#🔀┃art-asset-workflow

1 messages · Page 8 of 1

misty lantern
#

@cyan lynx Since your problem seems to be occuring specifically on the meshes and textures, that suggests an art asset problem so it'd belong in this channel

#

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

cyan lynx
#

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?

misty lantern
# cyan lynx

No obvious problem here
What of the adjacent UV island from the sidewalk?

cyan lynx
#

Sidewalk

#

Sidewalk's UV is quite big from rest this can be a problem?

fickle pasture
#

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

eager mist
fickle pasture
#

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

violet walrus
#

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

fleet pivot
#

How many ppu is Ori and the Blind Forest?

misty lantern
#

Cube projected UV unwrapping in modeling software, or a triplanar projection shader in Unity for realtime

blissful relic
#

so it doesnt really matter and theres no way to know without developer tools

misty lantern
#

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

hoary kindle
#

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?

misty lantern
hoary kindle
misty lantern
#

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

hoary kindle
#

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

fleet pivot
misty lantern
fallow thorn
fallow thorn
#

much of the terrain and backgrounds are flat 2D, but just as much if it is 3D

fluid oak
high hill
#

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)

grand birch
#

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?

hidden basalt
#

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?

blissful relic
high hill
high hill
#

I’ll post the settings for it in a sec, as I must’ve messed up somewhere along the way

high hill
#

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

grand birch
misty lantern
#

Or rather it won't

high hill
#

Ah dangit

#

I guess I’ll try with a second camera which is not pixel perfect, then combine the two renders

misty lantern
#

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

dull light
#

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)

misty lantern
dull light
misty lantern
dull light
misty lantern
dull light
#

😦 ok thank you

fluid oak
dull light
fluid oak
#

Well, then you'll probably need to dilate/pad the texture.

dull light
#

I'll tell that to the artist maybe it will make more sense for her 😅 thank you

fluid oak
#

Depending on your file the 'alpha is transparency' checkbox might fix it too.

high hill
#

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

misty lantern
high hill
#

while having variable sizes in the game view

#

which shouldn't happen with an orthographic camera to my knowledge

misty lantern
#

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

high hill
#

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

misty lantern
#

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

high hill
#

so it's not possible to make it match the scene view?

misty lantern
#

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

high hill
#

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

main scaffold
#

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

bold lance
#

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

iron loom
#

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?

night flame
#

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?

dense roost
#

how do I make a sewer wall or walls for my platforming game

high hill
dense roost
#

thx

lime pollen
#

Or just click the object and press f

dense roost
#

if anyone uses LibreSprite how do u export in a big scale

wicked agate
#

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 ?

misty lantern
shadow tulip
#

i have a problem

wicked agate
shadow tulip
#

in first stage my squire on the stage

#

but second

#

it is in the stage

#

why?

misty lantern
#

If it's say, a cube, you can get by just by resizing it down

round sigil
#

Hi we re trying to switch to using

green cloak
#

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

outer halo
#

You can do whatever you wish.

dense roost
#

how do I improve this. it's a platform for a game

rose lark
#

Unity isnt detecting blender

#

What can I do so it automatically imports my .blend assets

fluid oak
blissful relic
#

you can see a beginner's pixel art guide on youtube if you want to learn the basics

glad cairn
#

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:

glad cairn
graceful patio
#

hey anyone here have any experience using the sprite resolver and SetCategoryAndLabel ?

mortal knot
#

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?

knotty monolith
#

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?

mossy creek
#

@knotty monolith

No, this is your mesh problem.

  1. If you have a meshes with shared juncture loop, you can freeze normals and just put two different parts together, they will fit seamless.

  2. Recalculate normals, without hard edges, after merging points in the single loop.

silent sigil
#

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.

Get the FREE Low Poly Human - RPG Character package from Blink and speed up your game development process. Find this & other Characters options on the Unity Asset Store.

unkempt mortar
#

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

eager mist
#

Far as I know, Unity uses FBX

#

thats what I use anyway

fallow thorn
#

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~

ripe acorn
#

Why is my spritesheet is so much worse in the sprite editor vs in photoshop?

misty lantern
misty lantern
# ripe acorn

Can you show the preview window below also, which has some info

misty lantern
# ripe acorn

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

ripe acorn
#

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

misty lantern
ripe acorn
#

PoT?

misty lantern
#

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

ripe acorn
#

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.

misty lantern
#

Can't give you exact numbers though

ripe acorn
#

Hm, guess I need to look into sprite atlas

misty lantern
#

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

ripe acorn
#

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?

misty lantern
#

Adding some empty space is usually an acceptable compromise if the item won't fit a PoT resolution exactly

ripe acorn
#

Guess I need to go redo these spritesheets le sigh

misty lantern
#

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

ripe acorn
#

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

misty lantern
#

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

ripe acorn
#

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?

kind hollow
#

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.

kind hollow
misty lantern
kind hollow
#

Yes! Thanks so much, setting it to unlimited fixed it

#

Is that a good idea though? Will it cause performance issues?

misty lantern
kind hollow
#

Ah okay, well, it shouldn't be too bad. The model is relatively simple.

#

Thanks for the advice, this was really eating at me

timid frost
#

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?

misty lantern
fluid oak
misty lantern
#

Although some compression formats support NPOTs, it's only very selectively a reliable option

weak meadow
#

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

tranquil bay
#

Hello, is there any way to get rid of these lines between my prefabs?

half field
#

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?

misty lantern
#

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

half field
eager mist
#

how would i make a post soviet building

#

ik how to model

#

dk how to texture

lime pollen
vast shale
#

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

tranquil bay
fluid oak
#

Precision is limited.

tranquil bay
#

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

fluid oak
#

It depends on the project.

fluid oak
tranquil bay
#

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

vast shale
tranquil bay
#

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.

lusty beacon
#

Is there really no way to apply textures to backfaces of materials in unity? I need to do external fuckery for this?

lusty beacon
#

you mean externally?

fluid oak
graceful patio
#

hey anyone here us sprite library assets?

#

use*

river lodge
#

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

outer halo
#

Research what HDRP offers and make an informed choice.

river lodge
#

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

misty lantern
#

I'm pretty sure the Switch cannot run HDRP at all

feral cipher
#

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

misty lantern
feral cipher
#

sorry it seems like a minor issue, just want to get into better habits now whilst I'm learning

whole anvil
#

Hi, I'm trying to import blender files to unity but when I do they don't show in the scene view

river lodge
misty lantern
misty lantern
rotund iris
#

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.

misty lantern
kind hollow
#

Does anyone know why my mesh distorts like this in Unity but not in Blender?

modern vessel
#

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.

hoary vigil
#

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.

misty lantern
# hoary vigil Hey everyone, I am having some issues relating to Unity compatibility between tw...

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

brazen bluff
#

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? thinkPeepo

misty lantern
fluid oak
kind hollow
#

Well, obviously it is but the model isn't from any game but mine

brazen bluff
fluid oak
brazen bluff
#

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?

fluid oak
brazen bluff
#

I see, that'll be part of the import settings on the .fbx I suppose? thinkPeepo

fluid oak
#

There is a checkbox in the mesh importer.

brazen bluff
#

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? thinkPeepo

fluid oak
#

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.

brazen bluff
#

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 WTFF

#

This looks fine without baking, but this can't be baked in sub paint

brazen bluff
#

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? thinkPeepo

umbral berry
#

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)

coarse crescent
#

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

wide wasp
misty lantern
#

Your tile sprites should have one pixel of padding/extrusion on the sheet

umbral berry
bleak frigate
#

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?

bleak frigate
#

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.

fallow thorn
#

set filter mode to point?

misty lantern
#

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

bleak frigate
#

Ooooooh that makes a lot of sense! I see now. Good to know for the future! Thank you @misty lantern !

misty lantern
bleak frigate
dense oar
#

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?

misty lantern
dense oar
misty lantern
#

The included baked texture should be in linear color space too

native slate
#

Hi everyone, I would like to know How much it costs to create a 2D simulation game?

woven dome
#

Anything between nothing to millions of dollars

blissful relic
#

can you tell more about what you mean by "2D simulation game"?

wicked agate
#

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

misty lantern
brittle sundial
#

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?

brittle sundial
#

Reimport all is the solution. 👍

alpine ridge
#

im not able to drop my blender objects in unity , its giving me this error

#

can someone help me with this

junior coral
alpine ridge
#

oh okay thanks

violet walrus
#

dragging in blender files directly even if it works is just asking for future problems

#

best to just export fbx for unity

fluid oak
rancid kayak
#

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

lime pollen
rancid kayak
lime pollen
# rancid kayak

I mean its doing exactly what the material is doing. There's no textures assigned

rancid kayak
#

Well it came with blender

#

all the blender materials have the same names

lime pollen
#

That doesn't matter

rancid kayak
#

Well

#

What should i do?

lime pollen
#

Does the object have textures?

rancid kayak
#

No

lime pollen
#

I mean in blender...

#

Actually just show what it's supposed to look like

rancid kayak
#

Yes

#

It does

#

I dont have any lights in blender but

#

yeah

lime pollen
#

Did you paint them on or what

rancid kayak
#

UV

#

I didnt paint

lime pollen
#

Then you should just grab the texture and assign it manually in unity

rancid kayak
#

?

lime pollen
#

What's confusing about that sentence

rancid kayak
#

I get the original image and then make it into a material in unity?

lime pollen
#

Yes, just stick it in the base map slot

rancid kayak
#

Well uhh

#

It uhh

#

Doesnt look right

lime pollen
#

Looks like your uvs aren't right

rancid kayak
#

Is there no way i cant export the FBX file with textures?

rancid kayak
#

In blender

lime pollen
#

You might need to look up how to bake those textures then

rancid kayak
#

So I can export the fbx with textures?

#

right

#

?

lime pollen
#

I mean sure?

#

I don't use blender

rancid kayak
#

Alright

#

I do

lime pollen
#

No shit

rancid kayak
#

Wel

#

I watched this and did the copy and embedded textures

#

but

#

My stuff still looks like this

lime pollen
#

Show the texture import settings

rancid kayak
lime pollen
#

My guy that is not the texture import settings

#

Click on the texture in unity

rancid kayak
lime pollen
#

That is not the texture

rancid kayak
#

I have like 7

lime pollen
#

None of those are textures

#

Click on the material tab on the model import settings and extract materials I guess

rancid kayak
#

It pulled up my file explorer

lime pollen
#

Yeah just pick a folder to put the extracted materials in

rancid kayak
#

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

lime pollen
#

Click on the character in the hierarchy and assign the materials

rancid kayak
#

Where do i assign the materials again?

lime pollen
#

In the mesh, open up the hierarchy

rancid kayak
#

What?

lime pollen
#

Click the arrows on the player object until you find the mesh

rancid kayak
#

I have it on the project view

#

but

#

It doesnt exist in the hierarchy

lime pollen
#

Yes it does, it's roundcube

rancid kayak
#

Alright

#

I have it open

lime pollen
#

So check if the materials are assigned correctly

rancid kayak
#

Im not sure how to see that

lime pollen
#

Click the arrow next to the Materials field

rancid kayak
#

Well i guess not

lime pollen
#

My guy that's not the materials field

#

It's above lighting

rancid kayak
#

Where is lighting?

lime pollen
#

Above probes

#

It's right there in your image

rancid kayak
#

Right

lime pollen
#

Well there's your problem

#

My guy, do you not see the words missing right there

#

Also side note

rancid kayak
#

Im sorry. What shall I do?

lime pollen
#

Assign the materials you just extracted to those slots

#

You might need some trial and error to figure out which ones are correct

rancid kayak
#

All the materials are gray or black

#

no skin colors

#

or face textures

lime pollen
#

Then you need to extract textures too

misty lantern
#

Thread this please

lime pollen
#

Well this hopefully will be over in a bit

rancid kayak
#

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

prime berry
#

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.

misty lantern
prime berry
#

well.... this is supposed to be a cat, now it's some axis stuff

#

@misty lantern

misty lantern
prime berry
#

using asset studio extracting worked

feral cipher
#

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

misty lantern
feral cipher
misty lantern
#

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

feral cipher
feral cipher
misty lantern
feral cipher
eager mist
#

Is it bad to use "calculate" rather than "import" for normals on meshes? Does it hurt performance?

misty lantern
winged obsidian
winged obsidian
#

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)

misty lantern
winged obsidian
#

Yeah, that's what I did

#

It showed up in some completely goofy position in Unity

misty lantern
muted fjord
#

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?

obtuse oyster
obtuse oyster
#

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

muted fjord
#

I have substance set to OpenGL

#

nvm, fixed it

#

had to set these to "import" on the mesh

obtuse oyster
#

What was wrong, tiling, vertex normals or something?

#

Ah vertex normals

muted fjord
#

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

fresh cargo
#

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

sly onyx
#

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

fluid oak
#

Or just use a glb importer directly

sly onyx
#

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

sly onyx
misty lantern
sly onyx
#

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

misty lantern
# sly onyx 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

sly onyx
#

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

misty lantern
misty lantern
sly onyx
misty lantern
#

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

sly onyx
#

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

misty lantern
#

With this cropping I can hardly tell what's going on

sly onyx
#

heres the whole window

misty lantern
# sly onyx

You're in Solid View here which in most cases does not display materials/textures

sly onyx
#

i think i got into texture mode

#

i gotta reset the model i made too many changes to move the eye back

misty lantern
#

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

misty lantern
sly onyx
#

he has textures

#

yay

#

the absolute nightmare fuel was exported

#

teeth textures are weird lmao

#

theyre in documents/textures now

sly onyx
#

Thank you so much @misty lantern

#

the textures are loaded in unity now :D

sly onyx
#

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

fluid oak
#

Those are what moves body parts

sly onyx
#

They don’t have bones mapped

steel jay
#

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?

steel jay
#

Oh sorry, I wanted to post into other channel. It's blender 🙂

fluid oak
#

You are using readyplayerme, they attach the accessories to the regular bones.

steel jay
#

When creating 3d models in blender, does it make any difference if most of my faces are triangles vs rectangles?

misty lantern
#

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

violet axle
#

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?

misty lantern
violet axle
#

ok very cool, gives me more of a reason to make my own assets for my game

winged obsidian
#

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?

eternal cypress
#

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...

fluid oak
winged obsidian
#

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

fluid oak
#

It is fiddly but you usually only need to do it once and then it just works

sly onyx
#

I just wanted to add a toggle to them to turn the glasses and mask off for vrc

sly onyx
#

i found the visibility toggle in the avatar section

unkempt mortar
#

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

misty lantern
sharp flame
#

It would be nice if blender and unity had better compatibility

winged obsidian
#

blame the .fbx format

#

i do it regularly

#

the Blender .fbx export script has some very funny comments in it

violet walrus
#

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

misty lantern
#

Both Blender and Unity are working towards better USD compatibility so maybe that'll replace FBX

misty lantern
#

@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

gloomy raptor
gloomy raptor
#

@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

eager mist
#

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?

knotty ferry
#

Hey can I ask something. can I use unity 3 program with out internet ? Or need to be open. Internet?

misty lantern
gloomy raptor
misty lantern
misty lantern
# gloomy raptor 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

gloomy raptor
misty lantern
#

UVs and vertex groups for rigging are both vertex data just the same, so you can't update just one of them

gloomy raptor
#

I managed to start texturing the rigged model, I'll see how that works out

misty lantern
#

Anyway, it seems like much less of a mystery if they're not the same mesh

gloomy raptor
#

Now the texture works Awesome

woeful chasm
#

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?

woeful chasm
#

Also, are you not supposed to scale gameobjects? I heard somewhere that having a scale that isn't 1 will mess things up

misty lantern
misty lantern
lusty beacon
#

I'm using unity recorder to record gameplay. mp4 gives me an absolutely abhorrent quality and WEBM gives me 5 FPS. Any advice here?

fluid oak
#

Save frames and combine them externally?

violet axle
fluid oak
#

Also being able to record precise frame ranges.

violet axle
#

OBS does that too right

fluid oak
#

Not sure; can OBS tell unity to change its rendering speed?

violet axle
fluid oak
#

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.

lusty beacon
#

I ended up buying a full screen asset

#

can't deal with unity's shit

#

shadowplay is just much superior to this

fluid oak
#

Not if you're using an ATI card 😄

#

Really though, nobody is forcing you to use it.

barren sail
#

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?

sly onyx
#

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?

lime pollen
#

Or use a script

white crypt
#

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!

lime pollen
white crypt
#

Oh, no, sorry
I am dumb
It would just cut off, but still look okay, right?

lime pollen
#

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

white crypt
#

Thanks!!

kind hollow
#

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

misty lantern
woeful chasm
#

oh god my first model looks so cute oml

junior coral
woeful chasm
#

updated the materials

#

Also, what's the difference between metallic map and smoothness? I understand smoothness but idk what metallic map is for

sly onyx
#

either way?

lime pollen
fluid oak
fluid oak
#

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.

sly onyx
#

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

stuck dagger
#

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

fleet pivot
stuck dagger
#

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

orchid stone
#

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

olive fox
#

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.

lime pollen
dreamy vine
#

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.

noble quest
#

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.

winged obsidian
#

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?)

kind hollow
winged obsidian
#

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"?

noble quest
#

yeah bilinear

misty lantern
#

Downsampling will always blur the details
But if your image is "too big to use", do you really need all that detail anyway?

winged obsidian
#

could you show what the image looks like when resized?

misty lantern
#

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

noble quest
#

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

misty lantern
#

Of course the Image gameobject size and your game's screen display size will further alter the visual size and resolution

noble quest
#

Well thanks for the help anyway. THis is working for now so ill just stick with this thanks 🙂

winged obsidian
#

I wouldn't expect the former to cause problems..

noble quest
#

To be fair im very new to this I might have done something else to screw it up without realising 😆

winged obsidian
#

yeah, so it'd be good to figure that out!

misty lantern
#

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

kind hollow
#

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

kind hollow
#

It does go away at these bone weight settings but other parts of the mesh deform as-well

#

Like this

feral ibex
kind hollow
#

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

timber fjord
#

what ideal file size for character 3d model ?
and how to make it smaller?

tranquil bay
#

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.

lime pollen
noble quest
#

dammit i wish there was an easier way to transfer my messages there

split timber
tranquil bay
#

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.

split timber
#

¯_(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

tranquil bay
#

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.

sand glade
#

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)

fluid oak
split timber
fluid oak
tranquil bay
fluid oak
#

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.)

steel jay
#

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

tranquil bay
fluid oak
#

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.

tranquil bay
#

Oh that's actually a cool idea. I'm going to go see if I can get that working right now.

steel jay
#

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?

fluid oak
steel jay
#

@fluid oak sorry, the model, I mean!

#

I will ask about the fur of the boar afterwards 😉

fluid oak
#

No real way to tell what technique or software was used. Probably sculpting, then baking details onto a retopologised mesh

steel jay
#

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 😮

fluid oak
#

I mean, it is a gigantic topic and you'll be better off googling game modeling

#

I don't even use blender 😛

steel jay
#

Ok, thank you!

tight portal
#

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..."?

hollow citrus
#

How must I rig a character so that I can juse unity uLipSync? Are there any good tutorials

thorny wasp
#

massive noob with blender/3d model engines, How doo I combine these into one mesh?

wooden quail
#

ctrl+j

lunar ibex
#

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

wooden quail
#

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

lunar ibex
#

top down view hand made pixel art

wooden quail
#

do you use single images or tiles?

lunar ibex
#

oh that thing, i forgot they existed thanks

#

tilemaps

wooden quail
#

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

lunar ibex
#

ok thank you

#

i am not anything of an artist, so i will make something simple

violet axle
#

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

lunar ibex
#

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?

violet axle
#

try it out

misty lantern
dry oxide
#

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

misty lantern
violet axle
#

alright, I will use that then

misty lantern
dry oxide
#

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

dry oxide
misty lantern
dry oxide
violet axle
#

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.

misty lantern
violet axle
#

is there anything like quixel mixer / substance painter I can use thats free

#

or is 3D modelling with cool materials just inherently expensive

hoary kindle
violet axle
#

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

tepid charm
#

There is steam version of Substance Painter with perpetual license

fluid oak
tepid charm
#

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

fluid oak
#

Oh, whups, meant to respond to @violet axle there

wide wasp
#

Several older games had high res sprites on low res backgrounds, for instance, or used other tricks.

violet axle
fluid oak
#

Yeah, well, this is still the best time in history for free software so I dunno.

wide wasp
#

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.

wise jay
#

Should I use jpgs or pngs for all textures?

#

pngs take 2x as much space for the same res

fluid oak
#

Basically, all textures are converted to the same format when building the game.

wise jay
#

Ahh alright, thanks!

fluid oak
#

So just import the highest quality and set the compression settings inside unity.

coarse spire
#

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.

exotic gulch
#

why does my bullet look different in game

#

it normally looks like this but while changing its x values it distorts(?)

hoary kindle
exotic gulch
#

sorry I couldn't understand

#

the one at the top is game view and the bottom one is scene view

hoary kindle
#

What I meant is, how large the bullet is on the screen?

exotic gulch
#

yeah its super small

hoary kindle
#

Are you using pixel perfect camera?

exotic gulch
#

Idk what that is but I don't think so

hoary kindle
#

If not, you should really consider doing so

exotic gulch
#

Its a space invaders game

#

No camera movement is involved

misty lantern
# exotic gulch No camera movement is involved

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

sterile tinsel
lime pollen
sterile tinsel
#

i just dont rlly understand them

lime pollen
sterile tinsel
#

k

fluid oak
#

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.

steel jay
#

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

steel jay
#

Ok, so I have to delete edges by hand?

misty lantern
#

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

steel jay
#

Yeah i used a reference but the legs are pretty much together. I will retopo afterwards, anyways. Just wondered what's going on. Thanks

steel jay
#

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

misty lantern
#

Hair depends on the type of hair

#

Hair can be sculpted, but most types are made separately, such as hair cards

steel jay
#

@misty lantern
That's the level of hair detail I'm aiming for:

misty lantern
#

These likely have the same sculpt-retopo-bake workflow as bodies often do

steel jay
#

So the hair is sculpted?

misty lantern
#

Looks that way

steel jay
#

Thank you so much!

nova jungle
#

Hi, is here someone who wish to work with me on my project, i need a 2d art designer, for sprites, maps, etc.

lilac edgeBOT
nova jungle
outer halo
# nova jungle ?

If you read the bot message, maybe you wouldn't be so confused.

nova jungle
#

Yeah, thx

ionic badger
#

3D or non 3D, wich is better, and do you have some tips to improve it?

odd sentinel
#

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

odd sentinel
#

I tried but the uv thing in blender gives this:

#

for a straight tube

misty lantern
lime pollen
odd sentinel
#

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

misty lantern
odd sentinel
#

Ok i figured out how to unwrap now, thank you very much

winged obsidian
#

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...

ancient plinth
#

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?

fluid oak
#

Discontinuities/seams will always look bad because the mesh's normals change suddenly.

#

You'd probably need to adjust the normals to avoid that.

sly onyx
#

How do people make these weird uv maps that have the assets everywhere and properly map them

violet walrus
#

can you be more descriptive

#

talking about when people map multiple assets from like a atlas or trim sheet?

violet axle
#

@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?

ember pollen
violet axle
#

lemme pay myself some money RQ

#

alright done, should be good

ember pollen
violet axle
#

fuck

exotic dune
#

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?

ripe vale
#

How do I make those sheets that have an arrow containing the images inside like this one?

misty lantern
ripe vale
#

THANKS @misty lantern

halcyon galleon
#

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

grave garnet
#

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

halcyon galleon
#

I'm importing the blender .blend file straight to unity

halcyon galleon
#

wait

#

why this works normally

grave garnet
#

What am I looking at?

halcyon galleon
#

I mean why in unity the rotation of that object is 0,0,0

grave garnet
#

Maybe its parent is rotated

halcyon galleon
grave garnet
#

In unity I mean.

halcyon galleon
#

oh

#

it's still not rotated in unity

grave garnet
#

Is it a child of anything in unity?

halcyon galleon
#

no

#

oh wait

#

it is rotated sorry

grave garnet
#

By rotating 90 degrees on X and applying rotation, then rotating it back

halcyon galleon
#

oohh that way

bleak abyss
#

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

grave garnet
# halcyon galleon oohh that way
  1. Select the object in blender (in Object mode)
  2. R + X + 90 to rotate it
  3. Go to Edit mode and select everything, R + X + -90 to counter-rotate it back
halcyon galleon
#

yeah I know how to do that

#

I didn't think of that for some reason

grave garnet
#

Yeah just making sure

lime pollen
daring sigil
#

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

lime pollen
lime pollen
daring sigil
#

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?

lime pollen
pastel junco
#

Hi, when I import my model into Unity parts of the mesh are "Broken" like the faces dont connect

lime pollen
pastel junco
pastel junco
#

Never mind I fixed it

winged flicker
#

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 :

fluid oak
#

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.

dreamy basin
#

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

mint river
#

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?

sly onyx
#

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

lime pollen
sly onyx
#

just messed it up more

#

both blender and unity dont like the file now

misty lantern
# sly onyx

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

stoic crescent
#

dreadful is a fitting term shivers

trail stag
#

how come exporting textures from substance painter it gives me a normal map and an opengl normal map? which one should i use?

misty lantern
outer wagon
#

who can help to create graphics for 2d game?

misty lantern
sly onyx
#

the triangulate operation

#

how do I do that in the settings

woeful chasm
#

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?

misty lantern
#

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

plush blade
#

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:

plush blade
#

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

winged obsidian
#

@solar lake how does the baked texture look if you select it in the UV editor?

winged obsidian
#

ok, that looks sane

#

maybe the material's Tile field is set to something other than [1,1]

winged obsidian
#

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?

winged obsidian
#

that is not the material

#

that is the texture

solar lake
solar lake
winged obsidian
#

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

solar lake
winged obsidian
#

that is not the same image

solar lake
#

it is

#

i exported it direcly

winged obsidian
#

it's a completely different color

solar lake
#

in unity it looks like this idk why]

winged obsidian
#

is that the same file?

solar lake
#

yep

winged obsidian
#

right click on finalbake in unity and hit "show in explorer"

solar lake
winged obsidian
#

okay, so that really is the same image

#

hmm

solar lake
#

yeah

winged obsidian
#

if you right click and hit Refresh, does anything happen?

#

(on finalbake, in unity)

solar lake
#

nope

winged obsidian
#

mind dropping the file in here?

solar lake
winged obsidian
#

it looks proper when i import it on my end

solar lake
#

odd

winged obsidian
#

actually, try Reimport instead of Refresh