#šŸ”€ā”ƒart-asset-workflow

1 messages Ā· Page 10 of 1

honest mist
honest mist
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Second

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?

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My first was a Star G430 if I remember correctly

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It was my first so I didn’t really have any complaints or things to compare it to. However, the pen ā€œdiedā€ or something

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This one seems larger, has buttons, and seems to have nice reviews though so that would be a plus

vapid blade
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does the subject of importing 3d models belong to this channel?

vapid blade
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is there an up-to-date source of information and instructions on how to best import 3d models made in blender, maya or basically any other software whose coordinate system is different to unity without resulting in model rotations or any other type of ad hoc transformation?

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i mean i know in the end the model file needs to be "transformed" to fit in the different coordinate system, but i'm talking about importing in such a way that i will get zero rotation (and/or scaling) and also to make the model continue to "face forward" in the asset preview, instead of facing up or whatever.

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i'm going back to a personal project, but i remember maya gave me less problems than blender in regards to that

misty lantern
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There are also scripts out there for it

vapid blade
eager mist
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where do you go for learning pixel art?

blissful relic
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start simple, with 8x8 canvas

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then you can go to 16x16 when you feel confident and further

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if you're looking for a free program to draw it, I recommend pixelorama, paint net or aseprite

vapid blade
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aseprite is worth every cent btw

daring crypt
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hi! Working on my new package. this is Resent level Showcase with baked lights and postproccess.

eager mist
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I imported my fbx from blender to unity, but my textures are not showing.Any idea what the issue could be?

misty lantern
tranquil bay
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What do you guys do when you're making sprites for a game, but some characters are larger than others?

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Do you just increase the canvas size by X+1 and call it a day? So make each of these for the soldier into 18x18 instead?

outer halo
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You make them all the same size

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Otherwise, when you splice the sheet, their pivots will not be the same and you'll have to manually fix that which is more headache than just having them evenly spaced on a grid.

winged obsidian
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alternatively, you do several sheets

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but then you do have get the pivots right

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i'd only do that if i could automate the entire process

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Brigador does that; its sprite sheets are tightly packed. every sprite is tagged with its bounds and pivot.

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Perhaps.

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But it might take some extra legwork.

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FBX is what we'd call an "interchange" format. It gets data from one application to another.

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So, for example, FBX has no clue what "modifiers" are

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When the model is exported from Blender, it applies all of the modifiers and exports the resulting mesh

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No.

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Unity doesn't speak the same language that Blender does. How would it know what the heck a Boolean is?

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but I don't think that is one of the problems you're having

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go into unity and deactivate the cubes

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they're going to be separate objects.

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Yes. In Unity.

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Drag the prefab into your scene. Deactivate the cubes.

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....no, click on the cubes and turn them off in the inspector

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Yes. Turn the cubes off.

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Then they will not be visible.

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Is something unclear?

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okay, there are several ways to make this easier, then

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did you export an .fbx from Blender, or did you just put the .blend file in your assets directory?

misty lantern
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Blend files are automatically converted to FBX, so you get no control over the process

winged obsidian
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If you switch to exporting an FBX, then you can tell Blender to only export selected objects.

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that way, you can simply select the house and export

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If you don't mind taking a few minutes to install an add-on, I have a great suggestion..

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this lets you define an export package

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you select collections or specific objects to export

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then you just click the button

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yes, so you will select just the house mesh(es)

winged obsidian
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Here is an example.

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Note how the "Objects" list only contains one object: "Mesh"

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the two bool meshes are not included

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You could also put the actual meshes in one collection, and the boolean meshes in another collection

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and the only select the first collection

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either way works.

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what is "it" here? the house model?

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i don't understand your question

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it's shown in my screenshot

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you probably didn't activate the add-on

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you have to turn them on after installing them

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edit -> preferences -> add-ons

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search by name

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enable the checkbox

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then you didn't install the add-on

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install the add-on.

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it would be in the list of add-ons if you installed it

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do it again, then

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hit Install, pick the zip file

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don't unzip it

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ah, my bad: you probably downloaded the repository and tried to install that

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grab the zip from here.

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i'm pretty sure i tried to do that at least once, lol

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anyway, install it, enable it, and then set up an export package like I did above

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set the output folder to where you want it to go (probably the Assets directory of your project)

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and then name it "House" or something

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i mean, you're basically at the finish line now

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you just need to tell blender to only export the house

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you don't need to do anything "special" to keep the holes made by the boolean modifiers

winged obsidian
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that will make it more challenging, for sure..

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but i would start with just getting the model exported correctly from blender

misty lantern
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Unity isn't much a tool to leap in blind face first into
Helps to study beginner resources first

lean island
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Not sure if this is the right place to ask but i'm new to unity and trying to get a character I rigged to stay in T pose.

When I go to the character, go to rig, and hit Configure the character is in a T pose. and, I also go to pose and click "Enforce T pose".

But when I hit done the character goes back to there default A pose which Is not what I want for Export.
Not sure what i'm doing wrong?

fluid oak
deep crest
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is there anything close to nanite for unity or even better? please @ me

tacit jacinth
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show me something

median creek
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not sure if this is the right channel (apologies if it's the wrong one!) but i have an issue!
when i add a root bone to a skinned mesh renderer, the position of the fbx changes. does anyone know how to fix this?

eager mist
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hii guys i was wondering if there are any alternatives to blender

tight musk
eager mist
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but blender is becoming increasingly confusing as i watch more and more tutorials

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so im considering moving but im faced with 2 things

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  1. to where
  2. would there even be any easier alternatives without it sacrificing the quality work i make on there for ease of use
tight musk
eager mist
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ohh okay thank youu

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@tight musk

misty lantern
distant sparrow
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I think its because you have edges that connect two faces into one face which makes buggy triangles

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Yeah

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All it takes is 1 vertex per face to fix

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Also you have 4 wide faces on top of two wide faces

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And some random vertices along edges.

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But now you know that a face must always have 4 vertices (two triangles of 3 vertices) and some of yours have around 50 vertices. So while blender shows all the floating faces and vertices, unity tries to physically construct the objects, flaws and gaps included.

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Well you can either meticulously fix your model, buy something free (or paid if you want something higher quality) from the asset store, or search YouTube and Google for a downloadable user made model.

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Really?

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In the window you have the asset store and the package manager for downloaded assets

distant sparrow
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You should be able to change the albedo of the material

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In the inspector

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On the right usually

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The renderer has a material attached so you click that to modify it.

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Open the Materials tab in the mesh renderer.

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Did you double click the material so you can see the options for it?

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Go back to the original scene (clicking the scene icon in the bottom or the current scene in the top left)

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And try some different materials

distant sparrow
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So choose the gray one

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Double click or right click or search or whatever to get the menu for that material

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Then change the colour by choosing a color in the albedo

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The left box is for a texture but for the time being the color is all that is needed which is the white box with a dropper beside it.

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Watch a tutorial

misty lantern
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You will need to do some beginner tutorials to be able to use Unity at all !learn

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

distant sparrow
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You double click the Lit to go straight to the material asset instead of clicking the popup on the right to change materials.

copper pelican
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i have an armature(humanized) and also a vest model, inparent the vest to the bones with automatic weights, the problem i encounter is that even if the vest moves the mag pounches dont the radio doesnt..., this mag pouches for example are part of the model but not attached with any verticals to the main part of the model which is affected by weight, how do i fix it

misty lantern
copper pelican
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thanks

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wait, whats the difference beetwen automatic weights an envelope ones?

wide kiln
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Sorry if this is the wrong place to ask this, but how do I stop unity from deleting vertices in my model? I messed up somewhere and now I keeps on deleting useful vertices because they overlap

misty lantern
kindred plank
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I've been trying to get into game development and the thing that has been holding me back is having the right game assets 😭

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I'm currently trying to make a simple FPS. Are there any free assets that I could get or a website that provides free assets (besides Unity asset store)

lime pollen
fluid oak
median creek
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i have to assign a specific bone from the armature but when i do i get the issue

fluid oak
median creek
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ok i think i thought of another solution, is there a way to copy blendshapes from one skinned mesh renderer and paste them to another one? just the blendshapes though

dense oar
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What are possible reasons why Unity would completely re-arrange which vertexes are weighted to which bones on import?

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are there any obvious mistakes in the import settings?

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Other meshes with skins from the same exact scene don't have this issue

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but I can't seem to debug a reason why this specific one does, or how to fix it

median creek
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i think i solved my issues another way so i'm good

fluid oak
mossy rock
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well it looks like this..

unreal gazelle
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hello, hope this is a correct place to ask. I got a small problem in a project Im working on. I got a wooden crate object, created material, assigned textures to it, and when I try to drag and drop it on to the object it appears as just similar looking flat color instead of the texture. heres how it looks:

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ofc it should be wood textures instead of flat colors. what do I miss, maybe the object I got is bad or smth?

glacial vector
unreal gazelle
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how can I check that? I only begun to learn so quite loosing my way around still

rustic nova
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if it's just 1 material and you got it from some low poly pack that didn't show textures, most likely UV is made only for color palette @unreal gazelle

unreal gazelle
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texture on the "preview" looks just fine

rustic nova
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UV is on 3d model

unreal gazelle
rustic nova
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yea but it's not the crate

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UV gives instructions on how texture wraps around the model, and most low poly modelers cut corners by using a color palette

unreal gazelle
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how can I check what is going on with it ? 😦

rustic nova
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open in blender or probuilder's uv editor

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probably easier to make your own models from scratch than trying to fix these though

unreal gazelle
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dont have neither of them 😦

rustic nova
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both are free bro sadok

unreal gazelle
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yeah but never used them. all I wanted is to edit some game mod textures which were saved in unity3d format.

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as both looked as low poly colored

glacial vector
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There is no way to apply textures to that model without editing it and giving it UVs

unreal gazelle
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will check uv editor then

unreal gazelle
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hmm how do I even install uv editor

glacial vector
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It's a part of probuilder

unreal gazelle
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yeeeah, finally found it šŸ™‚ trying to launch uv editor now and see what it shows

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got object selected but uv editor wont show it hmmm

rustic nova
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select faces

unreal gazelle
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still liek that

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it just selects whole object

rustic nova
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probuilderize

unreal gazelle
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eeeem, let me find it first never used it

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ooh got it working onem oment

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its aliveee! šŸ˜„

rustic nova
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@unreal gazelle probuilder is better for quick single-use stuff like level geometry and blockouts, download blender for the rest

unreal gazelle
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will just stick to probuilder to switch those I dont need anything beside this crate (and another version when it fileldup) so its not that much

unreal gazelle
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my mind will blow up, some of the sides works some not šŸ˜„

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then I do another side and it messes up elsewhere šŸ˜„

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lightmap is just messing around one moment its there another it disapears says please generate new one and texture ofcourse disappears too

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guess either Im so bad or probuidler is really not so great with details. guess time to check out blender for the first time

unreal gazelle
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its far from perfection but heres what I got back into unity after blender

glacial vector
unreal gazelle
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I marked all of the parts and use smart uv feature

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now the question is how do I export it as unity3d file

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as I tried exporting as package and naming it .unity3d but in game it does not recognize it

glacial vector
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You don't want that, you want to export it as fbx

unreal gazelle
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buuuut, the files from the game mod are in .unity3d format

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if I export it in fbx it wont recognize it, so would need to potentially go browser xml files in search how to change that

glacial vector
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Oh... Yeah there's nothing on this server about modding

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So I couldn't tell you how

unreal gazelle
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I just need them to be unity3d for the mod, I have fbx saved for myself

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wonder how to save them that format though

mossy rock
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how do I get a blender model with all its textures and materials into unity'

abstract quiver
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hey guys, I'm using 2d tilemaps and I have 3 types of layers for a single tile (background, slope, connectors). Each of those types have multiple options.

I want to combine them so a single world-tile will have 3 of those sprites, and use that for rendering and colliding.

How can I do that?

eager mist
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how to make the background transparent ? i wanna use it as an asset

half quest
eager mist
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dont have any rip

half quest
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there are a lot of free ones

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Krita or gimp is good

eager mist
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alright

eager mist
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ty

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it worked

upbeat furnace
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Does anyone know why are the tiles so small? They were connected and filled the entire square and than I placed in the tree and it changed it to look like this

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It looked like this before

misty lantern
upbeat furnace
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When painted on the grid they look fine and sized as they should be. And I don't know what a PPU value is

misty lantern
upbeat furnace
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oh than yeah, They are all 16x16

upbeat furnace
eager mist
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how to fix misplaced tiles pls help

upbeat furnace
eager mist
upbeat furnace
# eager mist

If I had to guess I'd say that this is how it's supposed to look like, have you tried placing it?

eager mist
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it should be like the white border, it fits exactly within the pallet unit borders

upbeat furnace
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Yeah I know but did you try to place it in the tileMap?

unkempt leaf
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I'm hoping this is the place to ask about my Blender to Unity import workflow...

eager mist
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lol

eager mist
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why is there gaps between each part if i am painting stuff horizontally but if it is verticlaly then they conenct

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nvm its the asset

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i figured out why

unkempt leaf
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@solid jay Is this a better place to try and figure this out? Not sure how to create separate thread though.

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To review.. I have a Sketchfab model that I imported and cleaned up in Blender, for use in Unity with the Spatial SDK. I joined several objects to make texturing/shade ring easier… I exported the entire thing as a single prefab for use in Unity. Everything worked out great… but then I found I had to edit a hanging light object…. So I had to go back into the model via Blender, make the change… and export again… worked great. But then I noticed it kiboshed all my textures…

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I figured the best practice might be then is the export each mesh from Blender and assemble them in Unity so it makes later edits easier…. But when placing the objects in the Unity environment… there doesn’t seem to be a way to place them in a consistent and aligned position…. It would take hours to properly move and align things to where they should be.

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I’m wondering if there is a way to place a model from the assets folder into the scene that doesn’t include dragging it in and letting the UI position it via your cursor… is there not a way to say, right click and say, place in scene… hoping it just consistently places stuff where it’s supposed to be.

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The only cheating method I can think of is joining each and every object I have with a ā€œuniversal key objectā€ā€¦ where then in Unity I align everything with that key object.

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Just hoping there is an easier way… for instance in most 3D software packages, when you go to the menu and import a new model, it aligns it according to it’s world position where it was created… not just aligning it to world centre.

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Hoping someone has some insight… more then ā€œjoking a Blender serverā€ā€¦ whic =h I’m on a few.. thanks.

rustic nova
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@unkempt leaf you mean grid snapping? prefabs?
creating at world center is an option in preferences that i think is off by default

unkempt leaf
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Not sure…. So I originally imported the object from Blender as a prefab.. but then found when I made changes to the prefab in blender, it got rid of all the texture work I did…. Hence why I have to find a new approach

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And I did try putting the models into the space, then setting it position to 0 all around… though it didn’t put everything dead centre, it was far from aligned.

rustic nova
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you can't change prefab in blender

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just the model/UV

unkempt leaf
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I could have my terminology wrong. Sorry.

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This started a s a model from Sketchfab…

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I cleaned it up and joined objects in Blender so it was easier to texture in Unity.

rustic nova
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check the alignment of original, maybe it has something to do with units conversion

unkempt leaf
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I exported teh entire thing as a single file, and it imported into Unity fine, as a prefab.. each object was seperate as it needed to be….

unkempt leaf
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When place as separate models in Unity and position set to zero.. they are completely misaligned.

rustic nova
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check export options in blender

unkempt leaf
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Humm.. ok… will have to tomorrow

rustic nova
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normally the position is preserved, and after that you can just make a prefab out of all 3

unkempt leaf
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That is what I was hoping!

rustic nova
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i think it was "apply transform" option

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i just have a preset so i don't even remember what i have ticked šŸ˜›

unkempt leaf
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So you don’t know a way of placing a model that doesn’t involve dragging it from teh asset folder into the scene eh?

rustic nova
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you can just select it in mesh component, but prefabs are better. no need to think about layers/materials/other components applied after initial setup.

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you could probably also make a script for spawning prefab from menu

unkempt leaf
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Sorry, can you explain that deeper? I am beginning honestly… only way I’ve seen of placing a model from your assets folder into your scene is by dragging it from the asserts folder.

rustic nova
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unity has the default create object menu so i'm guessing it's possible to make it for custom ones, i just never tried it

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i just have a 2nd asset window locked and it works fine for me, easier to search too

unkempt leaf
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I’m afraid the is light years ahead of my current skills.. I would most likely meld my cpu

rustic nova
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oh and about texture being screwed up, saving model in blender doesn't save the texture you edited @unkempt leaf
could also be auto-UV. not sure what else could do that.

unkempt leaf
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Oh yes, I know that. The issue was that because it was a prefab, when I changed the model in Blender, Unity saved position and scale, but removed all the textures I had set before.

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Hence why instead of an entire room prefab… I have to break it up into individual models…

rustic nova
eager mist
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hey, the Youtuber Fancy showed this scene where he added some grunge textures / puddles to his scene in Unreal Engine. Is this also possible in Unity like the way he did it? How can I do that in Unity?

eager mist
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oh it's called "Decals" so i know what to do know

unkempt leaf
floral silo
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So I'm creating tiles for a unity project and so far I have the grass/dirt tiles done as you can see, but I'm not sure if I should make more tiles with different materials on the same sheet such as stone or wood. Also if I make tiles intended for the background should I put them on the same sprite sheet with middle ground tiles like this one?

fluid oak
stuck canopy
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I'm trying to move my project from editing in windows to linux. I have Unity 2022.2. When I opened the unity editor to the project in ubuntu I got a huge number of errors all saying that GraphicsFormat.R8_UInt (I'm trying to set a RenderTexture.stencilFormat) is unsupported. However when I look online I see this suggested as the most commonly supported format (https://docs.unity3d.com/2022.2/Documentation/ScriptReference/RenderTexture-stencilFormat.html).

How can I figure out what formats I can support / is there anything I can do to make this format supported?

lime pollen
stuck canopy
lime pollen
stuck canopy
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So I can just give (a,b) as inputs for ints a,b in the range of the enum (presumably 0 to n)?

lime pollen
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yes

stuck canopy
# lime pollen yes

Do I need to type cast this somehow? Trying to use int for the enum?

cannot convert from 'int' to 'UnityEngine.Experimental.Rendering.GraphicsFormat'

lime pollen
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yeah you probably need to cast it

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or use Enum.GetValues

stuck canopy
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OK thanks I was able to find some formats that work. Hopefully one will suffice for what I am trying to do

stuck canopy
# lime pollen yeah you probably need to cast it

Oh if you're still here, by chance do you know how to build & run a project on linux? I'm used to my window's build where it just executes, but on linux it opens a folder and asks for x86_64 file. Do you know what I am supposed to point to here? Maybe I did long ago on windows and forgot.

lime pollen
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never built for linux so can't help you there

rough latch
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2019.4, I'm trying to export an asset package, when I re-import, every material loses its texture, every prefab loses its meshes, except for references to objects not included in the package; What am I doing wrong?

fluid oak
obtuse radish
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I know this is likely unrelated to the channel but don't know where best to ask. As a programmer I'm no good at drawing, I'm wondering if anyone can share some resources that teach basic sketching / drawing for untalented individuals, maybe for use with an iPad air (with apple pencil). I really have no idea where to start, so any help is appreciated

muted tree
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i made these cool tools for my game

lime pollen
obtuse radish
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That's amazing, thanks!

timid badger
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Heya guys! I exported my mesh as an fbx to unity and added all of my textures to a material. Now I have this issue where the uv's are showing wrong colors in some places where they aren't supposed to show.
I'll attach a video to show the issue I'm experiencing.

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Also I don't experience this issue in Substance painter, Blender nor Unreal Engine

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to show the same issue in screenshots:

misty lantern
timid badger
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it does

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but taking it away doesn't change anything

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WAIT

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but it did

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šŸ™€

misty lantern
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I think it's because different programs render height aka parallax mapping in different ways
Some with more accuracy than others

timid badger
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I thought I'll take off everything but forgot the height map lololol

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ahh is there any way for me to use the height map without this happening?

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I did export it specifically for unity XD

misty lantern
timid badger
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oh

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TT

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well thnx for fixing my issue hahaha

misty lantern
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There may be shaders with a different kind of parallax mapping that can handle curved surfaces but the default one isn't one like that

fluid oak
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Yeah, it is shader dependent.

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You might also just be able to turn tge height strength down if it is set too high.

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The way the default parallax mapping works is to shift the uvs based on view direction so if there isn't enough padding you can easily get artifacts.

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Whereas actual displacement will displace the surface

timid badger
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I just took them off :D

wintry tendon
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is there a way to make 3d shader work in 2d im new to shaders and this is suprisingly hard to google, i cant find the answer

outer halo
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No, they're completely different things. The concepts may carry between depending on what you're doing, but implementation is different.

pearl beacon
floral silo
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This is the sprite sheet for a game I'm going to make. I just finished the grass/dirt tiles and the stone brick tiles. Before I move on to other tiles is there any more variants of these tiles that you think I should make?

hallow flicker
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not sure if this is the right chanell , but how can i fix this. im very new to unity . ive only just started to learn how to use it

fluid oak
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You can probably just convert the materials in question to urp materials.

hallow flicker
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ah thanks

pine loom
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Hello everyone, I'm new to 2D game art. Me and my mate are working on a fun game. I came up with this fun little daruma looking character, and made these kind of platforms.
It would be great for kind suggestions related to the looking of character, the platforms and mainly I'm stuck on how the background should look like, i wanted to make some vertical parallax layers for background.
Here's a snippet attached šŸ™‚

swift estuary
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Has anyone encountered this error recently trying to import .blend files?

Blender could not be found.
Make sure that Blender is installed and the .blend file has Blender as its 'Open with' application!```
I have Blender 3.5.1 installed and double clicking these files opens them just fine in Blender. It's just Unity that seems to have an issue.
Unity 2022.3.3f1
lime pollen
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You might just need to add it to environment variables

swift estuary
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I figured:

Make sure that Blender is installed and the .blend file has Blender as its 'Open with' application!
Was enough šŸ¤”

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I'll try I guess

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Adding it to the PATH didn't work

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(it opens in cmd now but not in Unity)

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I'm going to try an earlier version of Blender I guess

junior coral
swift estuary
dense oar
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question about shadows. Pictured:

  1. Mesh with only one smoothing group.
  2. same mesh and smoothing group, with the pictured shader on its normals.
  3. same mesh but without smoothing groups (causes seams in the shadows)

Is there a known workflow to have -some- smooth edges but not all edges smoothed? For example a cylinder (smooth sides, flat tops)

swift estuary
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use duplicate vertices with discrete normals on the flat-shaded edges and shared vertices with averaged normals on the smooth-shaded edges

misty lantern
dense oar
winged zenith
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What is the difference between Sprite Atlas and Sprite Mode Multiple?

misty lantern
winged zenith
misty lantern
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Multiple mode sprites are for importing multiple sprites in one file

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Atlases are for compiling imported sprites for optimization

winged zenith
misty lantern
winged zenith
misty lantern
balmy edge
#

Hi I assigned a quest for the NPC but it is not visible as a child GameObject as shown in the official unity tutorial.

winged zenith
misty lantern
#

Which means you cannot make a sprite atlas outside of unity

#

You make it from sprites after importing sprites into unity

#

It's a totally optional step on top of any sprite creation and importing

wise osprey
#

Pretty broad question but I am hoping to get an average or something close. I want to start making modular pieces for rooms, buildings, alleyways, gates, fences floors , trims etc, however I would like to try and get standard metrics for the pieces I will be building. How heigh would a door way piece be, walls , trims etc.
2m by 2m feels like I am not giving a enough walkway to the character. The character is set to an average height and bought from unity asset store.

coarse orbit
#

Hello!
I'm building a simulation tool in Unity for a university project and we need some very low poly humans that are at least rigged, ideally free or very cheap. (I'm sure I can find a free walking animation somewhere and we don't mind using the same for all the models)

I found these and they are ok: https://www.cgtrader.com/free-3d-models/character/other/low-poly-people-free-sample-pack
but I was wondering if you know another pack that's similar (it doesn't have to be colored) with maybe a few more models and a lower poly count.

CGTrader

Model available for download in Autodesk FBX format. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets

pine loom
#

Hi all! Here's my updated art for this fun game that im making, added some vertical parallax background.
I would be grateful for your kind suggestions related to the character visuals, platforms and background!
Here's the attached snippet. Thankyou! šŸ™‚

misty wraith
#

Im trying to create a rig for a 3d model that is being mirrored, the rig works good but i think because of the mirroring, when a leg moves on the original side it messed up the other side's leg

#

will this happen if i import it to unity or is there a way to fix this

tranquil bay
#

If the generally suggested way to make something like an HP bar is to make it of type "fill" then increase or reduce the amount, does that mean we also have to make our assets precisely the size that they need to be, since they cannot using tiling properties?

empty grail
#

Hello, I am currently taking my high poly and making the low poly (coloured areas), however I am at an impasse with the gas tube.
I want to make it low poly (ideally using a cylinder) but I am not certain how I would maintain the details of the ridges whilst also making the inward corrugated bits invisible/opaque.
Tools I am using; Blender, Substance painter, Photoshop, and Unity.
High poly tri count of tube: 18,000.
Youtube is not particularly helpful on this.

tranquil bay
empty grail
#

I thought thats what would happen when I bake it in substance painter, the details would carry over on the high poly bake onto the low poly model, but the thing I dont know is how to make those inny bits opaque.

glacial vector
#

Would be useful if you can show what you want

#

Essentially, there's no way to maintain the silhouette of those ridges without the geometry for it

empty grail
#

I dont know what you would call them

glacial vector
#

It depends on your target platform of course but I would say that in most games this wouldn't be geometry in game, only normal mapped

empty grail
#

I thought, so the intent is to bake it into a low poly cylinder, which should preserve most if not all of the details here, but I also know im going to have some shading issues since it will try to fill the gaps, so the question is how can I make it look see through even if there is a cylinder running through the whole tube- can I photoshop it and just clear/transparent that part of the map?

glacial vector
#

No, that won't push it in, just makes parts invisible. If you need the silhouette my workaround would be to have two cylinders with one being a bit bigger than the other, and then have a stiped opacity map and a normal map on it

mint wedge
#

hi I'm having turbels with a model vrchat model idk if any one can help with it so basically i need to edit some of its mesh so i pop it in to blender and wen I import it back in it brakes the model it seems to implode and spaghetti so all i am doing is importing the fbx from unity in to blender and then re importing it in to unity over the fbx file i have dun test wear i dont change any thing and export the model with leaf bones off witch should be the exact same model

#

i have never had this happan b4

wintry tendon
#

why does this tilemap try to print the shapes outside the square when i put a tile of it in the scene, its a shape I rotated and shifted I want it to only put the shape inside the single square, not sure how to do that.

wintry tendon
#

what would you guys call this type of wall, its kinda tricky to get right. thats what the above post was about

viscid cliff
#

Can anyone tell me which design pattern should I choose for isometric pixel tiles in unity?

misty lantern
misty lantern
#

Old games used to have to split them into multiple smaller square tiles to form the whole structure

misty lantern
jagged mica
#

Hi, I would like to ask if someone has an experience with painting 2uv texture map. If so, then how do you do that? substance painter can't open two uvs and paint into the second uv, so if you have any alternative, another software for that, or you somehow solved the problem in substance painter, or do you have any addon in blender for that, or you're doing that in unity or unreal engine. I would appreciate any advice.

glacial vector
jagged mica
#

then I would paint on black model and paint the texture in RGB colors and I couldn't see how it is and how it's blending or am I wrong?

glacial vector
#

yes, you would have to paint in the projects and export it out to see what it looks like in engine

jagged mica
#

I see

#

my friend is doing that like that, although it takes a lot of time, so I hoped I will find a faster way to do that

#

although thank you for your time, you are the only one that answered me so far, I asked in more servers and places, but it seems it will be kind of complicated to find a faster solution for it, I can't find anything not even on net 🄲

glacial vector
#

There are workarounds but nothing easy

#

A guy I know has a custom shader, where you give it 4 materials, and then you paint in user channel 1/2/3 to create masks, and in the viewport you can see the result with the blended materials instead of the mask RGB

#

But custom shaders in Painter is its own thing

#

As long as you have automated texture reload wherever you're rendering, I don't think it's too much work to export out and tab over, but it's not ideal

jagged mica
#

so I would have to code it to create a shader for that šŸ¤”

mint rune
#

Is there some all encompassing guide on pixel art scaling and the effects resolution has on it? There seems to be a magical balance between resolution support and fidelity without the sprites distorting (especially when rotating). I want to learn more about that.

misty lantern
#

But is pixel perfectness your goal?

mint rune
#

Not exactly, since I am rotating

#

and upscaling by 2x seems a bit rough, but that might be because of my draw settings

misty lantern
mint rune
#

oooooooooooooooooooohhhhh

#

So if my sprites look good at 1920x1080, upscaling to 2560x1440 would be a 33% increase, so I might get a good result by reworking my sprites at half their resolution, then just double it for 1920 and then the rest of the resolutions after it might also look decent?

misty lantern
mint rune
#

@misty lantern I thought to avoid distortion at x resolution, the lower resolution the sprite the better

#

so if I take a sprite that's 128x128 and then scale it down to 64x64, I would get less distortion when using different resolutions

misty lantern
#

If you have to downscale, downscaling by a power of two is the least destructive

mint rune
#

Right, so there is a balance between detail loss and distortion due to resolution differences and rotation.

kind drift
#

Anyone familiar with what Unity does under the hood when importing meshes? Specifically I'm importing very low poly convex collider meshes, but I'm concerned that the assets may not always be perfectly convex, if the convex box is checked in the mesh collider, will Unity automatically fix any concave areas? Or, what if the model contains quads rather than tris, and some quads are non-planar... if convex is set, is Unity smart enough to always split the tris the convex way?

#

awesome, thanks. impossible to see that in the meshes im using

#

im hoping that the mesh collider wont create extra faces at all where the model is defined as quads or more sides, some of my colliders have 6 sided polys, would be silly to check the same plane 4 or 6 times

#

but it all gets a bit hinky when im not 100% sure those faces are planar

steel jay
#

Here's a character model from the game Albion Online:

It's seems pretty low poly, but how do they manage to give the models that "smooth" look? In my attempts, all faces have their own light relection, so the model looks more like a checkerboard

#

Is it completely done via shaders, or is it the model itself?

misty lantern
#

It's all to do with where the vertex normals are pointing to, and if they are merged or split

#

The beard appears to have some sharp edges / split normals which you can get with "shade auto smooth" in blender for example

steel jay
#

I thought so too, but it looks completely different in blender and in unity:
Gets more of a plastic look I think

steel jay
misty lantern
#

@tepid anchor You must've missed some step of the baking process, there isn't just one cause for that error
Only two nodes are not supported by Cycles: Shader to RGB and Specular BSDF

#

Do note that any material that changes based on view direction or in response to its surroundings cannot be baked to a static texture while retaining these effects

#

I'd just retrace my steps through the baking instructions and do simpler test bakes to practice

#

There are many steps that can go wrong

tepid anchor
#

<Repost from other channel>
I'm not sure where to ask this, but I think this channel is the best way to go. I have a blender 3D model with an pretty advanced material. However I want to import the material to unity. To do so I watched a couple of tutorials and I tried to bake the texture into an image. My issue is, that whenever I try the baking (in blender) it will just return a black image. I think I used some nodes in the material that are not supported in cycles render engine. My question is, how could I get to import that texture / material into unity? Is there an alternate way? How can I bake the texture in blender correct?

tepid anchor
misty lantern
#

There is no other way besides baking to textures to get a material from Blender to Unity
It may be possible to recreate the same kind of procedural texture within Unity, such as with Shader Graph, but it's not 100% the same and you rarely want realtime shaders to be as expensive as you can afford within Blender

misty lantern
tepid anchor
#

okay thank you. Do you know by any chance a tutorial about the baking process, that covers every important point?

misty lantern
#

Not off the top of my head
I think most tutorials neglect to mention some part of it so for me it took quite a bit of trying to learn it fully

#

You could show a screenshot of the nodes and the mesh with the material so I might be able to give less general advice about how it could be moved to Unity

tepid anchor
#

That's the material which should result in a solar panel texture.

misty lantern
tepid anchor
#

when creating a new image, do I need to adjust the size of it?

misty lantern
hidden moon
#

Hi, anyone knows how to filter out all the assets from Packages/ in the Select Sprite window ? It's filled with useless placeholder icons that I will never need to select.
I've tried typing something like Assets/* to filter them out but I don't think that works, only search strings do. The switch button on the top right seems to imply there is a black list somewhere but I have no idea where it is or how to add directories to it.

#

Also Google searches didn't lead into any good solution

mint rune
#

Hey everyone. I have a gameobject with a sprite and rigidbody, with some additional child objects with sprites (no rigidbody). I have the rigidbody set to interpolate and it moves cleanly but all the attached sprites do not, they tend to jitter a bit. I'm not entirely sure what the fix is for this, do I need to put rigidbody's with interpolate on all child sprites too? That seems like an inefficient solution...

deft mountain
#

yo guys what is causing this

deft mountain
mint rune
#

I got some answers to my question in the physics channel, so additional context is there. Still not fixed though.

winged oriole
#

I'm currently working on constructing levels for my game. Probuilder is almost everything I need, but I want to have some greenery texture hanging over the edge of cliffs and another texture to represent dirt piling up on the side of the cliff so it looks less like a block on top of a dirt plane, and more like part of the ground. It isn't obvious how I would do this efficiently. Any suggestions?

sly spade
#

I've added a tree model to my unity project and it has these weird squares around the model. The squares get finer when you move the camera closer and larger when moved away

kind drift
#

so i did some testing, and read some docs... I'm using a "permutohedron" as mesh collider, the shape has 6 quads and 8 hexagonal faces. unity IS smart enough to create a single 6 sided face when cooking the collider mesh... and if I distort the mesh so that a hex face is no longer planar, it will automatically build the convex hull correctly. Docs unfortunately strongly advise against doing this at run time, for performance reasons, which is a shame because proc. gen. collider meshes was the next thing I wanted to do.

sly spade
prime dust
#

What is a typical workflow for 2D sprite-based animation in Unity? I'm a software engineer at my day job, but I've been practicing drawing characters in Procreate for my game project. Once I have a character design I like, would it be typical to draw the rest of the animation frames in Procreate or move to another software?

echo peak
#

Guess this counts as art integration. Beginner here. What is the importance or the reason to nest prefabs? Is it the same as nesting game objects? I just learned about variant prefabs and how it all works, though confused on this bit

misty lantern
#

You may have multiple different prefabs for patches of forest, each using a prefab of a tree
Modifying the tree updates all forests

#

Variant prefabs copy components and properties from another prefab, minus the ones you override for that variant

#

You might have a prefab variant of the tree that's otherwise the same but adds snow on the tree's branches

echo peak
#

Thank you!

woeful sigil
#

is it normal for my model to look like this once imported into unity?

obtuse oyster
hoary kindle
misty lantern
#

It's very _inverted normal _

tame raptor
#

Hi! I have a question about these artifacts. He's currently building modular modern architecture to be viewed from far and near - and I noticed these white artifacts. I read on the unity forum and there a similar problem is repeated almost from the beginning of the engine's existence. Is there a cure for this in 2023? (I will add that turning on TAA - significantly improves the picture, but with TAA there is flicker in the image, I also tried to add "Geo Aliasing Correction" to the shader for smoothness - it helped a bit, but is it supposed to work in unity? - I also threw these assets to the ue4 for the test, or maybe I'm doing something wrong, but everything from the default looks good there)

mint rune
#

If I'm storing data in a scriptable object, does it make more sense to store the name of a sprite (and sort out how to load it based on name) or just use a direct reference?

violet walrus
#

its not easy to load something just via name at runtime unless its in a asset bundle or addressable. also is fragile to stuff like path and name changes where a direct reference is not

mint rune
#

@violet walrus Is a sprite reference serializable though?

violet walrus
#

as a asset yes

#

SO's work just like monobehaviours in what they will andiwll not serilaize

storm grail
#

Anyone know where I can get a free crab model

#

I just want to mess around with crabs

storm grail
#

I've checked google

#

Either cost money, virus or bad model

outer halo
#

As they say, beggars can't be choosers. Start learning how to make your own assets and hopefully that ends up being cheaper than buying something.

fluid oak
fluid oak
fluid oak
dusk silo
#

Apologies if this is the wrong place to ask, but I've got an idea for a mechanic where a character can shoot an item and the item permanently changes the appearance of the surrounding area, kind of like a color splash. But I'm still fairly new to unity and am not entirely sure where to start, can someone point me in a direction on where to begin, like with a youtube video that explains a similar mechanic?

eternal linden
#

Hi. One question, does anyone know why is it that the same model in Blender it says it has 1832 vertices but when I import it to unity it says it has 24160 please??

eternal linden
#

but like the difference is huge 😦

dusk silo
#

I been playing genshin since the beginning and honestly idk what you talking about dead

dusk silo
# tame ridge Use projectors

Is it possible to kind of do the reverse, like rather than place a static image, it reveals the real color of the area?

#

But thanks, I'll def look into projectors more thumbsup

lapis elk
eternal linden
lapis elk
#

Triangulate Modifier

#

It's recommended to triangulate in Blender, before exporting to Unity / Texture Programm.
Because every programm can triangulate the mesh differently, which may cause problems.

eternal linden
#

is it the same as selecting everything and pressing F3->triangulate faces?

lapis elk
#

yeah, nearly.. but the modifier can be turned on and off šŸ˜„ So you dont destroy your Mesh ^^

eternal linden
#

because I don't really want to add that modifier to every single objectšŸ˜…

eternal linden
#

okay did that but nothing changed, the vert count is the same as before inside unity :/

lapis elk
#

Thats weird. Whats happening if you just export a simple cube? ^^

eternal linden
#

24 verts

lapis elk
#

So a cube has 6 Quads .. triangulated 12

#

Hm.. i will have a look how that behaves on my unity šŸ˜„

eternal linden
#

maybe it's because of the lights?

silver acorn
eternal linden
#

idk but it was just some topology problem and shadows stuff

dense oar
#

No changes to my renderer asset change anything in my scene, how can I force this to work? I set it as the renderer but nothing changes, hell I deleted it and the scene just keeps looking exactly the same

#

its set

#

it exists

#

but nothing I do to it affects the scene in any way

#

whats the magic missing step im missing? some esoteric setting buried somewhere?

#

is there a trick to it?

#

found the problem, quality level was overriding the render pipeline asset

last flame
#

why is the transparency in my texture appearing black?

last flame
#

when i toggle that it just makes it look like this (everything around the center and spikes is meant to be transparent

#

all the black is supposed to be transparent

lime pollen
misty lantern
#

Alpha is Transparency setting in the texture import settings doesn't touch the alpha channel but makes it preview with transparency in the inspector, which seemed to be what you were asking about

eager mist
#

Hi Guys -- anyone familiar with putting different materials on opposite sides of the same object in unity?-- like inside and outside a wall? The object in quesiton has 2 materials on it when imported, but I can only get one material to apply in Unity

eager mist
#

Blender

misty lantern
#

I don't think blender allows you to have two different materials per one polygon face, but it does render them as double sided by default

eager mist
#

I found the answer -- should have noted it -- Im assigning diff colors to UV islands in blender

#

in some cases splitting islands for different colors -- sorta like a UV map

#

Errrrrr. color map

misty lantern
#

You normally want to have two different faces for outside and inside of a wall

eager mist
#

yup -- the walls in my mesh actually have 2 sides and a thickness - -they are cubes --

misty lantern
#

Right, I misunderstood the description

eager mist
#

thanks for the help!

dense oar
#

Weird question, how do I increase vertex count of an imported mesh? My mesh's shader relies on vertex colors and those colors need to be unique per vertex, but the imported mesh is optimizing out the vertexes that share a flat surface

#

I tried various settings in the import but none of them would restore those vertexes that are getting optimized out

indigo wing
dense oar
#

I am not sure what is different occuring but that made it work as intended UnityChanThink

#

weird that disabling weld vertexes didnt fix it but setting keep quads did

indigo wing
#

Yeah it slices squares in half to turn them into triangles.
Must have interfered with your system somehow.

dense oar
#

hrmgh actually I spoke too soon

#

it worked on that ONE specific mesh, and I have no idea why, its not working on any other mesh

dense oar
#

the middle mesh also has keep quads set, but its killing all my quads

dense oar
#

do you see a difference? because I dont, yet the one on the left doesnt work but for some reason the one on the right does work and there is no difference bewteen them

#

theyre both FBXes with the same export values šŸ¤”

indigo wing
#

The only difference I see is the shape, one being a cube and other having both a cube and a round shape.
Weird. If there are any ngons maybe they'd affect it. But I'm really not sure...

dense oar
#

but if I split them but dont hit keep quads, it fuxes up again šŸ¤”

#

at least I know the answer is to split it manually I guess??

#

Kind of annoying since this means I need to pre-proccess every mesh to have split faces

#

but better than nothing I guess??

proven widget
#

Are there any ways of getting UDIMs to work with unity? Has anyone ever done this before?

misty lantern
#

Sparse Textures / Streaming Virtual Textures are similar and supported in some versions of Unity, but you'd only need those if you're specifically using the megatexture workflow

gloomy isle
#

This is my first time trying to add an asset to unity how do I do it?

proven widget
misty lantern
proven widget
#

I could however just assign the textures to seperate materials I guess

#

It's just extra draw call right?

misty lantern
#

Yes

proven widget
#

I feel like I don't mind that performance drop as I don't want to redo the UV's again 😩 . But I'll keep in mind when I'm making another character

summer nexus
#

sup yall, im making a game with a 16x16 character. if i want them "equipping items" is my best bet to just make new sprite sheets for each item? i'm looking at alternatives but i think at 16x16 it would be hard to just put the item in their hand

misty lantern
#

If you don't have many items and making new sprite sheets for each doesn't require a lot of sprites, or time otherwise then it may be the best option

#

A technique you used to see a lot in the 16-bit era was that characters had animations without items, and items each had matching sprite sheets without the character, so you could overlay any item with the character and animate them in sync

#

The character being a low resolution pixel art sprite doesn't mean you can't attach items by position to them either
You'd use empties as attachment points and keyframe their transform to move along with the changing sprite, snapped to pixels
Then have the item parented to that empty

#

Each method has tradeoffs

tranquil gyro
#

Hello Guys, i exported a .fbx file that i made in a Motion Capture room, i exported it with skeleton. If i drag it into Unity it shows nothing. can someone help me out there?

#

in blender if i import this file it shows me this, if i press play the animation runs. but the model is missing

normal pendant
#

Can someone help me sort whatever the hell is happening to my textures?
Model is fine, UV is fine, texture looks fine in substance painter but as soon as import it into Unity and apply it onto the asset, the base material goes nuts

#

I exported from substance painter using the Unity HDRP metallic standard template because that's the workflow I'm going with.
I only have one other texture that I'm currently using in the scene and that works completely fine with no hassle.

#

I have no idea where it went wrong and how to even begin troubleshooting this

lime pollen
tranquil gyro
lime pollen
tranquil gyro
lime pollen
#

It's possible that you're just exporting the animation only which you can apply to the model

tranquil gyro
lime pollen
#

Not in blender, sorry. But you can try searching how to apply animation to model in blender on google

tranquil gyro
lime pollen
#

replace blender with unity then

deep briar
#

Hi, I've dropped a floor tile from SciFi Warehouse Kit into the scene. Why is it purple? I might presume that the material or texture is missing. But Materials Element 0 is not null and I tried dropping a texture on the object and nothing happens. The object looks like it also has a Component called 'Floor Tile Mat (Material) and everyhting in there looks OK to me, it has an abledo (diffuse?) map, a normal map.

I've read that pink/purple can indicate that something is broken. How can I determine what is broken?

lapis elk
fluid oak
fluid oak
dense oar
fluid oak
#

Awesome šŸ˜„

worldly knot
#

I can use ibis paint x

upbeat torrent
#

Hey guys idk if this is the right place to ask but what are the best/reccomended import settings for 2D assets that arent pixel art. This is my first time trying to make a game thats not pixel art. Here is one of my tilemaps. Pls @ me, thanks!

#

Im used to putting no compression and doing bilinear with point no filter from making pixel art games

misty lantern
upbeat torrent
#

alr thx man

fluid oak
# upbeat torrent

For most uses, I enable trilinear filtering and, if using a single layer psd, the psd fix checkbox. You might also need to increase max texture size since that is based on the sheet, not the individual sprites on it.

upbeat torrent
#

thx to u as well sir :)

fluid oak
misty lantern
#

Hah, who does anyway

dense oar
# fluid oak That outline shader is nice! Curious to hear more about how it works.

back now. The wireframe shader you see there is cobbled together in two parts:
this file for baking barycentric values into the vertex color, and this tutorial for then using those coordinates to create a wireframe shader
https://medium.com/codex/creating-a-cross-platform-wireframe-shader-in-unity-64045828d4e2
https://www.youtube.com/watch?v=fu5HYNu-lw4

Medium

Wanna create some cyber-like effects for your games?Ā :)

Improving our existing wireframe shader, to only render quads. This removes many of the diagonal lines from the mesh you may not want.

We use the technique of longest edge removal from the triangles. This removes the majority of cross diagonals in a mesh that is predominantly made of quads. It isn't perfect, but if this is the effect you requir...

ā–¶ Play video
#

the file 'MeshWireframeComputor.cs' has the code for baking barycentric coordinates into vertex colors; but it doesnt natively support the extra data shown in that youtube video which renders quads instead of tris

#

I have a version of their code that I re-wrote, and its buggy and fails in various use cases, I can tell you exactly where, when, and why its failing but I don't have an answer on how to actually fix it to not fux up

dense oar
# fluid oak That outline shader is nice! Curious to hear more about how it works.

here's my code. You can compare it with 'MeshWireframeComputor.cs' to see its like 95% the same.
The exact place where the bug occurs is lines 124 to 137. Per those if statements, the wrong colors are being assigned to the wrong vertexes sometimes for reasons I wasn't able to debug why it didn't just work.

Originally the 3 if statements returned Color.red, .green, and .blue, however non possible combination returnred the correct colors on the correct vertexes, instead sampling the color of the vertexes itself worked as a shitty hack for like 80% of the time, but its not actually solved or working right, it just looks right for some use cases

#

and the shader to make use of the barycentric coordinates to create a wireframe

#

if you solve the bug I want to see the sollution šŸ‘€

deep briar
#

I've tried using Unity ProBuilder, and I've found it to be completely unusable. Firstly, it vomits errors, after 30 seconds of trying to create a block, I have 999+ errors in the output window. And I can't complete the geometry, I tried left-click, right-click, middle-click, space, enter, escape - nothing works, I'm stuck in geometry creation mode. What's the deal with it?

true mango
#

hello, i want to ask about this, i have sink asset and i add to this table, but material from table still still visible. how do you make the material disappear when there is a sink in it? sorry if my english is bad, thanks

misty lantern
true mango
copper pelican
true mango
#

btw do you know how to make perfect mesh to bowl? i making vr project and mesh collier non convex didnt support in unity so i have to convex, but the problem is when i convex, that mesh close that bowl so i can't put object in that bowl

copper pelican
#

unless you make a lower detailed model and put the lower detail model on the mesh renderer and the higher detail just for the view

lapis elk
#

Most of the time its not neccessary to have a 100% accurate collider

true mango
lapis elk
#

Just make it look, like it is šŸ˜„

true mango
#

is that enough?

lapis elk
#

Not sure whats the purpose of the collider there

true mango
#

or more?

lapis elk
#

just to avoid things falling through the bowl?

true mango
#

yeah, because i using grab interactable unity vr, if i grab that bowl and there a gameobjet in there. if i move my grab, something that gameobject is falling or through that bowl

#

that 5 box collider, 1 in buttom and 4 in side of bowl

lapis elk
#

well, if you want to do it easy, place one on the ground and 1 on each side šŸ˜„

true mango
true mango
lapis elk
#

You could do it like that

#

just to keep the shape a little better, IF needed

true mango
#

what, box collider can rotate?

lapis elk
#

lol

true mango
#

omg where is bro?

lapis elk
#

Well, you need to apply it on an empty gameobject

#

and rotate the gameobject

true mango
#

so 1 box collider, 1 empty gameobject?

lapis elk
#

Yeah.. just create an empty Gameobject as Parent called "Colliders" and there you add all of your colliders as empty gameobjects and rotate and scale them as you wish šŸ˜„

#

then you have it nice and clean

true mango
#

oh i see

#

so maybe 12 game object

lapis elk
#

Yeah.
Gamedev is mostly improvising šŸ˜„

true mango
#

just make 6 and rotate like 12 hours

#

this is only 5 collider

lapis elk
#

Yeahm works too, if you dont need precission

true mango
lapis elk
#

Just play around with some colliders and find the best amount of colliders ^^

true mango
#

as long as this egg doesn't come out of this bowl

lapis elk
#

not too much and not too little

#

hehe, okay ^^

#

i guess you can grab these eggs?

true mango
#

yes

#

i add xr grab interactable

lapis elk
#

yeah, vr development is masterclass šŸ˜„ Doing it since 5 years.. its annoying. You cant imagine what people are doing in VR.. šŸ˜„

true mango
#

wow, so you have a lot experience mate?

lapis elk
#

i hope so, im not a programmer, more like technical art

true mango
#

i am newbie in unity, and i jump right into vr

true mango
lapis elk
#

I learned Unity and VR right after University.. at a time where you had no dicord servers that help šŸ˜„ sad times

#

But its fun

true mango
#

believe or not, i learning english because find solution in english

#

well is still broken english

#

but i can understand now a lot of word

lapis elk
#

everyone can understand you ^^ thats fine

true mango
#

yeah, learning grammer is realy hard

lapis elk
#

i think i have learned it while using discord too šŸ˜„

true mango
#

i even dont know how to use is coretly

lapis elk
#

So if you have some question, just DM me. We shouldnt spam this channel so much ^^

true mango
ripe forge
#

I have this .fbx export from Blender. As you can see the Materials are embedded. However the Materials are not assigned properly.
When I access the Material List at the bottom and try to select the i.e. Base material manually nothing happens. I can select any other material the search dialog can find but the one that is embedded?
What I am not understanding here?

loud cradle
#

How do I copy the pause menu reference from the left by using the sprite sheet asset from the right? I'm confused on why the bar is half created

lime pollen
loud cradle
#

I don't know if I'm doing it right, creating a UI panel with attached with a horizontal layout group and paste the UI in the image component. Is this inefficient or is there a better way?

loud cradle
#

or can do it in a tileMap and convert the tilemap to Image?

fluid oak
#

something like that maybe?

lapis elk
wide yew
#

what arethe ai toolset for 3d for someone like me as gamedesigner

tender fern
#

Hello!

#

Any reason the asset in Aseprite does not match the Unity result?

#

I don't get why the Unity one has different colors

#

EDIT: I was using the Wrong Color Format

fluid oak
hallow garden
#

Always had this question in my mind, is there any specific workflow for creating levels or assets for levels such as rooms, hallways, staircases? (3D)
I tried some ways and it seems like too much steps and that I'm overcomplicating the process, thanks in advance šŸ˜„

vale osprey
#

why is the 3d object not expanding right like the sprite object. its getting stretched

wild fable
#

So, i have this 3d model here, and i want to texturize it, but look at the amount of meshes! And if i join them, it will mess up everything. Including the rig. Pleasse help

vale osprey
glacial vector
eager mist
#

How's this for someone with almost 0 modelling experience

#

It was meant to represent a hospital door, although it looks more like a school one

junior coral
#

but tbh this looks good regardless

eager mist
stuck dagger
#

anyone know how to fix the lines disappearing

#

more apparent up close

misty lantern
stuck dagger
#

even in shade flat it happens

#

oh

#

i think theres another mesh overlaying it?

misty lantern
# stuck dagger what

I would guess you're using a mirror modifier with Bisect off on a mesh that has two halves to begin with, so the mirror-side half would overlap with the one generated by the modifier

stuck dagger
#

no

#

no mirror mesh

misty lantern
#

Then it seems likely you have overlapping geometry from some other source, perhaps a duplicated mesh

stuck dagger
#

i dont see how

#

theres only one visible object

#

by the looks of it, there IS a duplicated object

#

these are the only modifiers

#

on the end of the foot its clear theres something else

#

the weird poart is, deleting a vert there removes it on the second thing

misty lantern
stuck dagger
#

alr

misty lantern
# stuck dagger

It's the armature modifier
It deforms the leg forward a bit, and if display mode is not "on cage" then edit cage and the deformed mesh will be displayed separately, causing the appearance of overlap

#

Happens because the left leg of your armature has a slight pose rotation, and the armature isn't in Rest Position

#

This is basically what's going on

stuck dagger
#

ah ok

vale osprey
#

When the 3d object expands its losing his shape/edges and stretches, I want only his body to expand and his edges to stay the same. Any solution?

#

for example on 'image > sprite' edit you can edit the grid and set the borders, so the edges do not expand with the body.

misty lantern
#

To preserve bevels or other details when stretching a mesh, you cannot simply scale the whole object, but instead will have to move specific vertices such as like this using bones

vale osprey
vale osprey
misty lantern
#

Bones are maybe the simplest way to make this kind of effect yes

misty lantern
vale osprey
misty lantern
vale osprey
#

i've set two bones and the pivot point to the bottom, but can't figure out how to connect them like you did

#

do I have to make them child of the mesh first

misty lantern
#

You wouldn't use two armatures for it, but one with two bones, one parented to the root bone with an offset

vale osprey
#

@misty lantern as far of my understanding about bones/armature i've done everything as described, i can't spot the mistake I make

#

I have also set parenting to bone instead weight, same result

misty lantern
#

Or rather move the child bone

#

Since it's parented to the root bone it moves (and scales) with it

#

Automatic weights might not give the precisely correct weights you need
Each vertex on one end should be fully weighted only to first bone, and each on the other end only to the other bone

vale osprey
#

you mean this here @misty lantern ?

misty lantern
#

First select the armature, then the mesh, then swap to this mode
ctrl + click to select bones after that
(your color theme will look different)

vale osprey
#

@misty lantern is that right?

#

paint the edges blue so they dont move/stretch?

misty lantern
vale osprey
#

@misty lantern

#

other bone

#

thank you @misty lantern now it will work on unity too?

vale osprey
#

@misty lantern okay gona try it rn, can I buy you coffee or smth

vale osprey
misty lantern
#

Mesh or Armature should not have unapplied scale transforms so apply them manually if there are any

vale osprey
light crow
#

Hi, i've got a little problem. I have an image, and a border. Border outlines the image, and it looks good on the scene, but on the Game it looks like this. (will send border and the image too)

#

Scene view:

misty lantern
light crow
#

Oh, and i use a mask to cut this image

misty lantern
#

Game window simulates a screen of a specific resolution through the camera's viewpoint, whereas the Scene window always displays everything in full native resolution regardless of zoom levels

light crow
#

Also, after i make masked image smaller, black pixels outside dissapear. So I guess its problem with blurring the masked image outside of border

#

Are there any guidelines about stuff like this? I feel like I do too much tinkering, and it could be done simpler

misty lantern
#

Can you clarify what the problem is exactly? When you said "looks like this" I assumed you meant the low resolution

light crow
#

Sure, resolution is okay - it's small on the screen, the problems are black pixels outside of border

#

Sorry, I should tell it from the start

misty lantern
#

I would guess that if the grey border is also the mask, the antialiased pixels near its outer edge are ambiguous for masking purposes

light crow
#

I use this

#

I have it 9-sliced in the sprite editor

#

Okay, i think it's okay now. I tried to a turn off mipmaps for mask image. I sit on this for a few days, and just talking to someone helped kekwait

outer halo
#

Make sure your game view window scale slider is all the way to the left.

light crow
#

So basically issue was, mipmaps blurred out mask a bit when zoomed out, so the "true image" pixels were out of border

misty lantern
#

I'd give the mask's edge and the border's edge some margin so the blurring won't cause issues
Mip maps are necessary for downscaling images

light crow
vale osprey
#

The Script is not the issue, I have checked that, works normal with a regular sprite object

misty lantern
#

Remember that with the mesh you only move the bones and the mesh itself, with sprites you would move and scale instead

#

The bones are also hierarchically connected which means the child bone's position is relative to parent bone (though I don't recall if setting position through script defaulted to local space or global space)

austere crag
#

Got this problem when i import from blender as fbx to unity my models changes colors. I painted then using uv mapping

misty lantern
austere crag
eager mist
#

Hello everyone, when trying to import a model from blender, position, rotation and scale are not correct (compared to blender). Can someone give me some advice please? 1 - Unity, 2 - Blender.

misty lantern
misty lantern
eager mist
misty lantern
#

But if there is a rig and you're using bone parenting you'll also need to make sure the pose matches when you parent it in unity
because bone parent relationships are not importable iirc

eager mist
#

1 - Unity 2 - Blender

lime pollen
austere crag
lime pollen
austere crag
ivory widget
#

How do i make my blender asset transform match to unity? I made a model on a 4x4x0.5 platform, then imported it to unity and it seems wayy bigger
and also its rotated for some reason??

#

At first i decided to fix the rotation, but i cant. No matter which option do i choose for Up here sc, it looks the same.

#

Also, scale factor does not work for me, because my game is going to have some precise things, like this pipe output being connected to grid's edge.

tawdry valley
#

you can specify the forwards and ups and stuff

ivory widget
#

look at my other messages

tawdry valley
#

the Apply Transform is also made for unity i htink

ivory widget
#

The output was the same no matter if i had Y up or Z up

tawdry valley
#

ahh ok

ivory widget
#

And scale factor is not the case here

tawdry valley
#

did u apply the transforms in blender?

ivory widget
#

It would need many precise calcs

#

All of them

tawdry valley
#

its hit or miss when i export

#

sometimes its perfect and other times its on its side even tho i set it up to export correctly

ivory widget
#

oh

tawdry valley
#

as for the size of things.. i usually use the scale factor to compensate

#

havent figured out why sometimes my models are big and sometimes they are small

ivory widget
#

2 big ass corporations cannot handle exporting and saving

tawdry valley
#

šŸ˜„

#

have u tried just using the entire *blend file?

ivory widget
#

For me guessing the factor is not the case

#

no

tawdry valley
#

rather than exporting the FBX

#

it might be better for ya idk

ivory widget
#

It says Blender could not be found??

tawdry valley
#

i'll keep lookin for some solution

#

šŸ¤” weird

#

ohh it seems it depends on what version of blender ur using

ivory widget
#

lmao

misty lantern
# tawdry valley

@ivory widget Try these settings but with apply scalings: fbx all
There should be no need to touch Scale in export or in Unity

ivory widget
#

Y up is getting rotated for -89.98 degrees

#

but Z up is -90

tawdry valley
#

and make sure that ur version of blender is set to open *blend files as the Default program

#

that may have something to do with it

#

this option here.. thats what some of the unity threads ive read said the solution was to the blender not found error thing

ivory widget
#

i am using blender's steam version

tawdry valley
#

ohhhh

misty lantern
#

The rotation cannot be fixed unless you rotate the mesh 90 degrees, apply transforms and then export with specific settings, or have a script do it
I never bother with that
With Z* Forward and Y Up the mesh should be turned around 180 degrees on Y axis which is inconsequential in my opinion

tawdry valley
#

ive never used the steam version..

#

can't say

ivory widget
#

oh

#

alright

#

ill just install normal one

ivory widget
#

But what about scale factors?

#

Spazi?

#

Do you know anything about that?

tawdry valley
misty lantern
#

I get by with these settings just fine though

ivory widget
#

About scaling, look. Platform is 3 , 3, 0.5

#

These platforms are 4, 4, 4

#

and even that the generator is bigger somehow

#

lmao

tawdry valley
#

I tend to get my sizing correct in blender and apply all the transforms scales.. so the pad would be 1x1x1 and the generator would be 1x1x1... in unity doesnt matter how big they get or shrink.. they should stay relative to each other..

misty lantern
# ivory widget

Hmm at least the scale is right now
Is this with Z forward or -Z forward? I meant to type positive Z the first time

misty lantern
#

It is 1, 1, 1 is what I mean

ivory widget
#

its still way bigger

#

ohhh right

misty lantern
#

Size is another problem

misty lantern
#

Try measuring the generator's precise size in Blender and Unity

ivory widget
#

how do i do that

tawdry valley
#

in blender you should have the pad and the generator be the sizes they need to be and both of them scaled to 1x1x1

misty lantern
#

Blender gives you "dimensions" but in Unity the quickest way to measure would be to stack 1m boxes

tawdry valley
#

stacked boxes approach

misty lantern
#

2D view helps with it too

ivory widget
#

i cant use the blenders platform in unity and otherwise

#

these are the dimensions

misty lantern
tawdry valley
#

i didn't even know Blender had Dimensions until just now šŸ‘€

misty lantern
#

This is what it should look like compared to 3, 3, .5 platform

tawdry valley
#

@misty lantern quick question. how do u get those sharp edges?

#

the color i mean, not the actual geo

misty lantern
tawdry valley
#

is it "Cavity"?

#

ohhh nice! omg this makes it soo much better to see my edges

#

anyways scales were hard for me to get used to..
but scale is not the same as the dimensions

you can have an object scaled 1,1,1 with dimensions of .5, .5, .5 and it would be the exact same size as
if you had an object scaled to 2,2,2 with dimensions of .25, .25, .25

i try to zero out my scales.. so in unity im working with 1,1,1
in my mind it goes like this

its scale * dimensions * import scale settings...
commonly i want everything 1x1x1 if it needs rescaling i do that in blender and then reset my scales as always..

#

i think with some testing, some math, and a few iterations you can get ur objects to appear exactly how u need

ivory widget
#

How do i make use of that

misty lantern
#

I'm not totally sure what's going on but this indicates that your generator was way too small in Blender before you exported it

ivory widget
ivory widget
#

i know

#

the dimensions are twice as big as the scale

#

so i just need to set scale factor to 0.5

#

and it will be good

misty lantern
#

I'd scale the mesh down and then apply transforms rather than relying on scale factor on export
Cuts out one unnecessary moving part of the equation

ivory widget
#

ur right

misty lantern
#

As Spawncampgames said remember that "scale" is just a multiplier onto the mesh's real size
You'll want to change it only when you have multiple instances of the same mesh that need to have a different size from each other

tawdry valley
#

true.. and also physics work best at 1,1,1

#

if u go all crazy with ur scales and end up needing to manipulate its physics you can get some pretty random lookin results

ivory widget
#

Damn

#

thank you guys

#

Helped me sm

tawdry valley
#

moreso Spazi. but np šŸ‘

ivory widget
#

They look fire

tawdry valley
#

aye! ā¤ļø

vale osprey
#

I tried changing the speed in the script and more but no matther how fast I make the bars move, the expanded one always slow down

misty lantern
#

Not their scale

vale osprey
#

yes, that is right, Instead I edited the script so it moves the position Y of the bone that is attached to the main one

#

before it was expanding the scale now its modified to change the position

#

so it does not stretch as you tought me to do

#

idk where to look for this issue right now

#

if it has not to do with weights and the script hm

#

maybe I should use animation instead? I was really trying to avoid animating it

misty lantern
# vale osprey idk where to look for this issue right now

I'd debug the positions of the mesh, the "armature" and both bones, either by debug.logging or by giving them Icons, or preferably both
Remember that every gameobject will inherit the transforms of the gameobjects above them in hierarchy

#

My hunch is that you're moving multiple bones without accounting for this inheritance that then results in an offset
Or the math to move them might simply not be correct

#

You could describe the problem and post your code in code-beginner or code-general for them to investigate

vale osprey
#

Ok I will look it up and ask for support on the code channel if I cant find a solution. Thanks

fluid oak
heavy pebble
#

would the first one be better if I changed the frames per second

fluid oak
#

I like it more, yes.

deep briar
#

Why can i not use any assets from the asset strore? They are always pink. I expect to be able to import an asset package and drop a prefab into the scene. And that just doesn't work. Even when I double click the Example.unity file in a package, it loads up an example scene and it's pink. What am I not understanding about this process?

misty lantern
#

If you can tell what RP your project is using and show what materials those assets are using, that may tell us if it's possible to convert them

deep briar
#

When I look at the materials, they are using the Standard shader

#

I used the tool 'Convert All Built-in Materials to HDRP - some improvement but everything is gray

vale osprey
#

@misty lantern the problem was actaully with the script, there was a code that multiplied the bars to x2 speed when they get released. that fixed the problem

misty lantern
deep briar
#

@misty lantern So HDRP/Lit is the default material that I should use?

#

Dragging the provided texture onto base-map slot, gave me what I was expecting!

#

So, is this what they mean by HDRP compatible? Do I have to do this all the time with pacakages? Or have these packages been labelled incorrectly?

misty lantern
deep briar
#

Ok, thanks for helping. This will help with other packages I'm sure, that I've had trouble with.

white stag
#

So I recently managed to export a model from Blender into Unity for the first time but not without issues. For some reason some of the faces (only in unity) seem to render the inside-facing edges/faces. This doesn't happen to the entire model and I would like to know a workaround or at least why this happened.

misty lantern
white stag
#

I don't think I generated normal maps yet if that's what you mean

#

though I think I might know why now

#

I guess you can't have completely flat faces in Unity?

#

at least not when there's also sides with 'thickness'

warm sable
deep briar
#

@warm sable Regarding the difference in the 2 images you provided, what it looks like to me, is that you are rendering half-res images (2 texture pixels / screen pixel) and you are suffering from aliasing issues. Look into pixel-perfect camera positioning. You may also suffer this if you are scaling your sprites. Try observing the black border of your sprites as you move your camera around. The border thickness or any feature for that matter will jiggle thin to thick and back again. You need to position your camera at a fixed sub-pixel offset in each dimension so that the pixels are sampled consistently as the camera pans. Unity probably has a camera setting to handle this for you.

bold mantle
#

hey so I have an issue with a grass texture being rendered as a detail using the terrain tool. As you can see, some visual bugs appear

#

however the texture is fine

#

and the texture config is exactly the same as some grass that I've downloaded that works fine

#

Idk what to do

fluid oak
main pike
#

kind of basic question

#

can someone help me add these assets to my project? They are already in my account from asset store

lime pollen
main pike
#

I’m trying

misty lantern
#

Or where do you get stuck?

misty lantern
#

@tawdry valley @ivory widget Discovered a weird quirk that was throwing me off yesterday
Whether you enable "apply transform" in FBX export it does not do at all the same as "apply transforms" as in the operation
Most notably it changes what kind of rotation the mesh will have in Unity

#

Without it I get

#

with it I get

#

Both of them start by facing the same way regardless of this and have their origin unchanged (which apply transforms normally could change)

#

-180 Y is much more convenient since you can reset the transform and it'll still be upright, albeit not facing in "forward" direction

#

In any case you can (and usually will want to anyway) place mesh renderer gameobjects under a container gameobject to separate visuals and their transform component from the object itself

vale osprey
#

any idea why the Blank Shader Graph on URP 2D is not rendering?

#

also tried rendering it to UPR from Edit

#

The Graph Settings

ivory widget
#

Guys how do i remove the blur on unity? Everything seems low hd when its 1000x1000 pixels

tacit jewel
#

Hey, I want to get the Roughness from Blender and tried following this tutorial: 15s all in all
https://youtu.be/ogz-3r0EHKM?t=686

I dont understand the mask part... I am using photoshop and gimp but cant apply a mask?
Used the Diffuse and Roughness picture but it just dont work like he explained
I am a noob when working with picture manipulating programms and would appreciate any help!

Learn to create a 3D character from sketch to game.
I go over all the steps and give some tips and trick along the way.
in This tutorial, I use the following programs:
Procreate (Ipad)
Blender
Affinity Photo
Unity3D
If you liked this video, be sure to subscribe so you won't miss the next video!

You can use this for all kinds of applications:
-Y...

ā–¶ Play video
misty lantern
ivory widget
#

I made an icon for a gui im working on

#

and i have ised raw image component

#

but it makes my image look so muxh low res

azure rivet
ivory widget
#

wdym?

misty lantern
#

There may be many reasons for it, such as zoomed in game window or problems with texture import settings
Could use more details about the issue

ivory widget
#

These are my options

#

and it looks like that on game screen