#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 9 of 1

solar lake
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oh its blue

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same issue though

winged obsidian
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okay, so that's sorted, at least

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go ahead and reimport the model too

solar lake
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alrighty

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did that

winged obsidian
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you should also make sure you've exported it from blender recently

solar lake
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i did

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so why isnt it working

winged obsidian
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it still looks like your UVs are wrong

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do you see more splotches on other sides of the object?

solar lake
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yeah

winged obsidian
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you don't happen to have two separate UV maps for this object in Blender, do you?

solar lake
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i do

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one is baked one is not

winged obsidian
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Unity is using the first UV map.

solar lake
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o

winged obsidian
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a map isn't "baked", per se

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you're just baking that texture using the second UV map

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which seems a bit weird

solar lake
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ive always baked like this

winged obsidian
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the name of the UV map doesn't matter

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all that matters is which Image node you have selected in the shader editor

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(which is very weird, yes)

solar lake
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oh

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so click then bake

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still not working

winged obsidian
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because you haven't changed anything, yes

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you need to make that "Baking" map the first UV map in the list

solar lake
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you cannot re-arrange them

winged obsidian
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alternatively

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switch to UV1 on the material

solar lake
winged obsidian
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oh wait, that only applies to the secondary maps

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does the "UVMap" map contain any useful data?

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i'd guess not, since you unwrapped it for baking in the "Baking" map

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if so, just delete it

solar lake
winged obsidian
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back in Blender

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you showed a screenshot a minute ago

solar lake
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top is uv bottom is bake

winged obsidian
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if you aren't using the first map for anything, just delete it

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so that Baking is the only map

solar lake
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alright

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oh got it!

solar lake
winged obsidian
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bake it at a higher resolution, I guess

solar lake
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ok then

winged obsidian
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is this for the fuzzy top of a microphone or something?

solar lake
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yeah

winged obsidian
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I'd increase the Tiling value so that the texture repeats many times

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and just use a uniform "fuzzy surface" normal map

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rather than baking it

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this might be useful

solar lake
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either way i need to learn baking

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also in blender it has depth

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in unity it doesnt

winged obsidian
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because you've only baked a normal map

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you'd need to bake a separate height map

solar lake
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ok then

winged obsidian
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normal maps control which way the mesh appears to be facing

solar lake
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that isnt in the map

winged obsidian
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i'm actually not sure how you'd do that in Blender..

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you'd need to bake the offset between the high-quality mesh and the low-quality mesh

paper oar
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hi, a few of my models have this odd black pattern over them & im not sure what it is. how do i get rid of it?

hoary kindle
lost depot
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hi, does anyone know why my 3d model looks like this in blender?

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but like this in unity

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I don't mean the texture in the mouth, I mean why the eyebrows look like that

hoary kindle
# lost depot

Take a look at backface culling. Seems like the triangles on eyebrows are not facing the right way, recalculating all the normals in blender before exporting should do the trick

paper oar
hoary kindle
ember pollen
paper oar
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got it fixed, was a nearby light causing the pattern. thank you for the help

hoary kindle
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Lights shouldnt cause those patterns when set up correctly. I assume it was shadows then

paper oar
# hoary kindle But why did that happen?

tbh i'm not really sure why. i just turned down the intensity and range of the nearby lights. but its working now and i don't really want to mess with it any further.

eager mist
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Can someone please explain why my UVs are 90 degrees off in unity compared to in blender?

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and more importantly -- how do I fix it?

hoary kindle
eager mist
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OHHHHHHH -- ok, ya -- i probably turned the texture in the shader -- that makes sense

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thanks

misty lantern
sly onyx
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when I start gesture manager on my avatar and start moving the hand positions, they break and there are gaps in the hands most noticeably at the wrist and thumb on both sides

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before animations are applied

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same model

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skin shader on poiymoi

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all solid color

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no texture

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i cant get that close because my touchpad is dying

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but you can see the gaps

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this is the exact same model as the hands but this has an actual texture with normals applied for the shiny spider on the other side

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this is also the realistic shader on poiymoi

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8.1 toon

misty lantern
sly onyx
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Vrchats avatar emulator

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It just plays vrc animations to the model and shows the toggles that can be used in game

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I have one to toggle those hands

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But the idle isnโ€™t an A pose or T pose itโ€™s the desktop idle pose for vrchat with both arms down

misty lantern
lilac edgeBOT
pseudo bough
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I have it set on tile

frigid hull
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how would you go about making bottled liquid "physics"?

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something like this

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I just want the upper part to match the angle of the bottle

misty lantern
frigid hull
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Ah, i googling "liquid physics" adn got nowhere xD

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Thanks!

rocky temple
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Hey! im currently looking into drawing my own skybox, does anyone know where to start?

hoary kindle
rocky temple
misty lantern
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Are you talking about drawing as in painting

rocky temple
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but i have no clue how to deal with the spherical projection

rocky temple
hoary kindle
rocky temple
hoary kindle
misty lantern
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@rocky temple You can draw them in programs that support panoramic projection in some way
Photoshop can do it https://youtu.be/XZmr-XYRw3w
If you're familiar with Blender you can do it there too by UV-unwrapping a box or a sphere and texture painting on it from the inside, then rendering it out to a panoramic texture or a cubemap image sequence
Here's a video of someone painting like that, though it doesn't show the process itself https://youtu.be/Kf8epDs3frY

rocky temple
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i was asking about compensating for that

hoary kindle
misty lantern
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There's basically no way to paint it "right" unless the painting process itself considers perspective

slim prism
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Hi, what material setup in 3dsmax supports unity hdrp mask map feature?

dense oar
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My Game view camera suddenly looks blurry as hell and I cant find a single setting to fix it.
Some peopel on the net say turn off Low Resolution Aspect Ratios, but no one says HOW to turn it off

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the camera looks correct in scene view, but for some reason there are some WTF ghosting going on in the camera preview that isnt there in game view

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its even worse if you move the camera

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even shader previews are utterly fucked

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what possible setting could cascade into destroying every single camera in unity?

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why would such a setting even exist?

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restarting unity made it get 4x MORE blurry

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this is pretty bad, this is catastrophic even

dense oar
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Solved the source after backtracking through git commits, render scale was showing 1.0

misty lantern
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@copper sleet As the error tells you, you need seams if you're not using some kind of automatic UV projecting

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Usually you have an unwrapped model to start with before you can bake procedural textures

copper sleet
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ok

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now i know how to fix

grim vortex
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Does anyone know why FBX Exporter sets the emission to materials without a texture map to 1, when it's turned off on the original texture?

Plant to the right is the original, plant to the left is exported. The cacti is the only part with a textured diffuse.

faint ore
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How many polygons or tris should a game character typically be?

lime pollen
faint ore
lime pollen
faint ore
lime pollen
faint ore
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Will do!

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thanks

dapper leaf
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Hey guys Iโ€™m taking inspiration from this guys art but I have no idea where I can draw something similar in terms of apps or softwares. https://youtu.be/KMJbhee4xTk thank you in advance

In this video, I go over my design process for creating a new town for Chef RPG, an open world pixel art game.

Wishlist Chef RPG on Steam!
https://store.steampowered.com/app/1796790/Chef_RPG/?beta=0

Follow me on Twitter for regular updates on the development of Chef RPG:
https://twitter.com/pixelarchitect1

Music: Prelude in C, Bach
Licensed b...

โ–ถ Play video
misty lantern
winged obsidian
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re: the rotation problem, things look correct for me if I do not check the "apply transforms" option when exporting an FBX from blender

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the one that I checked "apply transforms" on imports with a 90 degree X rotation

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the one that I didn't check that for imports with a 0 rotation

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note that you may also be having problems with the model having a rotation in Blender

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maybe try applying rotation in blender before exporting

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(F3 -> "apply rotation")

junior coral
tranquil bay
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Any suggestions how to work through this? I've got my sprites rendering on quads since theres some wind movement, but I don't know how to deal with this pivot situation where the leaves render behind their trunks when above the trunk's center point

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I want the second picture's effect with the leaf positioning of the first picture

obtuse oyster
woeful chasm
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Should the root of my object be the model or should I create an empty parent?

south robin
indigo wing
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From coding perspective, having an empty parent can make things easier.
You can do stuff like make just the model rotate, without rotating the actual object for movement etc.
It rarely matters for static things like non-destructible trees and buildings.

humble lichen
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i want to improve graphics on Standard render pipeline for mobile , with the same assets and materials .
what can i do for it .( its a horror mobile game).
unity particle system (fogg) lags on mobile

tranquil bay
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If you were making an experience bar (or any other kind of tiling bar) for your 16x16 game, which of these would tile more appropriately? I am thinking #2, the short one, since you'd have the middle tile consistently, then two "caps" on either end without much excess?

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And I suppose this would therefore be the same for most, if not all interface elements, once I figure out which one is correct.

tranquil bay
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Oh dang I think I am getting it. So you basically want to create your UI sprites with minimum fill! This means their edges will tile to their absolute smallest value possible without warping.

violet axle
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I'm trying to make an asset for my game, its a TV. I would like to keep as few texture maps as possible for easier painting, but im not sure how. This is the model. ATM it is using 4 UDIM tiles, which from my understanding should result in 4 texture maps. Is there a different way to do this?

misty lantern
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For something that simple I'd use traditional unwrapping, or just separate materials and textures
Ideally you might want all the object's details on one texture in the same UV space, but at this point you probably won't get any tangible benefit from optimizing it

kind hollow
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Anyone know why my mesh is distorting like this? I'm clueless. Skin weights are unlimited by the way, and I don't think it's a UV issue.

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The last screenshot is an example of how the mesh looks in Blender, it looks fine to me so I don't think it's a weights issue

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My import settings

grave garnet
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Hmm looks like bone deformation artifacts. Your mickey mesh is super dense by the way. I think it could do with 3x less vertices

kind hollow
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Just bones

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Yeah ik the optimisation is pretty bad rn, I was planning to get it redone sometime in August though, or at least before I finish the game

severe birch
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I'm making a game that has to be done in a week, I've finished all the core gameplay implementation but after starting level design it's taken like 5 hours to just make the most basic cave ever

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Is there a quicker way to do it than fiddling around with probuilder, like without paying money lol

misty lantern
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You'd first want to nail down the gameplay design of the level with the simplest tools you have, either ProBuilder or even just duplicating some unity cubes
Then you'd do an art pass over it in whatever modeling program you're proficient with

severe birch
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Ok that's helpful, I have literally never used a modelling program in my life so I guess I'm just gonna have to stick with cubes

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I mean currently I've spent about 20 minutes trying to put a hole in a cube so idk if I can even grey box anything more complex than literally grey rooms stuck together but maybe that's good enough at this point. At least good to know that I shouldn't try making assets with this lol

proven wharf
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how do i make this interier look good with lighning
i added directional light but now it looks like it doesnt have celling

violet axle
# misty lantern For something that simple I'd use traditional unwrapping, or just separate mater...

well, it doesnt really need to support UDIMs, if you look at my image, they are already using different materials, BUT for each UDIM I need a different texture because of the texture painting tool im using. My workflow looks something like this:

  1. Model the thing in blender, making sure to seperate important sections with different materials.
  2. Set up UDIM tiles in blender, and organize UV maps neatly so it fits well on each tile, making it easy to see and manipulate the UDIM maps.
  3. Bring my model into Armorpaint, and use ColorID maps to paint based on each material.
  4. Export the textures, one texture set for each UDIM tile
  5. Set each material to use whatever textures its UDIM tile is using
    bit of a rough explanation but I think this works
misty lantern
violet axle
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uh.. how?

proven wharf
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does anybody know how to make this look natural

violet axle
proven wharf
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me to

violet axle
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so add them

proven wharf
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i added

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but they doesnt show

violet axle
misty lantern
eager mist
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im trying to import a model into a unity game, and the tangents are messed up, im not sure how to fix this

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if someone could help, or point me in the right direction, i would appreciate it, im kinda new to this, i have no idea what to do, because everything ive done before was stuffi was familiar with

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it looks like this in game

misty lantern
violet axle
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is there a good website for free icons that dont need attribution? ive seen a few listed before but i forgot them

boreal cedar
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while importing a package, I am not able to select some all of it, anyone know the reason?

boreal cedar
# violet axle i dont understand the issue

ya, sorry my bad
so turns out I already had the package in one of my folders. But I thought I didnt have it so wanted to import it. But it wouldnt let me import all of them.

jagged osprey
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My scene has too many triangles/verts which I believe is causing my lag spikes, with 6 assets in my scene im at over 1.5m triangles, 1.1m verts, and 279 batches. My game is very small so theres really not scripts i made that can cause lag. Im using URP if that matters
Is there a way to heavily reduce the tri/verts from all meshes?

misty lantern
jagged osprey
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๐Ÿ˜” dont know, a donut in my scene is literally 350k triangles

misty lantern
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There are some LOD generators on the asset store that can automate that kind of optimization but I'd really question if your meshes really are meant for realtime use

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A lot of models you find online might not outright tell you if they're game ready, or meant for just offline renders

jagged osprey
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i was going to replace the models im using as these are placeholders, some are just from mixamo like xbot was over 100k triangles. Though i was concerned because my character is just a bunch of capsules rn and its >50k triangles

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But maybe ill look at this more when I use the correct models then

hardy pawn
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I'm just now noticing that unity doesn't let me use sprites as textures, as far as I can tell. Is there a way to convert sprites into textures, other than just manually breaking my sprite sheet up into a bunch of images manually? I already have the sprites defined on the sheet and all that jazz.

I basically made my textures all in one image, figuring I could use the sprite-sheet tools to cut them out accordingly, but now it's looking like I'll have to manually turn them all into individual PNGs?

vivid crag
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I am trying to import this model into my project but it shows in pink what should I do ?

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I read that I should change the rendering pipeline but I cannot see rendering in the object properties

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also I tried to drag textures to it but the body part didn't accept that

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if you want also this is the material link on unity store and it's free

outer halo
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This asset uses the built in pipeline. Did you choose URP or HDRP for yours?

vivid crag
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URP

vivid crag
outer halo
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There are three pipelines: Built-in, URP, HDRP.

It happens because it was made for a different pipeline than the one you're using. Look at the asset description, they will specify the compatibility with each of the three pipelines.

Ones that don't (like the asset you've linked) are from before when there was only one pipeline, so if it doesn't list compatibility, then it's for the Built-in pipeline.

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So, if the asset isn't for your pipeline, you will need to convert it. But converting it with the converter only works in specific cases: custom shaders from other pipelines will need to be hand fixed.

tender brook
eager mist
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Can't figure out how to export this model with it's assigned material.

crimson acorn
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Anyone seen this happen when they Copy From Other Avatar? Trying to figure out a fix

crimson acorn
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Is there anything catastrophic that could happen if I adjust all the bone rolls in Blender? Is that possibly the problem?

eager mist
hoary pawn
crimson acorn
kindred kettle
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quick Q yall, but as long as the rig has the correct bone names
it should be compatitable with unitys armature and stuff right?
like the animations should work if the rig has correct names

misty lantern
kindred kettle
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hmm i see, alr so where can i find the rig for unitys basic third person armature

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so i just import that to blender and rig the character with it?

misty lantern
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Exporting a rig won't have any IK, constraints or control bones used to author its animations, and the export/import process often results in errors

kindred kettle
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damn what the hell, so how can i rig my character

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the same way this starter character is rigged

misty lantern
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"Rigging" refers to the process of creating an armature for a character with the controls you want for animating it, and also the process of weighting and potentially modifying a character model to fit an existing animation rig

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Is either of these what you intend to do for your character mesh?

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Or something else

kindred kettle
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hmmm im not sure waht u mean, i dont have to rig the cahracter in blender?

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i can just make use of the armature?

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hmmmmmmmm

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basically i changed the skinned mesh

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of the basic default third person cahracter

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but its messed up for some reason

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but the mesh itself looks fine?

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in mesh renderer it looks good, only whne i put it in skinned mesh renderer is when it starts messing up

misty lantern
kindred kettle
misty lantern
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You'd have to, or use animation retargeting assuming both the armature and mesh are Humanoid-compatible

kindred kettle
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which is easier in ur opinion?

misty lantern
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Humanoid retargeting by all means, but only if they're designed for that

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It seems like a wasted effort to do a whole re-rigging process just to use a couple of Unity's sample character animations that you don't have the source files to anyway

kindred kettle
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well im assuming theres a lot of animations for unitys rig

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on market place for free maybe, so i dont have to do much animating

misty lantern
urban rock
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I export an fbx from blender, and only windows' fbx viewer gets the relative path apparently, importing to unity or blender itself results in no textures

misty lantern
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@kindred kettle Actually now looking at it since the starter assets character uses a Humanoid rig that means it's compatible with any other Humanoid animation with retargeting
So yes if you rig your character to a Humanoid skeleton you can use those animations and more

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Also, for what you're looking for Mixamo is really popular since it offers a lot of Humanoid compatible animations and has some tool to assist in rigging as well as far as I know

kindred kettle
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to rig the cahracter lol

urban rock
misty lantern
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I always prefer to import meshes and textures separately, since you end up doing that anyway if you ever need to update one of the two

kindred kettle
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its not badly rigged tbh

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but there is a bit of issue with the fingers and the floating foot

fast terrace
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can someone guide me of making a bullet point right?

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because i have weapon and when u shoot the bullet is facing up

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@winged obsidian Can ya please help

misty lantern
tranquil bay
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Hey all. Just curious to know my way around this fog issue. My tree trunks are using the Sprites/Default shader, and I have custom leaf shaders. Seems like Sprites/Default doesn't support fog interaction. Any help?

forest wing
tranquil bay
forest wing
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๐Ÿ‘

toxic grove
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Hello, I'm wondering if there any best practices regarding picking your Camera base orthographics size in a 2D project ?

I have picked 15 randomly since it was making it easier to work with particle effects size values, but I don't know if I should take other factors into consideration (target resolution, etc..)

I have not started mass producing sprites and think I need to figure that out before starting

fluid oak
boreal cedar
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Can anyone help with this, I looked online a bit but found nothing that worked.
I recently imported this asset and its pink now.

granite cobalt
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can any one give me some refrence iwant to make model under 2000 polycount

kindred kettle
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how do i make a game rig

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for unity?

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or how do i rig my character

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id like to make use of the unitys third person character animations and mixamos

misty lantern
lime pollen
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Hmm, replies aren't working, @boreal cedar

eager mist
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Hi guys -- im working on an architectural visualization in Unity -- I am using the Paint Holes function in the landscape, and its leaving sections outside my basement walls open -- how do I fix this?

tranquil bay
#

Hey you guys -- what are some options that I have to hide the trunks behind my leaves? The leaves use a shader which moves their vertices around. Reducing the Render Queue of the trunks from 3000 to 2900 worked initially, but I quickly realized this causes all other sprites to appear in front of the trunks, no matter how far they are away.

https://gyazo.com/68283e5d1e4fb8acb7f28fa4c83daf36.mp4

tranquil bay
# forest wing Yeah, just tested it on 2021.3.22f1 and it works. Just need this file: https://g...

Seems like this shader is causing the trunks to show, vs the Sprites/Default shader. You wouldn't happen to know why that might be, would you andrel? Using Sprites/Default hides the trunks behind the leaves (based on pivot point), but the FogSprite shader causes this to occur.

Edit: You know what -- I think I got it. Seems like the shaders created the opposite interaction with the pivots for some reason -- just had to move down the leaves by 0.01units so their pivot was "under" the trunk.

shut lichen
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Yo does anyone know a good asset for low rez textures
High enough for VR gameplay so not piexl
But still low for an environment
Like a semi realistic psx style?

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Please dm

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๐Ÿ™

fluid oak
lofty mulch
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can anyone recommend some resources to learn artistic 3d modeling for games, specifically anything that helps someone with a mechanical engineering background.. I've got years of experience with Fusion360 and Solidworks but nothing creating art assets in Blender for example. Or I guess a side question is "could I use Fusion360 for some art assets?"

lime pollen
lofty mulch
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thanks, I bookmarked that, looks good. do people typically use blender for any assets in a game or if you were creating like, idk, highly accurate models of real life firearms, would you use a CAD program to create the models for that?

lime pollen
lofty mulch
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is it because there's no real control over how the mesh is actually created? CAD software cares about 'watertight' meshes which i guess wouldn't necessarily translate to 'efficient to render'

sick rampart
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Do I understand right that vertex bone weights are stored in blender vertex groups? Is that enough to attach the mesh to a skinned renderer, or does it need the armature exported with it to map the bones somehow? I'm trying to make separate armor meshes and attach them to the main character rig on demand

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The skinned mesh renderer is complaining about the weights not being there, so I guess it's not going to work without the armature. Or maybe my export settings are wrong :/

fast wave
#

how many faces is good for a character to import into unity, Thanks!

misty lantern
misty lantern
hollow salmon
#

Can some one help me please i dont understand why in unity im getting these marks like there not erased and on my photo there is nothing

sick rampart
misty lantern
sick rampart
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Yup, only affects import/export times and the .fbx filesize

knotty needle
#

what is the best way to start with Creating a Pixel character?

true geode
#

I'm having an issue issue with my transparent materials in an active scene constantly writing updates to disk causing a lot of issues with source control. Is this standard behavior?
Notably, when actually checking for changes in material, there is nothing. Unity is just causing constant lock-out operation issues with this. (Using URP if that matters)

true geode
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Okay, I think the issue is further narrowed down to any material using "Preserve Specular Light" as a blending mode.

misty lantern
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@tender brook Laigter apparently can guess the height of solid colored sprites which is a pretty interesting technique

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Not sure if it can work with noisy color surfaces or pixel art

tender brook
misty lantern
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Can't really see the effect here, if you want my judgement post the albedo and generated normal map side by side ^^

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Gimp can generate normal maps from a height map in a straight forward process of comparing the brightness of adjacent pixels and treating that has height angle

tender brook
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only problem i have is that the edges of tilemaps still have a "bump" which i guess ill manually have to edit out

misty lantern
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Far from pixel perfect and really fuzzy but they look pretty good

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Pixel art is problematic for normal generation because normal map texture pixels represent "angles", which individual pixels do not have

tender brook
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also take into consideration that im not really sure what im doing when creating normals:P

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but now that ive tried some different ones i think i can get better ones from ligter, these are still just for the sake of testing

misty lantern
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If you want a pixel-perfect result, though not usually necessary, you'd have to use some kind of manual workflow like which Spritelamp facilitates
http://www.spritelamp.com/
I don't use it but the preview images are good at visualizing how normal mapping works

tender brook
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i think ill stick with the free alternative for now

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if laigter cant meet my demands anymore ill be sure to check it out

misty lantern
eager mist
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Anybody have any suggestions for a clothing workflow as far as rigging new clothing to the character

fluid oak
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If you want normals for pixel art, just draw them

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Treat each channel as a light from a different direction

violet walrus
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would still want to make sure the vectors are adding up and normalized when doing that

misty lantern
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Drawing them by hand is a lot of work and getting them correct that way more so
I'd try to find an automatic solution for all less than high priority assets
Gimp's normal map filter works pretty good even with low resolution textures

violet walrus
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sprite lamp

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or not sure if its still a thing but NDO2

fathom crag
#

hi, how do I remove the Letter T?

maiden dagger
#

I'm just experimenting with the "fake perspective" thing in Binding of Isaac, but I can't seem to figure out what kind of tile I should draw here.

maiden dagger
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thanks

eager mist
#

on that note, what do you call this kind of art. 2d sprites used to make it look like it has depth to it? been trying to find some info on it since I suck at art but do need art for my game eventually lol

misty lantern
eager mist
#

kinda like how games like into the gungeon look like semi 3d

#

even tho I'm pretty sure they're 2d

#

so like this

#

low res image but it should give you an idea of what I mean

fast wave
#

I want to export a wall model from blender, i have it UV unwrapped and I baked the materials on the object, but when i export the object and assign the material on it it look likes this. Do someone know how to solve this problem?

fast wave
lone halo
#

How do I use my pixel art as a texture for a wall in game like Doom?

lime pollen
violet walrus
#

will let you easily just map texture to simple gemoetry with a global uv scale

violet walrus
violet walrus
lime pollen
#

Oh the background is 3d, neat

violet walrus
#

camera is still ortho

#

assume this is just to make sorting easier

#

and a few mechanical things

#

but as they should they fully abuse the limited camera angle and dont bother to model what cant be seen

eager mist
ruby atlas
#

orthogonal means you're removing the distortion/ depth you normally see with objects with perspective
(.eg objects get smaller & less detailed the farther they are from you)

#

here's the general guideline on when to use what cam

#

isometric games generally uses orthogonal cams e.g Monument Valley
to ensure the assets ( e.g a tower in this) remains the same size within a scene

eager mist
#

ima do some reading up on the both. the code side is (relatively) easy to grasp to me but graphics are a big hurdle to me ๐Ÿ˜… but this is great, I had no clue what the difference between the two was.

cyan lynx
#

Hello Amazing People!............... I'm facing a problem regarding exporting the fbx from unity by using fbx exporter version 5.0... The issue is given below please help me if someone know about it.

#

This snap is from unity and I want to export this as a fbx into blender but when i import this in blender this happens....

#

this is my export setting.... @misty lantern sir please help me.....

#

This is game environment actaully containing 4k objects approximately..... and I'm trying to export all the object at once....

#

and this is happening with every object ๐Ÿ˜ข

#

If I export my environment as a unitypackage then this thing is not happened but with fbx this happens....

misty lantern
cyan lynx
#

is there any way to import the unity package or prefab like into blender ?

#

I tried but blender doesn't accept these formats

#

or is there any way to put all the stuff just like in unity export it from unity into mesh and blender ready format

misty lantern
#

Not besides the fbx exporter
Do you have to do it that way?

cyan lynx
#

I just want my unity project into blender

#

for some mesh editing

misty lantern
#

Edit your source files and export them again or use some tool like polybrush or probuilder to do edits within Unity

red grail
#

How do I go about creating a workflow?

#

Do I block everything out in blender

#

Import it into Unity

#

Make textures for it in substance and import those into Unity and apply the textures on the blockout?

#

And then fill the scene with props I made and textured?

lime pollen
wise jay
#

Any good artists here? I'm wondering what a good way is of making sketches of things seen in the image (the campfire). Im making a game and also have a notebook like this and need quite a few sketches of different builds. Just wondering what a good way is of doing this

outer halo
#

What do you mean "good way". The only way is to actually draw that and import it.

wise jay
#

I don't have a tablet to do that or anything. Drawing with a mouse is just dogcrap

#

with "good way" I mean any way that makes this possible

outer halo
#

The good way is to use a tablet, like an artist who is making professional art for a game would use.

#

Otherwise, if you're going for the sketched look, do it on paper, scan it with some photoshop magic.

wise jay
#

hmm I guess scanning would work. I do have something that can scan em properly

shadow cradle
#

anyone have a resource for creating slash animations inside of unity?

#

what i want is to be able to create a mesh like with line renderer but with more control over points

#

kind of like this

#

i want to do it inside of unity because im doing animations inside of unity and the slash animation needs to follow the weapon closely

#

i know the trail renderer can do this sort of thing but I want more precise control

blissful relic
shadow cradle
#

trail renderer moves depending on the objects pos

blissful relic
#

ah

shadow cradle
#

i want to control it

blissful relic
#

line renderer then

shadow cradle
#

yeah but its not easy to change the points

#

i already stated that in my post

#

read it again

blissful relic
#

wdym, whats hard about it?

#

ah

#

you want to manually move them?

shadow cradle
#

yes

blissful relic
#

I'm not sure about it then, I suppose you could put a few blank objects, and then use their positions to position the line renderer's points

#

idk if there's a built-in direct solution

shadow cradle
#

i was asking if there's a tool that can provide a good workflow

blissful relic
#

alright

proven verge
#

Hello, guys I'm still kinda of a beginner in unity so I don't know much about the tools in it, I'm more familiarized with the 2D ones but just started using the 3D ones, I'm currently working in a personal project and I can't figure out how I could manage to put these 3D objects behind the tilemap on the front, the ground is already in an inferior Layer than the objects, it's closer to 0 than the objects too on the Z axis (camero on -10 for reference). I really can't get it, on what I should do to make it not overlap the tilemap. (All sprites in scene are placeholders)

neon lava
#

hello nice people
i needed some help with prefab stuff

i wanted to bring these prefab files into unity so that i could convert them to fbx but i have no idea how to do so

lime pollen
misty lantern
#

It sounds like you're describing a vector drawing program

shadow cradle
#

I basically want what line renderer does but line renderer cant be animated

misty lantern
shadow cradle
#

The points

misty lantern
#

They're an array of transforms
I don't see why they couldn't be

shadow cradle
#

Well they cant

#

Not with the anim window at least

misty lantern
#

Any transform component can be animated

#

Usually you would use a trail renderer instead of a line renderer if you're looking for sword trails though

shadow cradle
#

Like i said i need precise control

#

Because they need to be exaggerated for effect

#

Trail renderer doesnt have the effect i need

misty lantern
#

So, the trail cannot be pre-drawn or pre-animated because it must follow the weapon
But the trail cannot follow the weapon exactly because it must be pre-animated in some way

shadow cradle
#

Basically

misty lantern
#

Exaggerated sword trails that more or less conform to the weapon's swing are really common, but this is somewhat of an unusual way to go about it

shadow cradle
#

I just dont know why there isn't an imroved line renderer type component

misty lantern
spare moss
#

so guys

#

can I run Blender with Intel HD graphics?

lavish mountain
#

Its completly free..

spare moss
#

ok

vast matrix
#

the thing is

#

blender can still make amazing assets if ur very good at it

#

and yeah... 1200 usd a year

spare moss
#

I will put the rage emoji for 1 week in my custom stats if it cloudn't run/get sloved

spare moss
vast matrix
#

yes

#

thats 1 yr, 365 days

spare moss
#

:(

vast matrix
#

normally even a game company will not have all their devices install with all softwares needed

#

they have a group of devices dedicated for modeling , or doing unity stuff

#

as u see

#

the price is way too high lmao

lavish mountain
#

I've got 3DS Max free with my education as i'm studying Games Development, but honestly I don't use it as Blender is just a lot better in my opinion. The hotkeys, workflow, intuitivity is just much greater with Blender.

trail stag
#

is anybody familiar with dungeon architect? i'm trying to generate a dungeon using the snap grid flow builder to stitch together prefab rooms but when placed next to each other it creates this ugly double wall effect, would anybody have any ideas on how to remove this or try something else?

fluid oak
#

Or look at whatever method that the asset uses in their examples

cerulean rampart
#

Hi guys, do you know if there is any company that provides some kind of farm rendering/computing for unity/pixyz all I can find is for Blender or Cinema3D but I am loading large 3D models and its getting tiresome

fathom crag
#

Hi everyone! Someone can figure it out, why do I have icons in my inventory of such a huge size?

#

although the idea should be like this

#

when I hide the inventory and start the game through the key
, they become huge

red grail
#

What is the basic workflow for making for example, a CSGO map?

#

Can I make it all in blender and texture it and import it in like that?

#

Or should I make the models in blender, and make the materials and apply them in unity

blissful relic
#

only then move it to blender

#

it's called whiteboxing

shadow cradle
#

Is therean application that can let you draw sprites and animate skeletal sprites and let you export to unity?

#

Like flash

misty lantern
shadow cradle
#

What im asking is for a program like spine and can also draw

fluid oak
#

Flash

#

Though that'll not export rigged sprites, just spritesheets.

steel jay
#

When I sculpt a character in blender. I have like a high poly head and face that is remeshed etc. And I have a smoothed, mirrored sphere as eyes. When I join both objects, the eyes topology goes all awry. How you do the eyes to end up with a single mesh?
Is there a trick during retopology?

Maybe I have the wrong workflow?

#

I did one mistake, I build the character from subdivided cubes, then sculpted each cube separatedly with high resolution. I can join up all pieces, but the eyes and the ears end ob awful

misty lantern
shadow cradle
#

anyone have a resource for creating slash animations inside of unity?what i want is to be able to create a mesh like with line renderer but with more control over points and the line renderers point properties cant be key framed with the animatori want to do it inside of unity because im doing animations inside of unity and the slash animation needs to follow the weapon closely
Like this but with meshes https://images-ext-2.discordapp.net/external/bW66SmHHDVEvzqaZeKBtlV7UJWBb-xVxCzbhL1zzt64/https/i.makeagif.com/media/3-20-2016/rbcCfh.gif

#

I basically want flash's functionality

brittle dew
# shadow cradle anyone have a resource for creating slash animations inside of unity?what i want...

https://youtu.be/1FrIBkuq0ZI?t=245 I'm not sure this is exactly what you need but it might be useful

One of the benefits to making my pixel art game in a 3D game engine is the ability to very quickly build and iterate on animation assets. Among other things, it allows the player model and weapon models to be swapped very easily.

Animating convincingly in this style is a little different from typical 3D game animations, but with some guidance a...

โ–ถ Play video
#

skip to 4:05

shadow cradle
#

Oh thats cool but he doesn't really go into detail on how it was achieved

#

Just that a texture gets smeared but that can mean anything

brittle dew
#

if you can find the endpoints of your slash you can generate a similar curve between them and just spawn your mesh/es on it, it might require some programming to figure out but it's achievable

shadow cradle
#

how hard would it be to edit the sprite shape source code in order to make it work with animator?

#

no keyframes are being added

#

found this

#

so going by the video i would have to set predefined game objects to serve as points?
would it be possible to also make it so the sprite shape point also gets updated aswell when i change the target game object inside the editor?

misty lantern
maiden crown
#

Would I be able to take a model made with this Blender Material plugin and export it to Unity with the material intact?
https://blendermarket.com/products/claydoh

misty lantern
maiden crown
eager mist
#

hi, if im making a lowpoly tree with lod 0 1 2 3, does it have to have same texture material or it can have separate material?

misty lantern
#

Similar mesh topology / polygon winding order will allow LOD mesh blending to work better, if you utilize that

#

Or so I've understood, I don't know how that one works under the hood exactly

#

But in general every time you re-use materials it allows those meshes to be batched, roughly speaking

lyric nymph
#

I'm rewriting a bunch of ancient shaders to migrate a legacy project to URP. The name of some of the older variables needs to be updated to work with built in URP hlsl passes. How can I update the names without breaking existing material parameters?

gleaming coral
#

yo, i was directed to come here with an issue ive been having with a sword im modeling, im gonna copy paste my question, and i do hope one of you lads will understand what this is.

#

the mesh for my swords texture keeps turning itself off, every time i export the weapon (a mod for Blade & Sorcery) the textures simply turn invisible, and every time i save the project or open it, it also appears invisible within unity. i tried turning the mesh renderer back on, i tried doing the same thing directly in the prefab, i even tried to find a solution online, but i cant seem to figure out why it keeps turning itself off

outer halo
#

Textures do not go invisible, they're images. If the mesh is not visible while the renderer is active, then make sure your normals are not inverted in Blender.

#

There's a guide for checking that pinned to this channel

gleaming coral
#

thats the thing though, the mesh IS visible when the renderer is active, the issue is the renderer itself, it keeps reverting itself into being inactive, seemingly on its own accord

outer halo
#

Components must be controlled by something, such as code or an animation for example. So something is toggling it to a default off state.

gleaming coral
#

it would have to be code, i dont mess with the animation side of unity. and while i have no idea what code or where it is, do you think that if i completely deleted this scene and started over from scratch that i wouldnt have this issue?

fluid oak
#

Are you recalculating normals or tangents inside unity?

fluid oak
#

Just checking, since that might have caused the problem

balmy crane
#

Is there an easy or even automated workflow to create cross quad billboards from prefabs (diffuse + normal)? The GPU Instancer Asset has such a thing build in but it doesn't work for my trees.

red grail
#

Whats the easiest art style one man can possibly achieve

#

I gave my try at pixel art and it did not go so well

lime pollen
red grail
#

ascii art seems easy enough

mossy creek
#

โ€ข How come I hit the 16 samples limitation with just 13 texture maps?
โ€ข How come the Sampler State node plugged into 3 textures reduces the sample amount.
โ€ข Should I be worried about using Sampler State node to "undo" the scam that I ran out of the texture samples with just 13 maps?

blissful relic
#

watch some tutorials too

peak sierra
#

Hey there, I was wondering if there was a way I could make and image duplicate itself over and over to fill up the screen of an wide monitor. I have one 16:9 image that fits perfectly for 16:9 monitors but if you have say a 20:9 monitor that image only covers a bit of the middle, but you can see around it's edges. What I want to try is having more images to cover up the screen. The two screenshots should help give some context to what I want to do.

fluid oak
waxen yoke
#

Rigged up my character and parented using automatic weights... how do i fix ๐Ÿ˜ญ

fluid oak
#

That sort of weighting isn't really suited to models like that.

waxen yoke
#

Alright I'll try that tommorow

uneven thunder
#

Hello, I have an issue with mipmaps for my clothing textures

#

Here is up close, no mipmap and it's correct

#

Here is from further away, no mipmap, it's still correct albeit uses the full size texture hence darker lines

#

And here is with mipmap on from further away too

#

This cloth uses several materials which connect together and when using mipmaps, the parts which connect have a blank edge appearing

#

Is there any way to prevent that effect while keeping using mipmaps?

fluid oak
craggy star
uneven thunder
#

Would it work to change the texture instead ?

#

Oh wait, I misunderstood your reply. It was actually about modifying the textures themselves so I can indeed. I'll give it a shot. Thanks for your reply.

eager mist
#

i am looking for some Sci-Fi city assets for free.
my game is about escaping from bank in hovercar (more like getaway from cops action).

i want to make a map for the game. i just want free assets

steel jay
#

I created a low poly character in blender. In unity, the eyes and brows clip into the face. Any ideas how to prevent this or what's the cause for this? It looks fine in Blender:

peak sierra
# steel jay I created a low poly character in blender. In unity, the eyes and brows clip int...

Your normals might be inverted and it might be rendering the inside of your eyes and brows instead of the outside. Unfortunately I forget how to fix this but I found this article which might help: https://all3dp.com/2/blender-recalculate-normals-simply-explained/#:~:text=What Are Normals,-Objects shown in&text=In Blender%2C a normal is,the inside and the outside

All3DP

Normals are an important part of your objects, but they can get flipped. Learn all about Blender's recalculate normals options.

steel jay
#

I can check and recalculate normals in blender, I'll double check that, thx

steel jay
peak sierra
steel jay
#

Yeah, I'm pretty new to all this. Still need to learn a lot

eager mist
#

i am looking for some Sci-Fi city assets for free.
my game is about escaping from bank in hovercar (more like getaway from cops action).

i want to make a map for the game.

My game is supposed to have multiple maps but i want to make 1 map for now.

My game is supposed to have full freedom escape where you don't have a fixed track to run on but you have an entire small city

uneven thunder
quartz vale
#

does anyone mind if they can help me import an asset from blender into unity as I'm having a bit of trouble getting the colours in Unity like the ones in blender

misty lantern
quartz vale
#

im ok now i got it thank you and sorry

#

but

#

does anyone know how to make or get a skybox like in this vid

misty lantern
eager mist
#

I just want suggestions

misty lantern
#

Pay an artist to get exactly what you're envisioning

trail imp
#

The best way to get exactly what you want, is to learn how to do it yourself or to fork over cash

eager mist
#

What type of artstyle will suit this game?

trail imp
#

your other option is to find someone willing to work on the game with you, and take partial credit, who doesn't mind making no money

#

ยฏ_(ใƒ„)_/ยฏ

trail imp
eager mist
#

Ok

fluid oak
#

Not exactly, though if you use linear and the aces tonemapper I believe it uses aces colorspace for all color correction operations

steel jay
#

Created a character in blender, exported it to unity, chose humanoid there and when configuring the avatar, only in the avatar configuration window, the mesh goes awry at the right hand. Any ideas whats going on?

vernal veldt
#

did you uncheck leaf-bones?

steel jay
vernal veldt
#

ok go back to blender
select only the mesh and it's bones
and export

#

when expoting check selected objects

steel jay
vernal veldt
#

no problem man, glad everything is well

vernal veldt
#

hey guys i'd like some advise on how graphics should be rendererd
am making a 2D platformer and i have no 2D drawing skills so i make 3D models and render them with a pixel shader in blender
when i import my assets into unity should i imort the model and recreate the shader in unity or stay in my comfort zone and render images and animations from blender and import them to unity?
or is there a way to link blender with unity and get the best of two worlds?

lime pollen
vernal veldt
#

whish would be easier to manage?

lime pollen
vernal veldt
#

hmm that's true i guess

#

eh i'll just figure it out while making the game

#

thanks for the advise!

red socket
#

Im using a camera that culls everything except for my player to render my player to a render texture

#

the issue is that by culling everything except for the player, i'm also culling the shadow casters which block the environmental light

#

is there a way i can only render the player to the render texture without culling the shadow casters?

#

(note in the image that the model in the scene has no rim lighting, but the rendered sprite does)

fluid oak
red socket
#

That canโ€™t be done per camera though, can it?

#

The issue is the main camera needs to see that layer, but the player rendering camera needs to only render the shadows

#

My current fix is duplicating the relevant geometry and placing it onto a seperate โ€˜shadow castersโ€™ layer with a very lightweight shader

inner oak
#

hey

#

I imported a model that has textures

#

but it's showing white

#

fixed it

#

had to extract textures

hardy pawn
#

I have a question, is there a way to "break" imports?

#

I've noticed that, while you can drag blender files directly into unity, and they import reletively painlessly

#

I can't import my asset production blend file that contains all my assets without them being merged into a single object

#

and can't remove the assets from the imported "superasset"

#

The only fix would be to make multiple blend files that contain only one object each, but that is exceedingly annoying and inefficient

misty lantern
hardy pawn
# misty lantern How is that more annoying than separating sub-assets from the imported collectio...

Blend files are relatively bloated, so having a ton of individual files is a hassle, and blender doesn't natively have an easy way to save objects in a scene as new blend files or export as blend files, meaning I'd have to make a new blender file, then append everything I need from another scene into it, or use blender's clunky asset browser to save all my stuff into it, which is basically like appending, but a bit simpler in exchange for extra steps in the workflow.

It's also not easy to edit these files if you were to do that, since rather than having everything in one scene, organized and able to be edited at your leisure with all of your various geometry node setups already there, you'd have to choose between still keeping all objects in one scene and resaving to other individual blend files (slow and clunky) or keeping copies of your node setups and animations that are shared between armatures in relevant blend files (bloated and clunky)

#

Its fine if you're only adding a few little things to unity, but when you've got a large library of assets? It really does start to add to the workload.

misty lantern
hardy pawn
#

Gotcha. the only reason I was looking into blend file importing is because of the hassle involved with blender's fbx exporting having a lot of hoops to jump through to make it correctly import into unity

misty lantern
hardy pawn
misty lantern
hardy pawn
#

gotcha.

misty lantern
#

Hopefully USD workflow will replace FBX and solve these inconveniences

wheat crag
#

We use 2d sprite animations and LimbSolver2D type scripts. It's a good chunk of our frame time doing IK stuff that we could ideally just bake, since we don't actually need IK. It would take our artists a while to remove the IK and just try to hand animation the feet and arms. Anyone know a solution to automate this?

feral cipher
#

If I have a humanoid character rig and wanted additional rigged features (an attachable arm for example) would it be better to make it a part of the main rig (no longer humanoid) and toggle the mesh renderer where needed, or to have a separate rig entirely and parent it to one of the humanoid rig's bones? (would need a separate animator)

#

presuming both could work but just wanted to know which is preferable if anyone knew

craggy bane
#

hey, do you guys know where can i find texture for axe impact?

#

or rather what do i have to type in search bar

steel jay
#

When exporting my character from blender to unity (as FBX), why are the different mesh objects displayed twice in the file (one with material, one without)?
One is always a game object with skinned mesh render and the like.

#

The other is just this:

fluid oak
glad cave
#

How does one go about applying a gaussian blur to a canvas now? I heard that it kindof changes based on the unity version.

fluid oak
#

Which version are you using?

glad cave
fluid oak
#

Huh. Well, good luck finding documentation for a ten year old version.

lime pollen
glad cave
#

is it 2020.3.30f?

lime pollen
#

Yes

glad cave
lime pollen
#

That's not correct either but it's close enough

glad cave
#

noooooooooo

#

wait I just made up numbers that so funny

fluid oak
#

3.4 was a major release so it was believable, if weird.

glad cave
#

that is my unity hub version

fluid oak
#

If you are using URP I know there's a UI kawase blur filter on github that was pretty good, don't recall the exact repo

glad cave
#

this is such a standard effect I'm amazed it's not easier to impliment

fluid oak
#

What does that mean

steel jay
# fluid oak What does that mean

In blender, the pose of the last NLA-Track you select is always displayed on the character, even if you reset all transforms of the rig (which is tpose in most cases). When exporting to unity, unity shows this exact last pose on the model as well, instead of tpose. I think that'S what they mean

fluid oak
#

Ah, I'm not a blender user but generally you can enforce t-pose on the rig while in the rig setup if you are using mecanim humanoid. Otherwise, I believe it uses frame 0 of the imported animation.

steel jay
#

I have a similar problem.
Character with rig, arm IK and foot IK.
Two NLA-Tracks with one action each:

  • walk, with hands relaxed
  • run, with hands as fists

When exporting to unity as FBX, animations are alright (animator with Motion blend between walk and run).

However, no matter if I walk or run, the hands are displayed the same no matter if running or walking.

If I modified walk last in blender, hands are always relaxed in unity, even while running.
If I modified run last in blender, hands are always as fists in unity, even while walking.

steel jay
#

I double checked with ChatGPT, it's better to start with frame 1

fluid oak
#

I'm honestly not sure about the better blender workflow.

#

Don't fucking trust ChatGPT for stuff like that.

#

If you want to double check, check by trying it.

steel jay
#

I found out, when you export your character from blender to unity, the LAST NLA-Track in the list defines the default / scene view pose in unity! This took me so long to figure out... ๐Ÿ˜„

fluid oak
#

Good to know

quaint jetty
#

Hello blender people, in weight paint mode i cannot crtl+lmb to select the bone i want to edit, its simply not selecting anything,,,,

misty lantern
edgy sedge
#

does anyone know how i can create a "Material" from a texture2D, using one of it's sub-tiles only (as if it were a smaller sprite sliced out of the tilemap png)? i know i can kinda force it if i cut out the tile to a new png externally, but i'm trying to make it so any color adjustments or extra tiles i add to the base tilemap png would be easily updated. a new material per tile would be ok

#

seems like maybe adjusting the material's tiling and offset works? but it would be nice to be able to just select the tile attached to the texture2d

mental seal
#

Can someone tell me why when I import my model from Blender to Unity via FBX, it's rotated -90 on the x axis?

misty lantern
misty lantern
mental seal
misty lantern
# mental seal omg thanks so much! This has been a pain in my ass

Tldr the only way to get it perfect is to
Rotate the object and apply rotations before export and export with specific settings
Use a script that does it for you
Or do what I do and export with positive Z Forward and Y Up (and Use Space Transform)
That makes the mesh appear with -180 y rotation, but you can reset it in Unity and it faces forward upright as you'd expect

mental seal
steel jay
#

When you create a game character with equipment, do you export it all in one file, or do you have separate files for the character and the equipment?

edgy sedge
#

so it uses a mesh

misty lantern
#

You can use the tiling and offset properties of the material to only display specific parts, but that's extra work and the effect will break down if you ever use meshes that have different UV mapping

edgy sedge
misty lantern
edgy sedge
misty lantern
#

A cube is simple enough that it shouldn't cause sorting issues either which are typical if you try to make 3D things out of 2D renderers

edgy sedge
#

it just makes it easier to run the physics

#

building a pseudo-3d sprite construct was definitely the way to go for the more persistent stuff

#

it allowed me to do exact pseudoshadows on surfaces and cast down to other surfaces on the grid

#

sprite overlays for damage cracks

#

etc, probably more to come

misty lantern
#

Also Particle System works with both 2D and 3D renderers, unusually

edgy sedge
#

for these at least

#

other visual effects and such i've used the particle system, it just felt inappropriate for this one

shell oxide
#

Greetings, Does anyone here use vegetation system pro with gaia? I have a question about how the LODs work in it, please DM me!

red shadow
#

I am having troubles configuring a SpriteRenderer, I attached a new Material to it with the shaders being Unlit and right after the Material was attached, the sprite had this weird property.

#

Even with the highest layer in the game, it still shows below the game, I searched it out but couldn't find an answer.

harsh dagger
red shadow
#

You're correct

harsh dagger
#

Just to be clear, this is the sorting order of the sprite renderer:

red shadow
harsh dagger
#

And what about the background?

red shadow
#

The highest value in the game is 3 by the way

#

The background is 0

harsh dagger
#

Change your material's shader to Sprites / Default

red shadow
#

:0

#

It worked, thanks again

#

I'll switch channels so I don't get another warning

quaint jetty
#

I have included my Textures into my FBX on Export, in Blender it perfectly uses the Embedded Textures, but Unity wont use them for some reason

misty lantern
#

Tbh it's faster to import them separately rather than pack and extract them, especially if you want to edit them

quaint jetty
#

Maybe i did something wrong

feral cipher
#

Does the Humanoid rig type allow bones to be connected-offset? (parented but not connected)

#

Also if my rig has 2 bones for an upper arm/lower arm each would it still be compatible? Or worth merging them instead?

eager mist
#

Hey Guys and Ladies -- Can someone please point me to the documentation on how to make an emissive object -- This is the emissive material I have set up, its not doing anything that I can tell -- my area light in the same room is doing the lighting -- I'd like to get it right

gentle hare
#

hey so i have some questions about setting up a workflow for environment design. i'm working on prototyping a 3D game with 2D sprites, and have some unusual requirements that make me unsure how best to proceed, especially as I am new to working in 3D. i'd love some advice about what tools to try!

i own some appropriate-looking 2d tilesets already, and in a perfect world i would make a 3d mesh that is textured with those tiles and can swap between seasonal variation textures at runtime. i'm currently doing this with Terrain which works but doesn't look great because of the nature of Terrain texture brushes. it would look much better if i could use actual transition tiles instead of having these awkward painted edges. i also don't want it to be completely flat or have to spend a lifetime attaching tiles manually to unit squares to assemble together like voxels.

i know that crocotile and the sprytile blender addon are options to make 3d objects out of 2d tiles. but crocotile has some issues with floating point accuracy of the UVs that requires specially treated tilemaps to work around or you get holes and other problems. i can't just stick a standard existing tilemap into it and get good results. i haven't spent much time with sprytile yet but it's been kinda crashy and awkward at first experimentation. and i don't know for sure yet if either of those tools will let me easily make alternate materials for the different seasonal variations. i think it should work in crocotile because the texture is the original tileset atlas but i haven't tried and i have no clue about sprytile yet because i haven't gotten that far with it.

are there other tool options available to build a 3d level out of 2d tile images and swap the atlas at runtime? or other approach options that might work well instead?

fluid oak
fluid oak
eager mist
high hill
#

Got one issue with mip-maps, where far edges of this ground plane become a solid colour
Where can I find a setting to move that single-colour zone beyond the currently visible area?

modest talon
#

Anybody know why the colors of my model look so much brighter in blender than they do in unity?

high hill
modest talon
high hill
#

Had to go down to around -1, but it works now, thank you!

gentle hare
#

playing around with sprytile again in blender. i don't know if i did something wrong the first time but it seems much more stable this time around.

my game is 3D environments with 2D sprites and i'm doing the link between worlds thing of setting the camera at a 45ยฐ angle and tilting all my objects back 45ยฐ as well so they face the camera kind of like lazy billboarding. now i'm trying to figure out if my terrain should work the same way or be at 90ยฐ from the ground.

90ยฐ: https://www.youtube.com/watch?v=S_d59Yl6rHk
pros: easy to build, movement works pretty much as expected
cons: clipping issues that need to be resolved

45ยฐ: https://www.youtube.com/watch?v=nrECZkGASNc
pros: no clipping issues, imo looks better
cons: harder/slower to build, slope traversal issues that need to be resolved

I think I'm leaning towards building the environments at 45ยฐ too but what do you think? any artistic or technical insights would be very welcome!

wary kelp
#

Whatโ€™s the best method to get better at pixel art?

elfin ruin
#

any plugins to do this sort of level editing?
meaning placing all these objects more easily, maybe brush like or sth

fluid oak
gentle hare
#

I had no idea that was an option. it's slower to build the tilted terrain so that may be worth expirimenting with, but i don't know anything about shaders yet. time to do some research....

fluid oak
rustic nova
wary kelp
rustic nova
#

@wary kelp then start with that, most of what you need to learn to get decent at art transfers to pixel art

fluid oak
#

It is a lot easier if you don't mind the shadows being affected

#

But with Cyan's help that wasn't too bad.

#
    Out = 1;
#else
    // For URP this is needed :
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
    
    // Test if we are in the SHADOWCASTER pass
    #if (SHADERPASS == SHADERPASS_SHADOWCASTER)
        Out = 0;
    #else
        Out = 1;
    #endif
#endif```
#

This doesn't handle textures or anything, just the basics, and it does not handle self shadowing very well when the angle and offset are high.

gentle hare
#

this is how i got it working in like 20 minutes. i haven't run into any weird behavior yet, but it's obviously much simpler than your solution.

#

ignore the subtract chain at the bottom that was something i disabled

fluid oak
#

If the skewed shadows are acceptable, then that is MUCH simpler and avoids some of the other issues. ๐Ÿ˜„

gentle hare
#

i'll take a closer look at the shadows when I get out of work

#

and if they are bad i can switch to your solution so thank you

fluid oak
#

I'm sure it can be done better, that was pretty much a proof of concept

gentle hare
#

so i'm home from work and doing some testing and while it looks good at first glance i'm noticing some strange issues with verticality and the ground not being where it appears to be. or perhaps the character isn't where they appear to be relative to the ground? in hindsight this makes sense because i'm drawing things at a different z position than they are at in the scene, and only my environment is being drawn through this shader - the character and objects in the environment are sprites not 3d models. so of course they wouldn't correspond to each other!

is there a way to make these play nice with each other or do i need to drop the shader and go back to angling my level geometery instead?

#

like in the photo above, the character is not falling because they are actually on the ground.if i try to walk away from the camera to stand on where the ground appears to be, i'll fall off the edge

vocal solar
#

quick question:.. is there any way in unitu, or a plugin from the store, that will allow me to either export a custom package from Unity but have it consolidated into it's own hierarchy... or an import that will do this on import? I reguarly have to export pachages from one project to another but when I import them I want to have everything it's imported in it's own folder... there doesn't seem to be an option for this inside of Unity.. and the assets I'm exporting have dependencies all through the hierachy and it's such a pain to try and clean it up afterwards.

devout holly
#

why is it looks blury

fluid oak
sinful vault
#

Good evening gents. I've never used unity before but I want to know what's the typical workflow like. Do import game ready character and animate in unity or import animation for that asset down the line? Or must all animation be Imported while initial importation of the character?

outer halo
#

Either works. Complicated animations are usually imported.

fluid oak
sinful vault
#

@outer halo @fluid oak
Thanks

#

I dunno I'm considering unity for cinematics... I use UE

fluid oak
#

Unity has pretty decent cinematics tools.

#

Though they don't come set up by default, so you'll need to install cinemachine and timeline to make proper use of them.

unkempt mortar
#

Hey, Ive done a decent amount of work in unity 3D (decent as in Ive only made a few games lol) but I have never touched 2D before. I wanted to make a wave function collapse demo for another program (dont need help with that part) but I wanted to import some sprites to test things. 1. Why are my sprites rendering so blurry and how do I make the pixel art sharp? 2. How would I separate this spritesheet into separate sprites?

obtuse oyster
unkempt mortar
#

ok, thanks!

urban depot
#

how are maps like this put together? it doesnt look like tile pieces, but the grid aligns with unwalkable tiles perfectly

lime pollen
atomic dust
#

does anyone know why this keeps happening??

#

it's supposed to be a full keyboard but parts keep disappearing at different places

misty lantern
atomic dust
#

ill send a video in a bit

misty lantern
#

For example does it happen at runtime or during an export/import process

urban depot
rustic nova
#

@urban depot definitely tiles, some pieces are just larger than 1 tile

quartz dome
#

Hey there, I'm trying to import a Unity Scene file. I have all the right tiles, but it looks like this:

#

What could be the problem?

misty lantern
quartz dome
#

Hey there, I already fixed the issue. I had to import the tiles first and then reimport the scene afterwards. Thanks for reaching out though!

misty lantern
quartz dome
#

Ah, okay. Thanks for the tip.

white crypt
#

Hi, I'm trying to learn architecture for game design (or architecture that's barely functional and looks nice for dummies in other words), but can't seem to find a single resource about that. It could be that I'm just really bad at looking for it, but it's a bit odd how little info there is about this subject. Would love to know if anyone has an articles/course/something about it!
Thanks in advance ๐Ÿ™‚

viscid cliff
#

How do we get these shadows in 2d isometric pixel games? Is it drawn in sprites or using some built in unity thingy?

lime pollen
misty lantern
#

Unity's own 2D lighting cannot do isometric shadows or any type of perspective
As said those are drawn, unless they're dynamic in which case it's a shader that makes the shadows conform to the grass patterns

stark oriole
#

does anyone know why my grass prefab isnt working ?

viscid cliff
rustic nova
lusty beacon
#

Why doesn't batching or instancing have an effect on my game? I see the number of batches saved increases (althought still most aren't saved) but it doesn't really seem to make a difference on the performance

misty lantern
lusty beacon
#

profiler says gpu hits hardest

#

my camera perspective is top down...I don't understand how am I getting that

#

shouldn't it be way easier to draw everything on a top down perspective?

misty lantern
#

Fundamentally no
Practically maybe

lusty beacon
#

also lights are probably the biggest issue

misty lantern
#

You're less likely to try to render so much stuff with that perspective but it isn't any kind of guarantee

lusty beacon
#

with the performant preset with no lights, I get loads of fps

#

it's probably the biggest culprit but deferred rendering somehow doesn't change a thing

misty lantern
#

Which render pipeline?

lusty beacon
#

urp

#

I will take a screenshot of the profiler

#

it still confuses me so maybe you see something I don't

misty lantern
# lusty beacon urp

So, like I mentioned you're using SRP batching by default
Static batching and instancing will likely not perform better than SRP batching, and in case of instancing you would have to take extra steps to not have SRP batching not override it

lusty beacon
#

I see...SRP batching does seem slightly better than the others

#

so just how it was

#

I get good fps now but I know I won't once I enabled spawning and masses of zombies.

#

Here are the in game stats. FPS varies from 90+ to 70+ usually. Usually 1000+ batches saved

#

Do I have too many polys? Or are lights the main problem?

misty lantern
#

Skinned mesh renderers and animators can be taxing on both GPU and CPU, especially with high poly meshes

lusty beacon
#

yeah

#

I should probably open up blender

#

and decimate the meshes

#

keep them in as a LOD group

#

cause I probably don't need many polys from this angle

#

might need to do that for some other things

#

but that's a lot of work

misty lantern
slim vortex
#

Im sure this has been asked a million times, and Im sorry, but could someone briefly tell me what blender fbx export settings to use to ensure correct axial orientation for unity?

#

Ooooh I see, I needed to check the Apply Transform option on the export settings window. I thought I was going crazy for a minute

ruby scroll
#

How to have multiple material in one mesh when exporting from blender to fbx?
I just noticed that my exported mesh only has one material slot when it should be multiple materials (like when saving directly as blend file)

iron flare
#

Hello there
I'm a 3ds max / blender experienced man but my current job is insisting really hard on me to learn Maya. So to deal with them I'm looking for strong paid tutorials / mentoring / whatever, to help me learn it fast and well. The thing is I don't know sites or trusted places to look into.. do you guys have recommendations for me ?

lime pollen
proven salmon
#

I have a question about the Spline tool in Unity. I don't know if this is the appropriate channel, but I haven''t found a channel that seems more appropriate.
My problem is: I have a spline inside of a prefab. I want to be able to edit the spline in the prefab instance in the scene, so each instance of the prefab can have a customized spline shape. And it works, I can move the knots of the spline and even add more knots, except for the last knot of the spline. I can't move the last knot by using the transform gizmo in the viewport, I can only move it by changing the x, y, z values in the inspector. All the other knots I can move in the viewport, but not the last one, and it really disturbs the workflow.
Also, whenever I move a knot (any knot), this error appears in the console: "IndexOutOfRangeException: Index was outside the bounds of the array."

So, have I set this up wrong, or is the spline tool kinda buggy like that when working with prefab instances?

outer halo
#

Sounds buggy. Are you on the latest version of it?

#

If so, just submit a bug for it and find a workaround workflow I guess.

latent radish
#

Howdy all! I'm having a blender model and I import it to unity. But the model is facing the wrong way by default. When I rotate the model in blender the imported model isn't rotated, any suggestions?

latent radish
#

Yeah I just realised I should export as fbx instead of just using the .blend file

bronze spear
#

it will have the same problem regardless, but yeah you do want to be using fbx most of the time

latent radish
lusty beacon
#

I wasn't going to have the directional light at all but people told me my game was really dark and unclear so I added it back in

#

maybe I should have gone the route of baked lighting but I was afraid of the complications with lightmaps

#

the zombies don't seem that problematic. I sometimes get stutters when they are instantiated and always some FPS drop off but it's less of a problem than I thought it would be

lusty beacon
# latent radish Got it working with fbx, but now my collider is off center :S

How is the collider off center? Do you have the collider in unity? Can't you adjust it there. Should be very easy.

And yea, blender is a bitch with their non-conventional metrics. They're like the America of the 3D modelling world. They're big and powerful but FFS use Y as the vertical axis and Z as forward axis. Sorry Americans.

You need to tilt every model on the floor and adjust so that the Y axis goes over its head (or top). That's the easiest way to do it, it will work in unity

rustic nova
lusty beacon
#

If I remember correctly

#

that may be fine for some things, but it won't work with tree/grass painting for terrain

rustic nova
#

fair enough

lusty beacon
#

Yea so I prefer to tilt it then export just to be safe. Unfortunately there is no way to tilt trees or grass in the terrain tools, they are always placed with 0 rotation, which tilts them to the side

rustic nova
#

i wonder if there's an asset/plugin we're missing that would fix that

lusty beacon
#

Maybe but it's on blender for being dicks. No one in the world uses Y for forward and Z for up

#

they just had to do it

lusty beacon
# latent radish

So uhhh...why not make it center? Just click on the collider component

#

the ''center'' part

#

zero out the Y axis

latent radish
#

I can indeed adjust the collider center offset but then my checkbox and overlapbox aren't correct anymore

lusty beacon
#

Sorry, I don't know what you mean by overlapbox. You can adjust the size too so you really shouldn't have an issue

latent radish
#

I use checkbox and overlapbox function to check for collisions so objects can't be placed inside eachother

lusty beacon
#

I see

#

try what I suggested just above

#

and export thus

latent radish
lusty beacon
#

Tilt the entire object (lie it on the floor) in blender such that the Y axis aligns with ''up'', apply transform and rotation (ctrl + a) then export it normally

#

that solves the issue of the the default rotation being set to 90 on import in unity

#

maybe your way rotated only a component

#

this way all your rotations are zeroed out

#

I had to learn to do this because, for example, trees and grass are placed with 0 rotation in the terrain tools, which places them sideways if they are imported into unity with 90 rotation

#

You understand what I mean?

#

Remember, the pivot point needs to stay the same, else the object won't be centered. Make sure the pivot is where the origin should be

latent radish
lusty beacon
#

yes

#

if you are doing it correctly

#

the object should be halfway through the ''floor'' if you are rotating it by 90

#

don't make it stay above the floor

#

the ''floor'' doesn't matter

latent radish
#

I'm not using the 90 degree, I'm using the export option

lusty beacon
#

I told you why you should try my method

#

when you use YOUR method, the object imports into unity with 90 rotation, not 0

#

maybe it's an issue cause your collider or whatever stays at 0 so they're misaligned

#

try exporting it my way

latent radish
lusty beacon
#

you don't? Not on the parent object or any of the children?

latent radish
#

No it's 180

lusty beacon
#

Same principle...So would it be misaligned if it were 0?

latent radish
lusty beacon
#

yes

#

turn it so that the Y axis points above the object

#

make sure you use the correct export options

latent radish
#

For me it's above the floow now

lusty beacon
#

that's what I'm saying. center it on the point of origin

#

the red-white circle should be in the middle

#

that's why it's misaligned, it's not centered

#

if your transform values are not 0, they should be

#

actually, I don't know if you want the origin in the center of the object. Maybe bottom of it would be better to use

#

depends on other things

#

that circle you see is where the center of the object is as far as unity and blender are concerned

#

you need it wherever the object should originate from. Maybe bottom (-Z side) would be best if you want it touching your unity floor in that position

latent radish
#

It's fixed ๐Ÿ’ช thank you for your time. ๐Ÿ‘Š

lusty beacon
latent radish
lusty beacon
#

yeah I guess it being off center was the issue, not the export option

#

but whatever works. In some cases you need the rotations to be all zeroed out in unity which is why I prefer the other method but it's fine

latent radish
lusty beacon
#

yeah good

#

blender is really unintuitive and I hate it...but I need it

#

luckily I will only need to it a slight bit for my game before it's finished

wise jay
#

Why are my sprites transparent? The alpha is set to 255 for both the texture and in-engine transparency

north vale
#

i made this gun (first image) in blender but if i export it to fbx and then import it in unity i get it like the 2nd image, what am i doing wrong?

lime pollen
north vale
lime pollen
north vale
#

the materials are assigned correctly yes

lime pollen
#

so now you'll have to tweak them within unity

north vale
#

wait so that means i have to recreate all the colors and the lighting again?

#

all the work in blender was for nothing then

north vale
lime pollen
#

Not really, you can easily get that effect using the unity standard shader

#

Again, blender materials don't really translate over to unity because they use different rendering systems

north vale
#

ahh i see

#

it worked lol

north vale
solemn iris
#

any tips on getting outdoor photos for outdoors but in clear conditions. every picture that I put in it always looks broken when viewed from inside the room. the project that I made is the building and the size of the view is half a globe

solemn iris
misty lantern
solemn iris
#

is there any documentation about erase the limitations or compression ?

misty lantern
# solemn iris is there any documentation about erase the limitations or compression ?

Probably somewhere
https://www.reddit.com/r/Unity3D/comments/kns4bv/maximum_texture_resolution_for_mobile_devices/

-GPU limits: some older/weak mobile GPUS limit textures to 512/1024. Most modern ones will handle at least 2048.
https://forum.unity.com/threads/texture-size-and-different-platforms.1173125/
This thread instructs you how to override max import size per texture per platform, though you can't go over what your platform's graphics API allows

slender totem
#

My character for some reason always through walls and the floor when I test the game, I tried using a Rigidbody and Capsule Collider but nothing. Wich is the problem (Maybe if I record it is possible to understand it better, and yes, my model looks very basic)

slender totem
#

Is has a Mesh collider, and also is a Plane floor

lime pollen
slender totem
# slender totem ๐Ÿ‘

I tried it and it doesnt work
I think the real problem is on the Blender model. I tested the physics with a Capsule and it works

lime pollen
#

The blender model doesn't really affect physics, the collider does

slender totem
#

u mean mesh collider right?

lime pollen
#

Any collider

slender totem
lime pollen
slender totem
lime pollen
#

And no collider

#

So that's your problem

slender totem
#

Also right now I tried with add mesh collider and nothing
Also, what means that a component has got a + sign?

lime pollen
#

Means that it isn't added to the original prefab

#

Also please don't use a mesh collider, use a capsule

slender totem
#

It works! Plus something funny

slender totem
#

Les goooo really thanks reo

blissful nacelle
#

I am making a 2d Game and one of my textures is partly transparent but It fills that trasnparent part with black can I make is so it stays tranparent or not>

#

?

lime pollen
blissful nacelle
#

I got it thanks!

misty lantern
misty lantern
blissful relic
#

just grab some free assets from itch.io

mental seal
#

Hey, I'm having an issue with importing a model with animations from blender to Unity. When I export the model in rest mode, the animations don't do anything in Unity. I can see them, but pressing play in the preview or playing them with an animator does nothing, it just keeps the rest position. If I export it in pose mode, the animations work, but then it's not using the rest position as the base. What am I doing wrong?

tired grotto
#

Hi, I'm new to modelling and texturing, trying my hand at uv unwrapping. My uv map ended up having holes in the island. Is it bad to have holes like these?

humble lynx
#

Is there a way to do vertex painting in unity? Like the thing we have for terrain but for basicly any other mesh.

misty lantern
#

But if it's just flat* polygons that are missing then I'd investigate why a seam was placed there

tired grotto
#

Thanks!

forest flax
#

Hi, I am not shure if this question is right here, but
I have a mesh I made using blender, it is very simple, I tried using shadergraph to add effects on it but the objectspace is not working.
the whole mesh gets colored with the same color, when I trie using a noise on it, in the emmission section

#

I can't get it to work, I tried researching , but the post I found on the forum wasn't usfull.
Adding to that there was a feature mentioned in that thread abount mesh preview, but for some reason meshpreview is not a thing in unity 2021.3.25f1

#

I really don't know what to do anymore, please help

misty lantern
tame viper
#

How can I import textures from Blender into Unity?

misty lantern
#

If your Blender materials aren't textures, but rather generated with Blender's shader editor, then you will need to look into how to bake them into textures

fast scaffold
#

Howdy, I am using a render texture to show a UIDocument.
The UI document shows on the mesh with the render texture but it is flipped vertically and is very zoomed in.
This does not happen when I use a plane instead of my custom mesh from blender.
Is this a UV map issue that I will have to fix in blender?

misty lantern
winter monolith
#

hey guys im new to 2d art. making a 2d wilderness survival game and i made a player running animation any thoughts on how i can improve it?

#

first time animating something

outer halo
#

Add some vertical movement? Nobody runs with their head at the exact height

winter monolith
fleet pivot
# winter monolith

Maybe the hips up and down a bit too? I dunno, watch real people running.

mental seal
#

Hey, I'm having an issue with importing a model with animations from blender to Unity. When I export the model in rest mode, the animations don't do anything in Unity. I can see them, but pressing play in the preview or playing them with an animator does nothing, it just keeps the rest position. If I export it in pose mode, the animations work, but then it's not using the rest position as the base. What am I doing wrong?

hollow citrus
#

Why cant I press this button?

misty lantern
#

Not an art asset question though

spare brook
#

Hello everyone! I have problem with certain model, when i import it in to unity - in mesh preview certain part is tinted blue and that part is not displayed in game window. I checked normals, even tried material that shows both sides, but no luck. Anyone knows whats going on?

hollow citrus