

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

fluid oak
worthy scaffold
#

Anybody know any good gun texturing tutorials. I made this gun but I have no idea how to texture it

sleek flare
# fluid oak Can you describe(or better yet, show) the problem? There are lots of things that...

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.

fluid oak
#

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

misty lantern
#

@sleek flare Remember to check bone weight limit in quality settings
By default it may be set quite low

sleek flare
misty lantern
#

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

fluid oak
#

Are you using subdivision surfaces or something in maya?

lyric nymph
#

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?

misty lantern
#

Which you have thanks to URP, assuming you don't have anything removing compatibility with it

sleek flare
fluid oak
astral meadow
#

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:

  1. 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.
  2. 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

#

any advice to point me in the right direction would be greatly appreciated!

fluid oak
#

With meshes and decals for the details

solar wigeon
#

Does anyone know of a reliable glb importer for unity? UniGLTF often gives me errors when installing. Thanks!

gloomy breach
#

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.

weak pendant
#

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?

high hill
snow cargo
#

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

unkempt sigil
#

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)

lime pollen
lime pollen
snow cargo
lime pollen
lilac edgeBOT
misty lantern
misty lantern
#

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

tough wyvern
#

Why does my object miss the walls the camera is looking at? (left is how its supposed to look)

misty lantern
tough wyvern
#

alrighty

foggy steeple
#

is a bump map from blender and a height map from unity the same thing?

fluid oak
misty lantern
# foggy steeple is a bump map from blender and a height map from unity the same thing?

"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

fluid oak
misty lantern
fluid oak
#

Up to date, I dunno. I literally just googled blender bumpmap or something along those lines

glacial vector
#

Bump map from when I got into 3D worked the same way as a normal map, but was greyscale

misty lantern
#

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

fluid oak
misty lantern
fluid oak
#

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 πŸ˜„

misty lantern
#

HL2/Source still reference normal maps with $bumpmap

misty lantern
sacred hollow
#

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

lilac edgeBOT
#

πŸ§‘β€πŸ« Unity Learn can offer you over 750 hours of free live and on-demand learning content for all levels of experience! Make sure to check it out at https://learn.unity.com/

steep orchid
#

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?

misty lantern
# steep orchid hi guys, thought i'd just try and ask here.. im building out a game and we are n...

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)

hoary pawn
misty lantern
#

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

violet axle
#

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

lime pollen
opaque cobalt
#

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

lime pollen
opaque cobalt
misty lantern
foggy steeple
#

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?

foggy steeple
#

A youtube video. I'm looking for it atm

#

Learn how to bake textures from procedural materials in Blender and export them to Unity.

βœ…HAMBURGER Free 3D model: http://bit.ly/386ZFFu
βœ…How To Export From Blender to Unity :- https://youtu.be/5UZ-niuRWz8
βœ…Software Used : Blender 2.91 and Unity 2020.2
β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬
β˜‘οΈQuick Links :β˜‘οΈ
Introduction - ...

β–Ά Play video
#

timestamped

#

Unless there is something I'm missing

lime pollen
#

That's just baking a texture, I doubt it transfers all the material properties

misty lantern
foggy steeple
#

Then what kinda black magic sorcery is going on in that video?

lime pollen
#

What black magic? He just has textures in a specific folder

misty lantern
#

If you had a texture reference in Blender material, Unity will look for the texture in Assets/Textures/ folder

lime pollen
#

You can easily do that yourself manually

foggy steeple
#

Ah, so its just a mater of having the textures in the right spot then?

misty lantern
#

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

foggy steeple
#

See that is why i was wondering

#

Cause I hate having to do that manually

misty lantern
#

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

foggy steeple
#

Whatever makes the workflow quicker for a bunch of assets

hoary pawn
#

@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

limpid shard
#

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?

hoary pawn
limpid shard
#

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

brittle sundial
#

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?

brittle sundial
#

Ou

#

I'm sorry

pseudo flume
brittle sundial
iron flare
#

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.

ripe kiln
#

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?

turbid otter
#

Does anyone know where to get models of human heads in specific sizes, such as 50th percentile, 90th percentile etc?

fluid oak
teal thunder
#

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

misty lantern
#

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

teal thunder
#

oh okay, but its a material, idk if this is the same thing

#

cause I cant click anything to export only the material

misty lantern
teal thunder
#

alright, I will try to import the texture separately now, thanks :)

spare cove
outer halo
#

Make sure the asset type is set to UI in the import settings of your image file.

spare cove
#

Ok but how do i import proprely a this image

lime pollen
#

Make sure the asset type is set to UI in the import settings of your image file.

spare cove
#

I don't know how to import an image. Because i just take this image on my desktop and put it on unity

lime pollen
#

click the image

#

and look at the inspector

spare cove
#

Ok

#

I'm on the inspector

spare cove
#

It worked

wind basin
#

look at my car that I'm making, I'm going to put it in unity, see how I get it working

fleet pivot
wind basin
fleet pivot
wind basin
fleet pivot
#

The wheels

vagrant steeple
#

How do i add a physics material to an object?

wind basin
vagrant steeple
junior coral
vagrant steeple
junior coral
#

drag it into the physics material tab in a collider

vagrant steeple
#

I did. Didnt work

junior coral
#

screenshot the inspector

wind basin
#

finally I'm done

uneven vapor
#

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?

lime pollen
uneven vapor
lime pollen
uneven vapor
#

It looks like 2d, but it's made in a 3d project

misty lantern
lime pollen
misty lantern
#

2D template just gets you started with 2D-related packages

uneven vapor
#

Ah

#

I never used tilemap before. I think I have to use it my case

next void
#

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

vagrant steeple
#

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?

misty lantern
distant basin
#

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

weak nimbus
#

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

misty lantern
iron loom
#

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

misty lantern
#

@iron loom What does the shader look like in blender?

#

I mean the nodes

iron loom
iron loom
#

(i now know uv mapping is the smarter way to do that)

misty lantern
iron loom
#

gdi haha

#

i did so many textures the other way cause that's a tutorial i found

#

pfffffffffffft

lime pollen
iron loom
#

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

manic sinew
#

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?

iron loom
misty lantern
worn fox
#

Tried creating a stylized deer fur, thoughts on it so far? I'm aiming for a mixture between cell-shaded and semi-realism

fluid oak
worn fox
#

yeah it's difficult to add wiggle rn

#

im using substance designer

fluid oak
#

Maybe combine several of those shapes into a compound tuft and use that as the repeated shape

worn fox
fluid oak
#

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

worn fox
#

i see

#

i really need more wiggle to break it up

#

but that's hard to apply without a lot ofdirectional warps

manic sinew
iron loom
#

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

misty lantern
iron loom
#

hmmm, is that from when i unpack the textures? any way to stop that happening?

misty lantern
iron loom
#

i'll have a look into it, thank you

foggy steeple
#

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

worn fox
fluid oak
#

Maybe a little edge breakup? maybe not this much but just, like, a little so they don't look like scales?

knotty monolith
#

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.?

misty lantern
boreal sapphire
#

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.

mossy creek
#

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)

lime pollen
boreal sapphire
#

oh okay

fluid oak
worn fox
#

Created this grass material earlier today, could use some opinions on it! I'm aiming for a cell-shaded / semi-realism fantasy vibe

tired notch
#

hello πŸ™‚ My objects have no shadows as you can see in the image, any tips? thanks!

grave garnet
obtuse oyster
#

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

ebon meteor
#

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.

violet axle
#

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?

ebon meteor
#

@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.

violet axle
#

alright, thanks!

#

whoops i mispressed a key LOL

rugged kiln
#

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

rugged kiln
obtuse oyster
#

That is not the Texture Importer.

rugged kiln
#

is it a plugin?

obtuse oyster
#

No, perhaps click on the link in the text to go to the documentation if you are lost?

wet thorn
#

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

lime pollen
wet thorn
#

Where is that

lime pollen
#

Click on the texture

wet thorn
lime pollen
#

Compression, right there

wet thorn
#

im so sorry

#

its 5 am lol, im dead

lime pollen
#

Go to bed my dude

wet thorn
#

probably a good idea

fluid oak
fluid oak
fluid oak
# violet axle Ok, so a few days ago I asked about how difficult modelling was and I was pointe...

That is actually a GIANT topic, so don't get scared! UnityChanThumbsUp 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.

misty lantern
#

Some use a script to do it, which I can't find

violet axle
misty lantern
#

And the variety of which always dependent on game, engine and hardware

barren crypt
#

materails arn't loading in unity when I export it from blender

#

Anyone know how to fix this?

lime pollen
barren crypt
lime pollen
#

You can just change the material color in unity

barren crypt
#

it's not that

#

do you see the shape in unity

lime pollen
#

Or change the lighting

barren crypt
#

when you look from the outside of the shape only the inside shows

lime pollen
#

Then it's a normal issue, see the bottomost pin in this channel

worn fox
fluid oak
#

I mean, the grass won't look correct if seen from other camera angles

#

See? πŸ˜„

#

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

worn fox
#

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

misty lantern
#

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

worn fox
#

Yeah that's why I post it in some gaming discord servers

misty lantern
#

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

fluid oak
#

this might be a better example

fleet pivot
#

"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

fluid oak
#

But yeah, artistically it looks nice. From a technical standpoint it depends on how it's used in game and the camera perspective.

worn fox
#

I should show the moodboard I put together earlier

#

perhaps that'll help

#

tho im having some trouble getting known foresty scenes

gray talon
#

So I'm using blender, and I got this error using a qc file

lime pollen
gray talon
fleet pivot
gray talon
fleet pivot
#

Did you double and triple check that your file path is correct?

misty lantern
lusty beacon
#

Why does this material not work on this thing? I mean the normal map

#

It works on other meshes

misty lantern
lusty beacon
#

hmmm

#

I will check it out

lusty beacon
#

it's supposed to look grainy like the material shows

misty lantern
#

What "didn't work"

lusty beacon
#

nothing happened lol when I generated UVs

misty lantern
lusty beacon
#

on the model import tab

#

was that not what you meant?

misty lantern
#

Are you talking about "generate lightmap UVs"

#

If so that's not the same thing

lusty beacon
#

yes that's what I was talking about

#

so not that

misty lantern
#

Texture UVs are authored in modeling software
Or a tool like ProBuilder, I suppose

lusty beacon
#

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

worn fox
#

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

worn fox
#

im struggling a lot with the skybox

misty lantern
#

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

worn fox
#

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

misty lantern
#

Conversely the trees stick out due to their lack of detail

worn fox
#

Ye the trees are kind of an old model, or at least the leaves are

dense oar
#

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

#

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?

dense oar
#

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

fickle pasture
#

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

violet axle
#

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

violet axle
#

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?

eager mist
#

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

misty lantern
eager mist
#

so should i just add a random bone

misty lantern
eager mist
#

ok

eager mist
#

inside the parent or child bone

#

and are any vertices on the parent bone

misty lantern
# eager mist

An armature is a system containing all the bones of a skeleton
You should not be parenting multiple armatures together

eager mist
#

i didnt know how to make another bone the parent

misty lantern
#

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

eager mist
#

my propeller is verticies in the plane

misty lantern
#

I would export them as separate objects and just rotate the propeller in Unity

eager mist
#

i cant because it needs to rotate on a certain axis

misty lantern
#

You can use the bone (or any Empty) as the propeller's parent to easily define a specific axis of rotation

eager mist
errant swift
#

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

misty lantern
eager mist
#

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

misty lantern
eager mist
#

i want it to rotate by that in unity

#

just any possible way for it to spin in unity

misty lantern
#

In Unity parent the propeller to an Empty that has a matching tilt, rotate that Empty around its local forward axis

misty lantern
errant swift
misty lantern
# eager mist how do i find the exact tilt

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

errant swift
#

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

misty lantern
eager mist
misty lantern
errant swift
eager mist
misty lantern
#

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

cobalt siren
worn fox
#

πŸ‘‹ 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 πŸ™‚

cobalt siren
worn fox
sinful patio
#

Does anyone whos released a package on unity asset store, please dm me advice for uploading packets onto the asset store

wild grove
#

anyone know how to get vertex colors working with fbx via blender 3.4?

lime pollen
wild grove
#

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

lime pollen
#

How are you getting the colors

wild grove
#

via script?

lime pollen
#

Yes but how

#

Are you sampling it from the material or what

wild grove
#

mesh.colors

#

actually, my output was wrong
trying to rush a simple debug script πŸ€¦β€β™‚οΈ
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

lime pollen
#

Glad you solved it

uncut quest
#

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

eager mist
#

I'm having isues with the game tab rendering 2d art properly how do I fix that

foggy steeple
#

Anyone know why my material from blender (left) is getting distorted in unity (right) the way it is?

fleet pivot
foggy steeple
#

Only im confused as to how it could be the UV map, cause I just did cube projection

fleet pivot
foggy steeple
#

is it?

#

Cause even if I keep the UV wihtin the texture I get the same results

fleet pivot
#

Ok, that's odd. Don't know what might be happening

foggy steeple
#

Could it be because multiple objects are using the same material?

fleet pivot
foggy steeple
#

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

misty lantern
#

Oh, fixed?

foggy steeple
shut lichen
#

Does anyone have a really simpel rigged tail 3d model

#

or tentacle

worn fox
#

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?

lime pollen
worn fox
#

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

final mason
#

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?

misty lantern
#

I mean this, rather

final mason
#

Thanks, I’ll try that.

#

Is there still a way to delete the old ones?

misty lantern
final mason
#

thank you

final mason
#

I might not have it as I'm using a custom project for 2019.3.15f1

misty lantern
unreal basalt
#

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?

fluid oak
unreal basalt
#

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.

fluid oak
#

Are the files still working? Does running a reimport affect it?

fringe onyx
#

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

outer halo
#

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.

fringe onyx
#

well i understand that, I was trying convert it to vector art, but i'm not good at that apparently

outer halo
#

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.

fringe onyx
#

i need artsy friends... Time to get to the inkscape learning I guess

misty lantern
#

Gimp has a lot of filters packed with it, and lets you edit alpha channels with relative ease which is important for game graphics

fringe onyx
wicked umbra
#

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.

dusk aspen
#

The back face of my leaves are appearing grey-ish. Any fixes? (I am rendering both faces in the material)

young sleet
#

uhm, i imported a self-made asset, and one certain part of an object is just translucent :( why is that? (made in blender)

young sleet
#

gotta re-open

young sleet
#

gotta apply texture etc or whatever too

lime pollen
#

Probably inverted normals. See pins in this channel

young sleet
#

so it shouldnt be there

lime pollen
young sleet
lime pollen
#

You can also try recalculaing normals in unity

young sleet
eager mist
#

my blue car asset is above my background

#

why cant i see it

#

my background is just a 2d sprite that i made bigger

misty lantern
#

2D sprites exist in 3D space for depth sorting, as does the camera

eager mist
alpine zinc
#

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

slate slate
#

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 πŸ™‚

misty lantern
#

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

cinder orbit
#

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...

lime pollen
cinder orbit
lime pollen
wild fable
#

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

misty lantern
#

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

lime pollen
lime pollen
wild fable
#

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

lime pollen
#

You generally want to retopologize sculpts

#

And I really do suggest learning how to unwrap it manually

wild fable
#

i will google it

#

anyways ty

#

with nodes i can get it

#

is there somehow in a divine way to export with that texture

lime pollen
wild fable
#

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

misty lantern
# wild fable

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

chrome torrent
#

How can i prevent deformation when a child object is rotated independently of a parent object

lime pollen
chrome torrent
#

what does that mean?

lime pollen
#

Your scale x y z have different numbers

chrome torrent
#

ohhh

#

thanks

wild fable
#

um... help?

wild fable
#

these textures is glitched

wild fable
#

bruh now with baked textures is worse

misty lantern
wild fable
#

but in blender is all good how in unity is all glitched??

fluid oak
#

Unity is not actually part of blender.

misty lantern
#

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

fresh cargo
#

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)

half fractal
#

Hello, ive got a problem with my objects

#

when i launch unity its always have the same thing

sullen plank
#

You need to describe the problem

#

what is it exactly

fresh cargo
half fractal
#

Well, today I found weird glitch about when I launch unity all my objects have weird shadows/strange lighting. All shadows are completely black...

sullen plank
half fractal
#

let me try rq

fresh cargo
#

How does unity know what material to use on what vertices? Like if a mesh has 2 materials, are the materials assigned to submeshes?

sullen plank
#

Yes, additional materials are for submeshes

fresh cargo
#

But like there's 1 mesh and then all the others are submeshes?

sullen plank
#

There's not just one mesh, if there are submeshes, first one is the first submesh

half fractal
#

still confused :(

sullen plank
#

Your lighting uses skybox here

#

set intensity for it to project more light

half fractal
#

I think it works better with Color

#

Skybox makes no difference

#

I dont even remember how it was before

sullen plank
#

If you have version control you can peek in it's old lighting settings, it saves as meta data text I think

half fractal
#

aand where can i find this meta data

sullen plank
#

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

fresh cargo
half fractal
sullen plank
sullen plank
# half fractal if i re-install unity, can it help?

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.

wild fable
misty lantern
#

@half fractal Ambient light can reset to black in some situations, if you haven't hit the "generate" button of the lighting window

fresh cargo
#

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

sullen plank
fresh cargo
#

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!

wild fable
#

there are some glitched points but i dont think thats a problem (?)

fresh cargo
misty lantern
#

Also why are you using an ancient Blender anyhow

wild fable
#

i have like a 2009 laptop

#

but it works well

#

anyways

#

i used Ctrl + p to "pack" things? idk i saw from the guy

#

and the texture

#

if you wanna try

half fractal
misty lantern
half fractal
half fractal
misty lantern
# half fractal 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

half fractal
#

this one should be unchecked?

misty lantern
#

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

half fractal
#

alright, tysm for help, finally that annoying shadow is gone

#

Oh, also maybe its better to have "Auto Generate" checked?

misty lantern
limpid nacelle
#

theres noting in here how to upload a Vroid avatar for VRchat

fluid oak
#

!vrchat

lilac edgeBOT
hollow citrus
#

If I Import this into Unity from Blender why does it look like this?

misty lantern
misty lantern
grand marsh
#

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

cold cairn
#

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?

fossil spoke
#

Hello πŸ™‚ 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.

glacial vector
fossil spoke
#

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

fossil spoke
#

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?

kind zealot
#

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

glacial vector
kind zealot
#

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 ?

glacial vector
#

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

kind zealot
#

Which one is better ?

glacial vector
#

fbx is the most widely used

kind zealot
#

Okay I guess I will try

#

Thank you

calm terrace
#

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?

tulip forum
#

Can the Automatic LOD Importer detect lod models when they are parented?

glacial vector
zealous lark
#

Does anyone know a good free character creator for unity

tulip forum
glacial vector
steel escarp
#

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

terse blade
#

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.

zenith sapphire
#

guys

#

i just imported my model on unity

#

on blender it has 300k+ triangles

#

while on unity 10 millions+

#

why

#

how

junior coral
#

your mesh probably had non triangular faces so unity converted them

hoary kindle
zenith sapphire
#

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

hoary kindle
# zenith sapphire on the unity stats button

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)

hoary kindle
zenith sapphire
#

without that model i do like 50 fps

#

and with it 15-20

#

so im completely sure that he is the proble

hoary kindle
# zenith sapphire nono man

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

zenith sapphire
#

yeah ik

#

im trying my best now hahahaha

hoary kindle
#

Btw could you show screen shot of that mesh?

grave garnet
#

@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

granite stratus
#

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?

misty lantern
#

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

meager cobalt
#

i dunno if this is the right place to ask, but: how do i achieve the OctoPath Traveller 2.5D style?

misty lantern
meager cobalt
#

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

misty lantern
meager cobalt
#

ahh in my game the camera wont move at all, in 3d, it will be just stuck onto the player

meager cobalt
misty lantern
meager cobalt
#

ahh i see

misty lantern
#

But that's just one specific problem to tackle, and if you use unlit sprites anyway it's not a problem

meager cobalt
#

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...

snow tundra
#

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.

gray talon
#

Well, I need to separate the textures and reduce the polygons and subdivisions on the model

lavish stream
#

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

eager mist
#

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

gray talon
#

Anyone to help separate textures?

sweet jewel
#

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

gray talon
#

How do I separate textures to PNGs to reduce file size?

lime pollen
gray talon
lime pollen
lime pollen
#

They're baked into images that you apply onto the model

#

If you want to reduce the file size, just shrink the textures

gray talon
lime pollen
#

I ain't clicking that

gray talon
#

I can’t open the model in Blender. My desktop has 2.79 on Windows 7

lime pollen
#

You should ask the blender discord for blender specific issues

gray talon
#

I did

#

I’m seeing if there is a way on Unity

lime pollen
#

Probably not

sweet jewel
#

the handle is supposed to be brown

lavish stream
# meager cobalt this is what i got currently, i just dunno how to tackle the terrain

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....

β–Ά Play video
lime pollen
lavish stream
fluid oak
fluid oak
sweet jewel
gray talon
#

It won’t let me open the file

lime pollen
sweet jewel
#

damn

fluid oak
fluid oak
sweet jewel
sweet jewel
lime pollen
gray talon
lime pollen
gray talon
lime pollen
#

Well maybe you should upgrade that then...

gray talon
#

I can’t

#

This computer is a decade old

lime pollen
#

Well that's probably the issue then

gray talon
#

I have to wait til I get enough money to get a new charger for my laptop

lime pollen
#

Also I'm pretty sure you can upgrade to at least 2.92 according to blender docs

gray talon
#

It gives me this error for 2.9.2

lime pollen
#

Then try other versions, but it just might come down to your hardware anyway

gray talon
#

Only 2.79 works well

lime pollen
#

You don't have much choice then 🀷

fluid oak
#

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.

meager cobalt
errant crane
#

Anyone know of a good cc0 library of impact marks?

misty lantern
plucky otter
#

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 – 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 don’t 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.

sweet jewel
#

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

plucky otter
meager cobalt
meager cobalt
misty lantern
hollow lotus
#

When would y'all suggest scaling from like the built in animator to something like DOTween, or when to use playable API?

granite skiff
#

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 ?

lime pollen
#

You can export the model and the texture, but it won't be animated

granite skiff
#

I mean to create an animated texture

lime pollen
#

You need to animate it in unity

granite skiff
#

Oh ok

#

Time to learn a bunch of things in the wiki πŸ˜‚

arctic pier
#

should I make my own color palette

#

or just outright steal it?

outer halo
#

Or you can just choose from many premade ones:
https://lospec.com/

eager mist
#

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 ?

lime pollen
eager mist
#

ya, thats what it turned out to be

meager cobalt
#

any idea how to fill up these lines in between some of my terrain (I am using 3d game object)

granite stratus
misty lantern
#

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

granite stratus
misty lantern
#

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

granite stratus
# misty lantern But that's usually not critical to do to every part of a level, just ensure ther...

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 😭

anyways thank you for clearing things out.

misty lantern
#

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

granite stratus
#

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.

warped solar
#

how can i make my game asset look better

#

it is 32x32 and its rlly blurry

fleet pivot
# warped solar it is 32x32 and its rlly blurry

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.

warped solar
#

thanks

#

32 pixels per unit

fluid oak
#

Can also use a shader like smoothpixels to do the 'upscale' trick in shader without altering your image. Can be handy.

gray talon
#

I dunno how to fix this

lime pollen
gray talon
#

You don’t think I tried?

lime pollen
gray talon
#

Someone posted something about Blender too

lime pollen
spring iris
#

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?

misty lantern
spring iris
misty lantern
violet axle
#

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

misty lantern
meager cobalt
#

i made a fence in BlockBench but some faces disappeared? someone know how i can fix this?

glacial vector
meager cobalt
mental flint
#

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.

fluid oak
fresh cargo
#

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)

misty lantern
#

Or to edit multiple mesh import settings (or mesh prefabs) at once to hasten the process

fresh cargo
#

But with a preset will they have the simple URP material but with the right base color?

misty lantern
#

But I haven't tried presets for meshes so I don't know if it'll override everything

fresh cargo
#

Ok thanks I'll try later

fathom niche
#

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 πŸ˜•

#

People say to paint the whole top with texture, but I like the look of material shaders for VRChat πŸ€·β€β™€οΈ

fathom niche
#

I just have the default material for now till i can get the texture to be properly used

glacial vector
#

Change it from opaque at the top to cutout

fathom niche
#

I can't

#

That makes the part around the ghost emoji invisible

glacial vector
#

I thought that was what you wanted

fathom niche
glacial vector
#

What do you want then?

fathom niche
#

not like this

#

i want the transparent part to use the material

#

πŸ˜•

#

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 πŸ˜…

fallow thorn
#

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

  1. Create Separate animation clips for each sprite sheet, assign animation clips to specific equipped weapons in code and reference those whenever doing animations

  2. 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

#

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?

fallow thorn
#

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

fallow thorn
#

TIL about animation controller overrides
exploring that solution right now, and it seems promising

chrome ice
#

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

lime pollen
unique torrent
#

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 ?

lime pollen
muted fjord
#

since otherwise you'd have to modify the FBX file

ionic badger
#

I have imported an OBJ, but the texture has some strange colors

#

they should be all black

#

but some dots are colored, why?

lime pollen
ionic badger
#

it was getting colors from other parts of the texture

misty lantern
hardy ermine
#

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

violet walrus
#

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

dry tendon
#

Any 3d artist here to help me?

silent hull
#

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

lime pollen
lime pollen
#

well there's your problem

silent hull
#

what I set it to lol

lime pollen
#

the one that looks the best

silent hull
#

alr

steady patio
#

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!

lime pollen
silent hull
misty lantern
# silent hull

Likely because you have mipmaps disabled in texture import settings

misty lantern
fair cliff
#

Im not sure if i should ask here but can anyone recommend me a software for making art?

lime pollen
misty lantern
#

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

fair cliff
lime pollen
nocturne hollow
#

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.

https://youtu.be/Bpjl0k3DGIM

In this development log I discuss my texture-less approach using vertex colors to materialize the game's 3D content.

β–Ά Play video
foggy steeple
#

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.

split pecan
#

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

lime pollen
split pecan
winged kayak
#

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

outer halo
#

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.

winged kayak
#

can you link that video possibly?

#

or forum

#

or whatever it is πŸ˜…

lime pollen
#

pretty straightforward to do in unity

winged kayak
#

wow, that honestly sounds so much simpler than what i was looking at lol

#

thanks alot!!

spark vigil
# fallow thorn Hey, I'm looking for ideas on how to implement a workflow for adding new weapons...

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...

β–Ά Play video
misty lantern
#

Too bad Blender's vertex painting tools and workflows are really quite awkward

nocturne hollow
misty lantern
rigid jewel
#

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.