#🔀┃art-asset-workflow
1 messages · Page 8 of 1
I assume your asset problem resembles this
Color bleed at UV seams happens when there's no bleed margins
It happens over distance because mip mapping decreases texture resolution, both to reduce aliasing and to reduce rendering cost, effectively blurring the texture so bleeding problems become more apparent
here with enough color margins the problem is gone
This is in Blender but Unity renders textures the same way
Luckily I'm using also blender and I've got it the concept behind this problem but in my case I'm unwrapping this part of road and exact this seams bleeds out the white line should I scale up its UV?
im trying to import this model from blender into unity but the legs mess up, is this a problem with import settings? every bone in the legs are keyed so im unsure
Your normals might be inverted. In blender select the object that isn’t importing correctly > edit mode > a > shift + N to flip normals outside out and try importing again
i've realized now that this seems to be a blender issue. the normals arent inverted the legs are just in the wrong position on export some reason
if its pro builder it has a option for that, if its a 3d model you would need to adjust its UV's in the 3d package to account for it
or do the textures with something like a tri-planner projection
How many ppu is Ori and the Blind Forest?
Cube projected UV unwrapping in modeling software, or a triplanar projection shader in Unity for realtime
I dont think that game uses pixel art
so it doesnt really matter and theres no way to know without developer tools
It's more expensive than your usual lit or unlit shader using just UV mapping, and having to use multiple shaders may make batching more difficult but it depends on your platform really
Because triplanar mapping is calculated in realtime using position rather than UV coordinates, this means that textures may slide when geometry is moved or changed
This can be a positive or a negative
Usually object space position is used for triplanar mapping so textures wont shift when the object is moved. Triplanar mapping requires 3 texture samples per pixel so it is definitely slower than single texture sample but not a problem on most cases. Biplanar mapping can be used too when the amount of texture samples is a problem (biplanar uses some math to get the sample count down to 2). @misty lantern what do you mean by "having to use multiple shaders" exactly?
In a rendered scene, regarding batching I mean
I still dont understand. Why does using triplanar mapping require more shaders?
It doesn't, that was unclear of me
I assumed a situation where a triplanar shader is used in addition to everything else
Doesn't seem very common to use it for everything but I suppose that's perfectly possible
As far as I understand it's not ideal even for SRP batching to have multiple different shaders rendering at once, but it's not terribly by any means either
If you have dozens or even hundreds of different shaders being rendered at once, it would start to become a problem, with only two different shaders it shouldnt be a problem. Even if you get everything batched into one draw call, it would make it two draw calls in which case the biggest bottleneck is definitely not the draw call count. In worst case that would double the draw call count but thats not very likely. When it comes to SRP batcher, the amount of different shaders is what matters more than the amount of materials. One more shader to the pool shouldnt be that big deal
I know, they rendered 3D models as sprites.
Good to know that it's not a significant cost!
that game is not pixel art, its 2.5D
I dont think thats accurate, the game is actually 3D, but the camera is arbitrarily locked to a 2.5D perspective
much of the terrain and backgrounds are flat 2D, but just as much if it is 3D
Ori 1 used baked character sprites, Ori 2 used 3d character models
I'm having some weird trouble with the pixel art camera
I have a 3d model, which looks fine in the scene view, but once played (on the right) the pixels start getting messed up
sprites of the player and the rest of 2d things seem fine
(or would this be more of a 2d tools kind of issue, then I'll move my question there)
I'm not sure if this belongs more in the Graphics-Shaders channel since this has to do with mixing textures in shader graph, but as it's me trying to wrap my head around workflow, it might be applicable here.
In any event, I'm used to working in Substance Designer, so I have a much better idea of how to generate the results that I'm looking for than inside of Unity. I have enclosed screenshots of both the Substance Graph and also the Unity Graph. As a disclaimer, I'm mixing UV Channels as well, so something seems to have gone a bit awry.
It seems that the first Lerp is successful, but the second one is not. For whatever reason, I'm not able to mix the masks like in Substance Designer. Does anyone know what the appropriate Unity solution would be?
Hi guys, i’m really confused, I want to make a blockout, but don’t know if i should use Blender 3D or Unity’s Pro Builder. What are your recommendations please?
use a pixel perfect camera
I am using it
I’ll post the settings for it in a sec, as I must’ve messed up somewhere along the way
it took longer than a sec but here are the settings (virtual camera has the cinemachine pixel perfect component as well).
it's then rendered to a render texture
If it were me, I'd probably learn an external 3D application, so in your case, Blender. I'm not familiar with Unity Pro Builder, so I don't know what its limitations are, but I'd want something that is specifically geared towards modeling with the widest application possible.
Pixel perfect camera works for pixel art because sprites are snapped to the pixel grid
Such process cannot be done to 3D meshes
Or rather it won't
Ah dangit
I guess I’ll try with a second camera which is not pixel perfect, then combine the two renders
You can have 3D but if anything that needs to keep its pixel proportions should be as prite
So, no "pixel art" textures on meshes and they should render much better
Hi! (not sure which channel to post this) Any idea why my sprites sometimes come with weird edges?
(used in UI Image with native size)
What do you mean by "weird"?
my sprite is purely green, but shows with yellowish edges
Probably compression, try setting it to none
this did nothing
Then I do not know
😦 ok thank you
Might be an issue with premultiplied alpha. If so, you either need to dilate the texture's rgb channels or try the psd fix checkbox in the image importer.
hmm I cant seem to find this option, to clarify it is only a png file not a psd (if it changes anything)
Well, then you'll probably need to dilate/pad the texture.
I'll tell that to the artist maybe it will make more sense for her 😅 thank you
for now I disabled everything pixel perfect and I have run into a different issue with the 3d model
for some reason in the game view the pixels of the render texture seem warped all around the image
I'm including the final camera looking at the render texture and the canvas with the render, as I'm not sure what could be causing this
Warped how? I'm not spotting warping between the scene and game views in the screenshot
those four pixels for example are all the same size in the scene view
while having variable sizes in the game view
which shouldn't happen with an orthographic camera to my knowledge
It definitely can happen if the texture pixels don't perfectly match the screen pixels
That's what the pixel perfect camera component aims to address after all
Also, I cannot see your zoom factor here but the game window will also cause that type of distortion if you use a non-integer scale factor for zooming
it happens even at 1, though I'll check if there is something going on with the model itself that messes it up, as stuff around it seems fine
It doesn't look really distracting to me
I think you've taken up a massive challenge trying to implement pixel perfect rendering for 3D meshes textures
The math is complicated enough for 2D sprites and with those you can guarantee a specific PPU to work with
so it's not possible to make it match the scene view?
It does "match" the scene view but that's not the problem you're trying to solve
Why scene view doesn't seem to suffer from that problem is because zooming in changes your display resolution relative to texture size, so the visual error becomes proportionally smaller
even when I'm zoomed out in the game view the problem is still visible
so there must be something I messed up that leads to that happening
maximized at scale 1 with pixel perfect-ness removed it still has uneven sizes of the pixels on the model
Im currently working on this game, and I can't really get an idea for a background that might look good. I was thinking the setting was in space or something
How do you guys work with Substance Painter when your Mesh have multiple materials but you want only one texture ouput ?
I can't find any good workflow
not sure what channel to pop this in, but does anyone know how to stop the clipping shown on the right when i get close to objects in scene view?
I'm making an armor system in my game that has parts of the body that will be swappable with other armor sets. Is it best to separate the base mesh into those pieces as well? And what's the best way to attach all of them to the same game object under 1 skeleton, rigged, etc?
how do I make a sewer wall or walls for my platforming game
try looking at how sewer walls are made in other platforming games
thx
Change the cameras near clipping plane
Or just click the object and press f
if anyone uses LibreSprite how do u export in a big scale
Hi! I need to make an ice melt from top to bottom in unity. Any idea how can i do that? im thinking blendshape but is there another easy way ?
What kind of ice? A 3D mesh of some specific shape?
yes a 3d shape
More specifically?
If it's say, a cube, you can get by just by resizing it down
Hi we re trying to switch to using
Can I convert my all the assets to toon art style, cuz i have low end laptop and it can't handle the lights of unity, also i like toon shaders
You can do whatever you wish.
how do I improve this. it's a platform for a game
Unity isnt detecting blender
What can I do so it automatically imports my .blend assets
Unity has depreciated that functionality in recent versions in favor of using fbx.
First thing would be adding shading
you can see a beginner's pixel art guide on youtube if you want to learn the basics
I'm running into some issues with how unity is processing a blendshape that I've set up in Blender for a model I'm using in VRChat. For some reason even at low blendshape values for this particular shape, it breaks the continuity of the normals even though there's no seam there.
Here's the import settings I'm using for the model:
Managed to solve this issue by setting the import to disable legacy blendshape normals, and setting both normals and blendshape normals mode to import
hey anyone here have any experience using the sprite resolver and SetCategoryAndLabel ?
Hello, I have some files here that are of the document type. When I open them it says UnityFS on top then some random symbols. How would I extract these into regular pngs?
of what type?
Guys, has anyone tried to do something like, for example, we have two different SkinnedMesh , and we need to combine them into one, while recalculating the normals and merging the points that are very close to each other, this is in case to avoid visibility cut seam of these two meshes?
@knotty monolith
No, this is your mesh problem.
-
If you have a meshes with shared juncture loop, you can freeze normals and just put two different parts together, they will fit seamless.
-
Recalculate normals, without hard edges, after merging points in the single loop.
Can someone point me towards a video/tutorial to learn the concepts to use premade models i guess?
https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/free-low-poly-human-rpg-character-219979
I want to import that to test my game but cant seem to figure it out.
not sure if this is the right channel, whats the best file format to export 3D models from blender? (fbx, dae, etc)
Ive been using fbx but Ive also seen a lot of games use dae
Almost done with my pipeline for creating new weapon sprites for Ko to hold!
I only need to draw the weapon as a single frame, hit a few buttons, and I have 103 frames of animation for it~
Then I do touchups and smears by hand (though I may look into automating this too)
it all as 30~ sprite sheets using a script.. automatically creates a folder, renames the files, makes a copy of all the animation clips and renames those too
the last step is a bit tedious, having to go through all the override clips and replace sprites in keyframes, but maybe I can find a way to automate this too
also, seperated the slash smear, so it can be colored and glowy~
Why is my spritesheet is so much worse in the sprite editor vs in photoshop?
Can you show the sprite sheet texture's import settings inspector in full?
Can you show the preview window below also, which has some info
I believe the reason is here that the width of your texture exceeds the defined Max Size 2048, so it gets downsampled resulting a blur
The sprite sheet seems to be packed a bit inefficiently
Hm, interesting. Can you increase the max size? Or is smarter to just repack things more smartly
What's nice about this packing is each animation is on its own line
You can increase it, but smarter to pack more smartly
Usually you'd want to aim for PoT dimensions and a square texture shape
PoT?
Power of two numbers, which are much easier for renderers to handle
Meaning 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 and so on
Though if you ultimately end up packing the sprites into a sprite atlas, the sprite dimensions won't matter
Since it's an entirely new texture
No I'm probably doing things in a naive way
Like how many animated units would need to be out before the performance improvement from PoT would actually matter?
or sprite atlas.
PoT textures can be compressed better which usually means lower build size and RAM usage
Sprite atlases should take care of that, and have the added benefit of batching texture loads and draw calls together
Can't give you exact numbers though
Hm, guess I need to look into sprite atlas
In my experience PoT textures are just easier to work with since you can standardize the size and resolution of every sprite
Those dimensions always form a divisible grid, and there's no guesswork of how many X sprites you can fit in Y number of level units, for example
But what if each sprite requires a certain size such that they add up to something more or less than a power of 2
Just add empty space on?
Adding some empty space is usually an acceptable compromise if the item won't fit a PoT resolution exactly
Guess I need to go redo these spritesheets le sigh
Making assets in that standard mostly helps you line up things mentally
When the sprite renderer samples them or when they're compiled to an atlas, they're cut out from their original sprite assets along their sprite outlines which conform to the sprite's pixel shape
Yes I can't understand that. I just cut them out in a size equal to the largest space any of the sprites need, and then change the pivot point to be centered
or is that bad lol
Doesn't sound bad, if I understand correctly
You may not have to make a new sprite sheet, just increase the import Max Size for now
Deal with problems and optimizations later when it becomes relevant
If you end up generating a sprite atlas it may be wasted effort to have created optimized sprite sheets earlier
Here's an example
These might have been in an inefficient spacious grid before being packed
But Unity keeps their outlines and pivot points when the atlas is generated
hmm
So you can just make inefficient spritesheets and then just pack them in a sprite atlas later with no issue?
Like, there's nothing special I need to do now in order to enable that later?
Does anyone know why my fbx has these "holes" when imported into Unity? I've recalculated the normals many times and many different ways but it hasn't done anything.
Correct
There are also other holes, mostly in the legs
Check Skin Weight limits in quality settings
Blender has unlimited, I believe, but Unity defaults to something like 2 or 4
Yes! Thanks so much, setting it to unlimited fixed it
Is that a good idea though? Will it cause performance issues?
It will incur a performance cost, especially if your weight mapping relies on a lot of weights
Whether that's an "issue" will depend on your project and target devices
Ah okay, well, it shouldn't be too bad. The model is relatively simple.
Thanks for the advice, this was really eating at me
Hi everyone, I have a problem with texturing objects. So I imported an asset for the first time in my project and I want to add textures to it. My problem is the textures are only showing like "simple materials", not the textures. So if I want to add my brown "wooden" texture, the object simply becomes brown but the textures arent showing. How to solve this?
It sounds like your mesh isn't UV unwrapped, assuming the material you're assigning correctly has the texture
Thankyou!!!
In fact, depending on your build target unity might scale up your image to POT if it isn't atlased, which ends up with the same sort of artifacts as the shrinking to fit does.
That's a good point
Although some compression formats support NPOTs, it's only very selectively a reliable option
hello how are you guys, I'm having problems importing animations into unity, I'm new to this topic and I would like to know if someone can help me, by the way, my main language is Spanish
Hello, is there any way to get rid of these lines between my prefabs?
Make them bigger?
That is the edges of texture coming in or the sides of the cubes? Do not use loads of overlapping cubes it is very slow.
Hey how do you avoid dark edges on cutout materials where the background color comes in?
This link gives examples and to reduce issues at distance but is there a shader-only fix or easy tools to do this? https://asawicki.info/articles/alpha_test.php5
There seem to be a lot of different topics here
If you just mean to de-fringe textures you can check "alpha is transparency" in texture import settings and tthe colors will be dilated over to transparent regions
That does require that your texture isn't authored with visible fringes though
If they are you need to do dilation or defringing in an image editor first too
de-fringe with "alpha is transparency"? Oh - it does it automatically! Also need "Mip maps preserve coverage" to help with things disappearing at distance. Should cover it all
Then look up a texturing tutorial
Any ideas on how to make a guide map in my game, like a pirate map? For now I did it by using an orthographic camera and the output of that camera in a top down view of the full map, and for icons I placed a sprite renderer in my player which I can see from the camera, but it looks a but bad, my idea was to have a 2d image as background and the icons to be above the 2d image so I can follow the player in real time
Looks like this
They are 1x1 unity units, though. Same as my grid. Shouldn't they not have gaps?
But it does have gaps.
Precision is limited.
Is the general solution to using 3d tiles then to make them 1.00001(etc) on each axis?
Or, I suppose, whichever amount clears out the gap
It depends on the project.
That's a pretty normal way to do it
Hm, this is a Fantasy DOOM clone, but with the environment being made up of 3D tiles on separate layers. That doesn't help, does it?
In terms of the solution to the gaps
Yh but it looks a bit bad
They do appear slightly in game, so I want to try and fix it the best way I can
Seems like no matter what scale I give it the lines appear at some rate 😦
Oh psh, all I had to do was turn off MSAA.
Is there really no way to apply textures to backfaces of materials in unity? I need to do external fuckery for this?
Make a two sided material
you mean externally?
A #archived-shaders inside unity.
Im currently using the built in render pipeline, should I upgrade to the HDRP? I intend to make games for pc switch xbox and ps
not mobile
Research what HDRP offers and make an informed choice.
The thing is im looking to make a low poly game which I would think wouldnt need hdrp, but i've never touched shadergraphs, and ive read a few posts that suggest using hdrp for flat shading
But surely hdrp itself shouldnt be needed for this? or perhaps im missing something
Sounds like there's some misunderstanding
Flat shading is not related to any render pipeline, and HDRP specializes in realistic HD graphics, something you wouldn't use flat shading in
I'm pretty sure the Switch cannot run HDRP at all
Not sure if this question would be best suited for a blender workflow or unity workflow but: If I have a rig where I want to swap out a model, for my case it's sort of similar to a Sonic the hedgehog spindash effect, where I would switch out the character model with a sphere mesh, is it better to have the extra mesh as a part of the rig, controlled using blendshapes/bones and in the same base animation, or as a separate model with its own animation?
I'm not too familiar with the Unity animator and syncing up animations so i'm more lenient towards the former but wanted to check as I'm not too knowledgeable on the workflow
I'd make them entirely separate and just disable/enable the meshes as part of the animation state machine
No point in trying to turn the rigged mesh into a sphere, or having the sphere be a part of the armature at all since it won't need any of the same bones
Thank you very much for the quick response, last question but would it be better practice to keep both models in the same FBX file and separate them once imported or just separate FBX files initially?
sorry it seems like a minor issue, just want to get into better habits now whilst I'm learning
Hi, I'm trying to import blender files to unity but when I do they don't show in the scene view
Gotcha, can you recommend somewhere to start researching? I'm not an artist or anything so I wanted to steer clear of her styled graphics. I'll have to start learning how shadergraph works too.
Exporting multiple objects in one file can be handy if you have a big set of meshes that's practical to import in a bundle, as they will all share import settings
Most of the time to me it seems more practical to import them separately so you can change import settings and modify them individually afterwards, and so you don't need to unpack them to move them around the hierarchy
https://youtu.be/xS6g15XL8jQ You could start from here, and also just google around about what the render pipelines do and to make sure the info in the video is up to date
tyvm for the info :D
Hi! I'm importing a model with rig into unity from blender. The rig appears to be the correct size in blender, however when importing into unity, the rigs shoulder bones are squished into the center for some reason, causing the arm bones to be much shorter than the mesh. Only these two bones are being messed with. The pelvis bones are still perfectly separated.
It might be because your armature object in blender isn't in 1,1,1 scale, so on export the transforms get applied weirdly
does anyone know why my tile pallet keeps doing this? It carries like a column of pixels every so often for no reason, I turned anti-aliasing off but nothing is fixing it.
Hey everyone, I am having some issues relating to Unity compatibility between two versions of Blender. I have been using Unity 2.79b since the dawn of Pixel Strike 3D. Now, I would like to finally update my Blender to the latest, but my Unity models get renamed bones, the blend shapes seem broken, and overall just having an awful time (have for the past couple weeks trying to figure out the solution) after reimporting with the new version. The character on the left hasn't been opened and saved with the new Blender, but the one on the right has.
Blender's FBX exporter has been updated in some ways, and the Unity's .blend importing has been deprecated either in general or for new Blender versions, not sure which
You'd have to find settings (and potentially a script to help) for exporting to FBX, and standardize that as your worfklow
...If you really want to update Blender for that project anyhow
https://polynook.com/learn/how-to-export-models-from-blender-to-unity
This article goes over all the ways to correct discrepancies between the Blender's and Unity's mismatching spacial systems
Thank you for this link!
I am working on models for buildings and trying to determine whether or not to use overlapping UVs, like a tile map. The game will be first person so there is a concern about repeating detail, but my main concern is that with overlapping UVs I can't bake geometry in substance painter, so for instance I can't get an AO map at all.
The tile map thing seems better in every other way in terms of efficiency but not being able to bake geometry... is there a way around this? 
You could have multiple UV maps
Unity uses the second UV channel for baked lightmaps, for example
This isn't a server for discussing ripping game assets.
It's not a game asset.
Well, obviously it is but the model isn't from any game but mine
I found some stuff suggesting something like this but those made it sound like these 'secondary uv's for the lightmap are automatic from Unity when you bake it?
That is to say, do I have to actually set that up before export somehow?
Like Spazi said, unity can support multiple uv maps and defaults to using the second set(uv1) for light baking.
You can use up to eight uv maps, theoretically.
Sure what I mean is, do I have to set up those second UV maps myself or does unity generate them for the mesh automatically?
You can either have unity generate lightmap uvs or import them.
I see, that'll be part of the import settings on the .fbx I suppose? 
There is a checkbox in the mesh importer.
So basically, if I'm using baked lighting (and that checkbox is set), then when I bake lighting it'll effectively reproduce the same effects (namely AO) I'd be getting from baking the mesh in sub paint? 
Well, not necessarily; it will depend on your baking options in unity.
You can likely generate nicer occlusion in substance, or at least do it easier- but that won't take your unity scene into account.
Oh sure I just mean within the mesh itself, like using repeating parts to compress the material for a building, the repeating parts that share UVs prevent you from baking in sub paint
Because it bakes each separate mesh piece into the same space on the UV creating loads of artifacts
But it's hard for me to imagine a game like, say, Tarkov, having all their buildings totally unwrapped without any overlapping UVs or shared materials like that 
This looks fine without baking, but this can't be baked in sub paint
If I'm at the point where I'm not baking in SubPaint, then is there any benefit to per-mesh materials at all? Over just having generic materials (i.e. "Timber", "Brick") that are just a seamless texture that the mesh samples via multiple material slots? 
I have a question about some artifacts that show up, probably related to the texture I'm using. In the distance there are these gray lines:
I thought it might have something to do with anisotropic filtering and fiddled around with the settings, but it didn't change anything
(also I'm using it on a Tilemap Renderer)
I'm trying to start a video to play as an animated background on game start, but it doesnt start playing until at least the 2nd freame, so it's showing the blue unity background until it starts playing. How do I have the video show on screen when it loads
That is pretty common- look up 'trimsheets.' You can create a mesh with two UV sets in it, one used for the tiling elements and one for the lightmapping.
The tilemap renderer will sample pixels from around the tile for whatever reason
Your tile sprites should have one pixel of padding/extrusion on the sheet
thank so much for the hint, that steered me in the right direction. I'm now using a Sprite Atlas for the source tilemap sprite. That automatically adds padding between the individual sprites which solves the issue.
Hello! I'm currently having an issue with the PSD importer in Unity. In the images below, the right background is a PSB that I have imported through Unity's PSD Importer, and the left background is just a PNG of the whole image exported from the PSB. For whatever reason, the PSB looks incredibly blurry and compressed. I have included screenshots of the import settings for each of the files, and they seem to be exactly the same (minus a few settings that are exclusive to the PSD importer). No matter what I do, I can't manage to make the PSB less blurry/compressed. Does anybody know why the PSB would be rendering blurry, while a PNG of the exact same resolution and image looks fine?
I fixed the issue, but I have no idea how if I'm being honest. All I did was set the PSB's max size down to 2048 and back up to 4096.
set filter mode to point?
In your images it was 2048 so I assume that wasn't enough to store the data of all layers
What I believe is happening is that the PSB importer makes a sprite sheet of all the layers, so the dimensions will be much bigger the more layers you have
In other words if you for example have 4 layers on a 2048^2 image, they'd form a 2 by 2 grid 4096 in width and height
With a max size of 2048 the resolution would be squished to half of the original
Ooooooh that makes a lot of sense! I see now. Good to know for the future! Thank you @misty lantern !
The PBS importer is designed for use with the skinned sprite renderer for characters made of body parts where this wouldn't be an issue, rather than whole layered images
I recommend you export to either flattened PNG or to multiple PNGs if you are working on backgrounds or level art
Will do, that seems like a better call. Thanks again!
I need it to actually be linear values and not just visually look sorta right
whoops wrong immage - in photoshop, how can I get a perfectly linear gradient of values of 1 at dead center to 0 at exach of the 6 corners?
I really wouldn't expect photoshop effects to have any mathematical accuracy like that, but it'd be trivial to make that in Blender with vertex colors
thats fair, I ended up realizing I could do it in-shader instead of sampling a texture at all
If you end up needing the texture or a similar thing for some other purpose you can check this
The included baked texture should be in linear color space too
Sweet, thanks
Hi everyone, I would like to know How much it costs to create a 2D simulation game?
Anything between nothing to millions of dollars
Price of making a game depends on the scale
can you tell more about what you mean by "2D simulation game"?
I need to animate an ice block melting top to bottom and export that to unity. Any idea how i can pull that off ?
I tried with shape key but it didnt turn out so well
Did the resizing technique that I suggested earlier work?
Hi guys. I have a project I'm working on where I already had several presets with blender files and when moving to a new computer they don't seem to load. I have Blender installed inside this computer and still Unity doesn't seem to want to read the files. I tried to check if inside my Unity settings there was something like "blender path for reading .blend files" but there is not something like that. Could someone help me?
Reimport all is the solution. 👍
im not able to drop my blender objects in unity , its giving me this error
can someone help me with this
dont drag .blend files, export them into .fbx files
oh okay thanks
dragging in blender files directly even if it works is just asking for future problems
best to just export fbx for unity
Can you be more specific about what didn't work with that technique, and the look you are going for?
Is there a place where i can ask for help with textures?
I exported a chracter into unity but, When i drag the materials on their correct place then they dont change
Show the material in the inspector
I mean its doing exactly what the material is doing. There's no textures assigned
That doesn't matter
Does the object have textures?
Did you paint them on or what
Then you should just grab the texture and assign it manually in unity
?
What's confusing about that sentence
I get the original image and then make it into a material in unity?
Yes, just stick it in the base map slot
Looks like your uvs aren't right
Is there no way i cant export the FBX file with textures?
You might need to look up how to bake those textures then
No shit
Wel
In this VERY short video I will show you how to export a model out of Blender and have the textures export and saved within the FBX.
For more information check out https://youtu.be/KtPYTaCcCNU to why your exports are not working
Please support the channel by liking the video and hitting the subscribe button.
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I watched this and did the copy and embedded textures
but
My stuff still looks like this
Show the texture import settings
That is not the texture
None of those are textures
Click on the material tab on the model import settings and extract materials I guess
It pulled up my file explorer
Yeah just pick a folder to put the extracted materials in
Alright i just pressed Select Folder
So i put it in the assets
But
My characters neck is gone now
and the textures still aint there
Click on the character in the hierarchy and assign the materials
In the mesh, open up the hierarchy
Click the arrows on the player object until you find the mesh
Yes it does, it's roundcube
So check if the materials are assigned correctly
Im not sure how to see that
Click the arrow next to the Materials field
Where is lighting?
Well there's your problem
My guy, do you not see the words missing right there
Also side note
Im sorry. What shall I do?
Assign the materials you just extracted to those slots
You might need some trial and error to figure out which ones are correct
Then you need to extract textures too
Thread this please
Well this hopefully will be over in a bit
Hey guys
My character doesnt have any textures when i put him into unity
I used Blender to make the textures and i embedded the textures into character
but
Its still broken
Anyone have a way i can export the file into unity with the textures included
So I have a glb I extracted (I lost original blender file), in blender it is just a few axis, imported in unity nothing is displayed.
As far as I know .glb importing is not supported without extra packages or plugins to add that functionality
Either look into those, or import the mesh into Blender, fix anything that may have changed and export it as .fbx
These seem to be empties where armature bones used to be
I'm not familiar with .glb files, but I assume since there's no geometry it wasn't imported or exported properly
using asset studio extracting worked
Hello, just wanted to ask about parenting objects to bones in terms of blender to unity workflow, I've seen it addressed in posts before saying to instead parent them using weights but set all weights to max on every vertex, however wanted to check whether that's outdated/not necessary anymore and whether unity can handle objects parented to bones? Otherwise is it better practice to parent them in the unity hierarchy or to do the above and weight paint
Unity definitely can handle that and it may be cheaper to do it that way to reduce use of skinned mesh renderers
In the past I had trouble exporting objects with bone parents, especially with animation, from Blender to FBX but lately it seems to have worked okay
Glad to hear it works alright, I had mixed results but am starting to use a game rig rather than exporting my control rig so hopefully the results are more consistent
The caveat I believe is that you can't parent objects to "individual bones" in Blender, and you'd have to use the "child of" constraint instead, which is not exportable to FBX
The only workaround I know of is to parent the objects to bones in Unity after importing, but I haven't experimented much with that
I think you can as that's what I've done, unless it works differently to how I'm thinking, this is what I'm using:
yeah, if the above doesn't work this'll be my fallback as if my hierarchy isn't too messy it should be alright
That could be something I missed, or something that didn't work before
I'd try doing it with this either way
will do, tyvm for the fast response again btw 👍
Is it bad to use "calculate" rather than "import" for normals on meshes? Does it hurt performance?
No, only asset import time in editor
Using calculate gives you less control over edge sharpness than a 3D model editor will, and it won't do anything if the edges are already flat
But I don't think there's any reason to avoid it if you want to recalculate normals
Yeah, I just ran into this yesterday
thank you!!!
I use a package called "Quick Exporter" that lets me configure multiple groups of objects for FBX export. So, I used that to export the meshes separately, then just stuck them on in Unity.
(extremely useful add-on)
Did you try the parent to bone option also? It should work by first selecting the object, then the armature, then the bone in pose mode
It seems to have been added somewhat recently so most guides online are outdated
Good to know
I'll certainly experiment with it too at some point
anyone know how to fix the way this normal map looks? (yes it's marked as a normal map)
this is what it looks like in substance painter
could it be an issue with tangent space/world space?
can you screenshot what it looks like in the inspector?
I mean the texture itself
I am just suspicious that you haven't used the OpenGL normal map format, and one of the channels is flipped
this?
I have substance set to OpenGL
nvm, fixed it
had to set these to "import" on the mesh
or wait
I'm confused
now when I set them back to "calculate" it still looks fine
maybe they just had to be recalculated or something
unity is weird ig
How can I export a model from blender in Unity with the right orientation and without the -90 angle on the X axis? I tried changing the forward and Up axis as you can see in the image but nothing changes.. And if I check Apply Transform the light in Unity breaks and I can't even see the model
Would anyone be able to help me get the textures back on my model? I got a GLB from the model site im using and feeding it through blender to get a FBX with textures isnt working correctly
This is the unity view
textures are being recognized inside of blender but render like this
here is the proper rendering that I need
Import textures separately
Or just use a glb importer directly
i tried the glb importer
it locked up the model
i couldnt move the parts seperately
well
i could sorta
the models wouldnt move
but i think the hitboxes were moving
How do i export the textures out of the glb then?
If the textures are embedded in the mesh, you should be able to extract them when you import it into Blender, or when you import it in Unity
I cant import the glb into unity without the entire thing locking up
the glb has the textures already applied and fixed
i need an FBX with textures
So, if the textures seem to work after you import the mesh into Blender, you should be able to extract them or confirm that they're properly embedded so you can extract them in Unity
The textures render and are linked properly when I use a GLB importer for unity
they are linked but do not render in blender
and are not linked and do not render in the FBX
from blender
even when I try to export textures from the exported FBX from blender
I put Copy and export textures on the settings for blender too
If there are import settings to specify when importing .glb to blender, that might be where the issue is, though I'm really not familiar with that format
Copy and export seems to imply exporting, not embedding
ill try to get a video of what im doing
Just that the mesh has embedded textures doesn't necessarily mean the materials are using those textures
In Unity you always have to extract the embedded textures before they appear
this is the left eye selected in blender
that is the texture for the left eye
this is how its rendering in the view port in blender
With this cropping I can hardly tell what's going on
You're in Solid View here which in most cases does not display materials/textures
i think i got into texture mode
i gotta reset the model i made too many changes to move the eye back
The Shading workspace additionally should let you see a list of materials and textures used by specific parts of a mesh, and the Image Editor in the same workspace lets you preview textures that exist in the file
If I recall correctly this is the operation that saves embedded textures to files
thank you so much man
Since it looks like the textures were correctly embedded, the "extract textures" button in Unity probably worked all the same
he has textures
yay
the absolute nightmare fuel was exported
teeth textures are weird lmao
theyre in documents/textures now
The model has decided it wants to lock up again after being converted
i can move the whole model
just not individual parts of the model
the textures are mapped on i did that gif before i mapped them
the model is showing up with an avatar in its children
not sure if that has anything to do with it
this whole window is greyed out
that wasnt like that when i could move it
top is the textured one
bottom is the untextured movable one
You aren't moving the bones
Those are what moves body parts
How do I move the glasses and mask
They don’t have bones mapped
When I'm in Front Orthographic view (edit mode) and hit g , then movement of the vertices is locked to the z axis. How did I accidentally activated this?
Ahhh, edit: it is locked to the y plane. How to deactivate that?
In what program?
Oh sorry, I wanted to post into other channel. It's blender 🙂
Yes they do. They are mapped to the head bone.
You are using readyplayerme, they attach the accessories to the regular bones.
When creating 3d models in blender, does it make any difference if most of my faces are triangles vs rectangles?
Ultimately only triangles really exist
Modeling programs convert quads and n-gons to triangles when rendering, and they're also converted to triangles when imported to a game engine
Quads and n-gons are basically a convention to make modeling easier
For example you can only use loop cuts with quads, and quads are much more practical to subdivide topologically
Working with n-gons doesn't have those benefits as quads have, but they may still be more convenient than triangles in some places
It's recommended to do a triangulate operation when you export, so you can control the process
Automatic triangulation may fail with some polygons and remove them entirely, in which case you'll get a warning in Unity console
Are you allowed to put assets you make for your own game as assets on the asset store and still use them in your game?
I'm quite certain there are no rules or laws like that
ok very cool, gives me more of a reason to make my own assets for my game
I'm using the vector graphics package to import SVGs
and I'm making these SVGs in Illustrator at the moment
this is very tedious: I have to manually export the SVG every time I edit something
it feels like it'd be easy to write an Illustrator script to automate this; has anyone done that?
Any good tools for creating humans? Something like unreal's metahuman
I am currently using UMA 2 but it seems to be very small in it's size and community...
Nobody that I know of but you can absolutely write an impost preprocessor to do it
oh right! i've never done that before...
I am reluctant to make my import pipeline depend on Illustrator tho
I use Blender scripts to export FBXs for me, for example
It is fiddly but you usually only need to do it once and then it just works
Are they not able to be moved seperate then?
I just wanted to add a toggle to them to turn the glasses and mask off for vrc
why does blender squish my models like this?
if I apply the mesh in order to get correct proportions I have to scale it by like some weird combination of different numbers on each axis
You'll want to apply object transforms before you export, or when you export
It would be nice if blender and unity had better compatibility
blame the .fbx format
i do it regularly
the Blender .fbx export script has some very funny comments in it
well reason is a combo of fbx format and blender being GPL
so its not able to use the official FBX sdk for its fbx support due to it being incompatible with the GPL licensing
is a addon called Better FBX that helps alot but does cost money
Both Blender and Unity are working towards better USD compatibility so maybe that'll replace FBX
@gloomy raptor You could demonstrate how the texture becomes "broken" and also show how it's applied in the blender shader
I don't know what you mean by "paint", but you don't really create art assets within Unity
PolyBrush can paint vertex colors, but it's probably not what you're looking for
I can slide over the screenshots later
@misty lantern sending the screenshots now
in blender vs in unity @misty lantern
i don't know if armatures/rigging have anything to do with it
When I want to make a building with rooms
is it easier for beginners to use probuilder or to use an external program like blender?
Hey can I ask something. can I use unity 3 program with out internet ? Or need to be open. Internet?
It looks mostly like a texture baking problem, but since you didn't mention doing that it seems most likely to be an issue with the UVs
I'd check for overlapping geometry or accidentally exported extra objects too in either case
I'll see about texture baking, that might be the issue
So, you are baking the texture in some way? If you aren't, then it can't be a baking problem
Then it's not baking problem
My guess is that something goes wrong with the UV map at some point, maybe multiple conflicting UV maps or something
You haven't shown it but it does not look good here with so many seams occuring all over the mesh
I'm confused with how the model broke so much, but there IS something that may be causing it
the model on the right is a rigged version of the model on the left, as in, a texture for a static, unrigged model is being put on the rigged one
Rigging wouldn't affect it, but they may have differing UV maps
UVs and vertex groups for rigging are both vertex data just the same, so you can't update just one of them
I managed to start texturing the rigged model, I'll see how that works out
Anyway, it seems like much less of a mystery if they're not the same mesh
You were right, it was a mesh issue
Now the texture works 
I have modeled my first object in blender and imported it into unity. It's a cylinder shape. The origin/pivot is in the middle of the object and I would like to have the pivot at the bottom-center of the cylinder so I can place it on the ground easier without "dialing it in" on the y axis each time. How can I do that?
Also, are you not supposed to scale gameobjects? I heard somewhere that having a scale that isn't 1 will mess things up
You can change an object's origin point in Blender by applying transforms, or by using the origin edit mode with ctrl + .
In Unity you can also use empty parent gameobjects as pivots
You should only use non-1 scales when you need to
Consider that all scaling will be inherited down the hierarchy, and many components do not support non-uniform scales, or behave weirdly with them
I'm using unity recorder to record gameplay. mp4 gives me an absolutely abhorrent quality and WEBM gives me 5 FPS. Any advice here?
Save frames and combine them externally?
I would just use OBS
What does unity recorder offer that you cant do in a video editor?
The ability to record at non-realtime speed for higher quality mostly.
Also being able to record precise frame ranges.
OBS does that too right
Not sure; can OBS tell unity to change its rendering speed?
Full screen
Well you can manually tell unity to render slower right
Yes. Using the recorder.
I personally mostly use the recorder when I want to capture a perfect loop since I can put in the precise number of frames I need.
I ended up buying a full screen asset
can't deal with unity's shit
shadowplay is just much superior to this
I have two similar meshes, one i downloaded and other is made by me with blender.
I use them to make grass, but that one which is downloaded work fine, while made by me mesh dont allow to place grass on the ground, i move the brush above ground and nothing happen, grass doesnt place
What am i miss?
is there a way to get the glasses and mask meshes on my model to move with the headbone without locking them down in blender?
You can have then as separate meshes and parent them manually
Or use a script
Hi, does anyone have a simple tile set template for a side scroller pixel art game that I could use with libresprite (which is basically aseprite), or any other drawing software?
And another question, I want to make a tile set, but I'm not sure what tile sizes to use. I'm aiming for a resolution of 640x360p because I've heard it's easy to scale to 1920x1080p, but when I looked online, people recommended using 16x16, 32x32, or 64x64 tiles which don't seem to divide evenly into 360... I might just be dumb, but won't this mean there will always be some odd looking pixels? Thanks in advance!
Those sizes are powers of two, which makes it more efficient for computers to process
Yeah... But if you try and fill a vertical column of 32x32 tile sets in a 640x360 screen, wouldn't it fit 11.25 times, which would make it weird? I might be overthinking it, idk
Oh, no, sorry
I am dumb
It would just cut off, but still look okay, right?
I think that's handled pretty easily by the pixel perfect camera. Honestly you can have non power of two textures and still be fine, modern computers are fast enough that it doesn't really matter too much
Thanks!!
Does anyone know why my mesh distorts like this in Unity but not in Blender?
My skin weights in the project settings are set to unlimited
Are you sure it's distortion? It looks like there could be an UV seam there
oh god my first model looks so cute oml
it looks like a smol bean
he squat but he thicc
updated the materials
Also, what's the difference between metallic map and smoothness? I understand smoothness but idk what metallic map is for
I mean parenting it manually is pretty straightforward
Just be careful with non power of two textures; depending on your build target unity might automatically scale up to the next power of two, if the hardware doesn't support npot. Not as common on modern hardware, but good to be aware of.
The tiles are based on standard tilesets from older games. The screen size is based on modern screens which are 16:9 aspect ratio- actual games would typically be 640x320, 320x200, 320x200 depending on the display. It is just usually considered better to cut a quarter tile off than to scale the image weirdly.
Of course, bear in mind that old tvs usually didn't display the full resolution of the tube- some got cut off at the edges. So playing on modern systems doesn't show old games quite correctly either.
thanks a lot!!
i changed out the clothing on my character and blacked out everything
im going to attempt to make an animation for pulling down the mask
im using adobe illustrator and im fairly new
how can i make the top piece droop to form an eye lookin thing
the center stays where it is, but the left and right sides will droop down
Unity discord is not the place for unity unrelated things.
i was also going to note, that it needed to be in such a way that when put into unity clipping would not be an issue
but whatever
What are some good pixel art resources you guys recommend for someone wanting to make some pixel art for his game?
this is my "art" lmao
can anyone help with the script that is supposed to help put a mapped PNG file that’s been separated Into colour groups for a colour by number app? I’m having issues getting it to output the proper file.
just post the script, although #archived-code-general would be the best place to ask
Hey, I have a problem with importing videos. Sometimes it works just fine and sometimes videos are imported as "Default Asset" instead of "VideoClip". They all have the same settings (VP8, webm with alpha). Any ideas?
Working on Linux, Unity version 2022.1.23.
Hey so making a 2d game I have some pre made assets i want to use but they are 1422x2000!!! How do i go about using these or are they unusable because they are so big. If i simply change the width and height they become pixelated.
I wonder if it's defaulting to point sampling or something
that would make it Extra Crunch when resizing
could you screenshot the Image component (or whatever you're using to display the image?)
Sorry for not answering, I was asleep. I can send you a photo of the seams if that helps.
hmm, it doesn't show up there
let me go look in unity
what about when you select the asset itself? here's an example
please enjoy my programmer art
is "Filter Mode" set to "Bilinear"?
yeah bilinear
Downsampling will always blur the details
But if your image is "too big to use", do you really need all that detail anyway?
could you show what the image looks like when resized?
My hunch here is that it could be an image that's been upscaled with nearest neighbor filtering to try to keep it sharp, which would explain why it would seem to get particularly blurry when downsampled
So i think I might have just accidentally remedied the issue
so i was altering the height and width which made it very pixelated
changing the scale seems to stop it from getting really pixelated
Of course the Image gameobject size and your game's screen display size will further alter the visual size and resolution
Well thanks for the help anyway. THis is working for now so ill just stick with this thanks 🙂
ah, changing the height/width of the transform versus the scale of the image?
I wouldn't expect the former to cause problems..
To be fair im very new to this I might have done something else to screw it up without realising 😆
yeah, so it'd be good to figure that out!
A 1422 by 2000 resolution image, or even bigger, is not usually by itself any kind of problem
The import resolution doesn't determine the display size or resolution, unless we're talking about precisely pixel perfect images
These are what the seams look like in that specific area
If it was a UV issue what could I do to fix the appearance?
I'm not entirely sure it is though
Because there are issues like this too
It does go away at these bone weight settings but other parts of the mesh deform as-well
Like this
let me guess, are you making a FNATI Toon?
No it's an Epic Mickey fan-game
I recently got a volunteer animator and he's great but the animation deforms when I import it
what ideal file size for character 3d model ?
and how to make it smaller?
What are some of my options for adding blood splatters on my walls and floors during runtime when things die using the Built In Render Pipeline? I will be instantiating the blood splatters using particles that collide with the walls and floor. They will instantiate the blood effect where they land.
Checked out decals first but seems they were URP/HDRP only, then I looked at projectors which didnt seem to work well either. Now I'm thinking the best case scenario is to just instantiate the blood as a sprite where the particle lands.
dammit i wish there was an easier way to transfer my messages there
you could convert to URP. Just use a version control software so you can revert if anything goes wrong haha.
Why didn't a projector work?
I actually wanted to keep the project in BIRP, but I might have to change. The projector seemed to stretch the image all over my blocks, rather than actually painting it on. It's possible I didn't configure it right, but right now I'm thinking using the OnParticleCollision method might be the simplest way.
¯_(ツ)_/¯
But from my experience, urp isn't really different if you don't really touch the features that urp provides except for one or two... but then again I've barely used BIRP lol
I wouldn't be opposed to trying it out, but I've made quite a few BIRP shaders so far and I'm not sure if I want to (or would even have to) rewrite them :p
I did end up getting it figure out with the OnCollision though. It's just a little sloppy because I'm not handling edge detection with it yet, so sometimes the blood pools overhang off the walls. A problem for another day.
im not sure where i would put this if not here, but im having an issue with the unity asset store, where im pressing "Add to My Assets", and its not doing anything. Is this a common bug, or is there something i can do to fix this? (Im trying to install the Cineware by maxon asset)
URP can require a ton of work just to get up to basic feature parity with BiRP if you have an established project...
Well, i have no experience in converting projects. There you go @tranquil bay
For a game in that style, particles are probably your best bet; you really don't want to instantiate that many projectors if you can avoid it. to avoid z-fighting, you might need to add a slight offset to your particles.
This was the correct assumption. Particles aligned to wall normals with a 0.001f offset to deal with z-fighting did the trick. I'll just have to figure out how to deal with 'overhanging' sprites now.
ie
For that specific example you could probably just not render backfaces. In general, given the aesthetic of the game it might not matter so much?
(Especially if you do use edge detection; that would get rid of most cases.)
As I started sculting my character with bllender instead of modelling it, I realized that the number of vertices and tris is way higher (of course, tho).
Is there any number I should not exceed? I'm afraid i'm having more detail than unity can handle
Yeah I've been having some trouble with the edge detection to actually get it to work, but I'll keep trying. You're right though that the style right now doesn't make it matter too much. I am afraid though that when I go up to a higher res (thinking about swapping over to 32x32) it might start to look a little whack.
If you really need it you could probably just use depth- basically the reverse of the standard 'soft particle' effect.
Instead of fading out at intersecting geometry, fade out if it doesn't.
Oh that's actually a cool idea. I'm going to go see if I can get that working right now.
ok great thank!
these images are assets from the store. Can you tell, what blender technique is used to get this result?
Fully modelled with a lot of smoothing?
Subdivision Surface?
Sculting?
Something else entirely?
What result? The model? The texture?
@fluid oak sorry, the model, I mean!
I will ask about the fur of the boar afterwards 😉
No real way to tell what technique or software was used. Probably sculpting, then baking details onto a retopologised mesh
Ok, thank you. Sculting and then retopologizing sounds like a lot of work. I actually like sculpting, but I'm afraid of the number of triangles it creates.
Any suggestion where I could start reading (or youtube) about how to do this? I also saw things like UV/image editor in blender and something like "turn on grid to see distortion" in a video.
Now I'm super confused 😮
I mean, it is a gigantic topic and you'll be better off googling game modeling
I don't even use blender 😛
Ok, thank you!
Hi guys i don't know if this is the right channel but it seemed to be the more appropriate
I have this mesh that i want to apply to my blue controller,the object in the hyearchy is made by 2 parts cause it is a requisit for online stuff
the mesh is based on the "Controller blue" object and not for the other one and this is the result
my question is,if i apply the mesh collider for the object "Controller blue" is there a way to resize it for the other object called "Controller master client..."?
How must I rig a character so that I can juse unity uLipSync? Are there any good tutorials
massive noob with blender/3d model engines, How doo I combine these into one mesh?
ctrl+j
Just a very very simple question: how do you recommend doing backgrounds for a 2d game in pixel art so that they don't become blurry nor being needed a hundred trillion game objects for background
like in what website sohuld i make them for example
depends on what kind of background you are after...
if you only need an image.. you could scale it and use point sampling, that would preserve the pixels sharpness
top down view hand made pixel art
do you use single images or tiles?
what are the tiles?
oh that thing, i forgot they existed thanks
tilemaps
yeah
so.. if you are going for a static screen or with minimal scrolling, like a point-and-click game. I would paint the backgrounds and scale them up with point sampling to avoid blurring
otherways you are best of using tiles I think
even then I would still use point sampling to avoid blurring
If I'm exporting from blender into Unity, what smoothing option do I want? Normals Only, or Edges Only? I read that game engines dont support Face.
and yes my model does have edges I want smooth
whoops wrong way apparently only faces and vertices
not edge
and normals ofc
not sure what is the best one though
A simple question: i know in pixel art all pixels should be the same size(with exceptions)
Do you think the player/objects should/could have different sizes of pixels without making everything look bad
Is is normal or not?
try it out
Not normal
Up to your artistic eye and ability to make it work, though
Hi, I don't know if it is the right place to ask but you see how in blender you can "shade smooth", how can you do the same in unity ? Because after importing my objects they look kind of ugly
I have never needed anything besides "normals only", as only vertices in Unity have normals
alright, I will use that then
When you export your mesh, its smooth/sharp normals should carry over as-is
Additionally, Unity's mesh import settings have the a field for recalculating normals with a specific angle rather than importing them
hhmm you are right I tried it again with another object and it looks smooth so something might have gone wrong with my export from blender to unity
Do I need to reexport everything or is there a way of recalculating the normals to have them smooth ?
Yes, in import settings as I mentioned
Oh yes I found it thx 🙂
yo
Does anyone know if i can use quixel mixer with the included free materials to texture models for my game
or is that not allowed by the terms? i cant find any clear definitions of what's marked as "UE-Only Content"
and I cant find any clear definitions of what is "licensed content", like does that include the free materials given to me? and am I even allowed to use these free materials in a commercial manner? I cant really tell what im allowed to do just by reading the terms once.
As far as I understand, no, unless you pay for the service
is there anything like quixel mixer / substance painter I can use thats free
or is 3D modelling with cool materials just inherently expensive
I think good tools are paid. You can use blender to paint textures too but its surely not as good as the paid alternatives
it isnt thats why I want something else
but i dont want a subscription, not sure I can sustain it
and literally everything is a subscription
There is steam version of Substance Painter with perpetual license
There are several 3d painting tools, some of which are free. I've heard good things about Armorpaint, which is very inexpensive to buy or free if you are willing to compile it yourself.
true but I have used Substance painter for a few years now, rather like it, had the perpetual before Adobe bought then out. Only reason I got the steam edition was becasue they added 3d mouse support. So much better for navigation
Oh, whups, meant to respond to @violet axle there
I think it can look fine, and in fact wasn't uncommon even back in older games.
Several older games had high res sprites on low res backgrounds, for instance, or used other tricks.
ArmorPaint is what im using now, i usually forget to reply to these if i solve them myself lol
ArmorPaint is good, but its very technical to use especially if you self-compile, because some real weird stuff happens when you try to use cloud naterials after opening the program from a folder other than its build folder, as well as many other weird quirks to work around
Yeah, well, this is still the best time in history for free software so I dunno.
Substance Painter is one of the most bloated pieces of software I've ever used from Adobe, and that is saying a lot. And it certainly has its own quirks.
Should I use jpgs or pngs for all textures?
pngs take 2x as much space for the same res
Use PNGs or PSDs. Unity does its own compression so you lose any benefit from JPG but keep the low image quality.
Basically, all textures are converted to the same format when building the game.
Ahh alright, thanks!
So just import the highest quality and set the compression settings inside unity.
Is there any compression settings in the Editor that's actually lossless?
I have PNGs that actually hold precise non-color data for some shaders, so I can't afford any artifact.
Am I condemned to "None" compression? Because that's way worse than the original PNG.
why does my bullet look different in game
it normally looks like this but while changing its x values it distorts(?)
I assume that is only few pixels wide on the game window?
sorry I couldn't understand
the one at the top is game view and the bottom one is scene view
What I meant is, how large the bullet is on the screen?
yeah its super small
Are you using pixel perfect camera?
Idk what that is but I don't think so
If not, you should really consider doing so
A monitor screen can only display one color per pixel, so if your sprites get really small the pixels of their graphics will not line up with the pixels of the screen
That's what the pixel perfect camera aims to address
How do i fix the issue of seeing through my unity objects. I dont have the same object but I seem to be having the same problem as this guy : https://blender.stackexchange.com/questions/169851/my-blender-object-is-see-through-in-unity
have you tried the solution that was suggested?
i just dont rlly understand them
then try reading the solution in the pins of this channel
k
All files in the data are losslessly compressed in the build, image or not.
Lossy texture compression is in addition to that.
The type of compression depends on your build platform- I believe that the default for most of them is ZIP but you can change that.
While sculting my character, I did hips and then the legs (with mirror modifier). I then applied the mirror modifier to the legs and joined them with the hips.
Then I remeshed, and then this happened between the legs:
Why are some vertices suddenly connected?
Similar thing happened at the crotch btw
That's how remeshing do
Ok, so I have to delete edges by hand?
Yes, if you can't avoid them by tweaking remesh settings
Remeshing doesn't create final geometry though so you'll be going over it manually anyway
Sometimes it's better to model a character with a reference pose that avoids tightly bundled geometry
Yeah i used a reference but the legs are pretty much together. I will retopo afterwards, anyways. Just wondered what's going on. Thanks
I'm pretty new to making game characters (with sculpting) and have questions to the general workflow (it's a more stylyzed character):
- do I add creases for e.g. muscles as part of the sculpting process (before re-topo) or as part of the uv-meshing/baking?
- same for hair: do I retopo hair, or is it better do do it completely with modelling after retopo?
Sorry if something does not make quite sense, I havn't done any retopo/uv meshing at all so far
In this workflow you would sculpt all the body's details as accurately as possible, then do a low-poly mesh on top of that with retopo, then bake all the details into normal maps from the high-poly to low-poly
Hair depends on the type of hair
Hair can be sculpted, but most types are made separately, such as hair cards
These likely have the same sculpt-retopo-bake workflow as bodies often do
So the hair is sculpted?
Looks that way
Thank you so much!
Hi, is here someone who wish to work with me on my project, i need a 2d art designer, for sprites, maps, etc.
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If you read the bot message, maybe you wouldn't be so confused.
Yeah, thx
3D or non 3D, wich is better, and do you have some tips to improve it?
I have a texture that i want this pipe with back culling to render on, but when i put it on it, it renders as a solid color. I've played with some settings but nothing works
Is the pipe uv mapped?
You'll want to make a better UV unwrap
Well there's your problem, you need to look up how to do it properly instead of relying on the auto uv
So, i get the UV map right then it'll just work?
Like i put it in the game and then add the texture on the model
UV map determines how the texture is mapped to the mesh surface so that part will work, yes
Question about materials imported from FBX files: can I hide them?
I'll give descriptive names to the materials in Blender, but I don't want to actually use them. I want to replace them with that "material override" option in the import settings.
So I wind up with two materials with the same name
"Post" -> from importing the FBX
"Post" -> from the material I manually created and configured in Unity
I override the object's "Post" material with my own "Post" material
that works fine, but now I see two materials named "Post" in the inspector...
Hey I'm messing around with a Parallax Occlusion shader but I'm getting weird results
It looks sweet but the edges and seams distort
Not only that but it doesn't seem possible to have there be a center point for it to be displaced.
like it can only be displaced inwards or outwards instead of both at the same time, while the middlemost grey stays in the same spot
I tried fixing it by masking off the edges and seams but that didn't work
I've seen games like Isonzo that use Parallax Occlusion on their buildings and they font seem to run into these issues.
Does anyone know any workarounds for getting it look good?
Discontinuities/seams will always look bad because the mesh's normals change suddenly.
You'd probably need to adjust the normals to avoid that.
How do people make these weird uv maps that have the assets everywhere and properly map them
can you be more descriptive
talking about when people map multiple assets from like a atlas or trim sheet?
@ember pollen i figured id ask you since you work at unity right? do you know if you are allowed to make assets and sell them, and then also use them in your own games?
I'm not an asset store man but I would guess so. To sell on the asset store you need to own the copyright to the assets. That seems orthogonal to using them in your own game where you'd technically just be your own customer.
taxes go brrr
fuck
Someone knows how performance hungry blend shapes are in a large amount (40-60) that are not dynamically used during gameplay but only once when a new scene is loaded?
How do I make those sheets that have an arrow containing the images inside like this one?
Sprite type: multiple and then slice them in the sprite editor
AHHHHHHHHHHHHHHHHH
THANKS @misty lantern
hey why when I export my model from blender to unity, where in blender the rotation of the selected part is 0,0,0 (no parent) in unity the part is rotated -89 degrees (it is the right side up but the rotation is still there). It messes up some scripts
It's because Unity's up direction is Y while blender's up direction is Z
You can fix it with some of the settings in the FBX export dialogue in blender
I'm personally just used to rotating everything 90 degrees on the X in blender though
I'm importing the blender .blend file straight to unity
ouch
wait
why this works normally
What am I looking at?
I mean why in unity the rotation of that object is 0,0,0
Maybe its parent is rotated
In unity I mean.
Is it a child of anything in unity?
If youre using that workflow then you don't have access to the FBX export settings on blender side, and have to fix the rotations manually
By rotating 90 degrees on X and applying rotation, then rotating it back
oohh that way
New to unity, be gentle. I want to create a 3d triangle to represent a cameras field of view, it needs to be reused but overridden in every case, so I need like a base prefab. I managed to use some code I found online but have issues with attaching scripts so want to create my own, how do I go about this
- Select the object in blender (in Object mode)
R + X + 90to rotate it- Go to Edit mode and select everything,
R + X + -90to counter-rotate it back
oh my god thank you saved my day :DD
yeah I know how to do that
I didn't think of that for some reason
Yeah just making sure
This feels like a coding issue, you should elaborate on your problem and show what you have done so far in #💻┃code-beginner
hi, anyone could tell any suggestion about a good 3D model for a 3D web mobile app?
I was trying FBX but is slow in my phone
The format doesn't matter too much here, what matters is the properties of the model itself
do u mean import settings?
No like how many polys it has and how big the textures are
oh ok ok, then I need to put low polys in my 3D model
please other question @lime pollen, do u know why a camera inside 3D mesh like a car all the mesh is invisible?
Because polygons are only rendered on one side unless you explicitly use a two sided material
Hi, when I import my model into Unity parts of the mesh are "Broken" like the faces dont connect
See the pins for a possible solution
what pins sorry
Never mind I fixed it
So i don't think I've seen this before. Why are my childed objects warping when i rotate them? Even basic cubes warp. In fact i noticed when i create a cube inside another gameobject, it's more of a rectangle than a cube right now.
Example with cube :
The parent is scaled, which will cause children to warp when rotated because they are in 'parent space.'
The easiest way to deal with it would be to either not scale the parent non-uniformly, or add an intermediate transform into the hierarchy that is scaled in the inverse of the parent to counteract the scaling.
Hey guys, I think this is probably the channel with cloesest topic to post this - There's a mesh-related survey on Unity forum. If you too have mesh related feedback pls spend sometime to fill the survey.
https://forum.unity.com/threads/feedback-wanted-mesh-area-survey.1420949/#post-8959143
the normals on my model in blender are flipped when I export them to unity (yes i have backface culling enabled in blender) is it something to do with an invalid mesh?
Does anyone know why when I export through FBX the polys on this hat just disappear in unity? the first photo is in Unity, the second is in 3D viewer, and the 3rd is the wireframe
they look fine from underneath which is the weird part to me
See pins for possible solution
tried flipping the normals
just messed it up more
both blender and unity dont like the file now
You probably have warnings in the console about self-intersecting polygons being discarded when you import it into Unity
This is usually solved by doing a Triangulate operation to those faces before exporting, but more important is to avoid such dreadful topology in the first place
Avoid n-gons and stretched faces
dreadful is a fitting term shivers
how come exporting textures from substance painter it gives me a normal map and an opengl normal map? which one should i use?
I haven't used SP but from what I understand exporting from it with an Unity template should logically only create an OpenGL normal map which is what Unity uses
who can help to create graphics for 2d game?
how would I do that?
which part?
I have a model prefab were I have materials assigned to the different parts. I can't apply them to the model prefab because you can't modify model prefabs. I then tried to create a prefab from the modified model prefab and it prompted me to create a prefab variant from the model prefab. Is this how it's normally done?
You can use on demand remapping from mesh import settings' materials tab to change what materials it uses
In my experience you'll be using meshes within another prefab 90% of the time either out of convenience or necessity, in which case the assigned materials might as well be an override of the parent prefab
Thank you
Thanks :D
Hi, i am looking for texture related tips. Like how do you guys texture your 3D models. There are so many ways to do it, but when ever i try to texture something it just dosnt look right, some times its stretched or blury even when messing with unwraping for multiple hours. Also tried doing just regular colors as my models are low poly, but then it just looks bland and with 0 detail.
I did find a game "ziggys adventures" and in it the developers have made there textures have super small texture like details, but from distance it looks basicly like a regular color. How can i get the same effect while keeping the same detail and size thru out all my models.
Example image from that game:
Or this one: (its like a black and white texture was colored)
I cant describe it but it looks like a Noise texture with a color on top
@solar lake how does the baked texture look if you select it in the UV editor?
brb
ok, that looks sane
maybe the material's Tile field is set to something other than [1,1]
that's the intensity of the normal map
also, that doesn't look like a normal map at all
however, you need to be looking at another spot on the material
i don't have unity open and can't remember the exact location
can you screenshot the inspector for the material?
oh
there
the tiling looks fine
but that is absolutely not a normal map
a normal map should have a roughly sky-blue color
it looks like you baked a Combined texture
which you'd use instead of albedo + metallic + smoothness + normal + ... maps
it does but when exported it looks weird
that is not the same image
it's a completely different color
it looks like this inside of file explorer
in unity it looks like this idk why]
is that the same file?
yep
right click on finalbake in unity and hit "show in explorer"
yeah
if you right click and hit Refresh, does anything happen?
(on finalbake, in unity)
nope
mind dropping the file in here?
it looks proper when i import it on my end
odd
actually, try Reimport instead of Refresh