#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 11 of 1

ivory widget
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but this is blurry

quick hound
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Is a target resolution of 1080p overkill for mobile? It would be for a tower defense game.

misty lantern
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If you're using Point (no filter) you may also want to disable Mip Maps as well
I probably wouldn't though, instead preferring Trilinear filtering and Mip Map generation enabled

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Since you're rendering the image at much smaller pixel scale than its native resolution, you are bound to lose some detail which either will appear as distorted shape or a "blur"

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The only way to guarantee no change in its appearance is to save and import the image in the exact pixel dimensions that it will appear on the screen

ivory widget
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Disabling mipmaps and setting it to trilinear definitely helped.

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way less pixels

misty lantern
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It may become clearer by reading what these things mean and what do they do

ivory widget
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It still looks good tbh

teal garnet
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hi guys

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on import settings of an image file, why changing texture type to default and texture shape to cube, it will increase the file siza badly?(from 1mb to 12mb)

lime pollen
teal garnet
lime pollen
teal garnet
lime pollen
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Where are you seeing these numbers

teal garnet
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in the unity, bottom of import setting window

lime pollen
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The 1mb is not the source size, that's the size after unity compression

teal garnet
lime pollen
willow nebula
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@teal garnet Double check all the import settings, in particular the compression used for the texture. If the skybox is an HDR texture, it will require more space to store the extra precision value.
Note that a 1024x512 texture imported as 2D will stay the same size, but imported as cube with lat/long, it will result in a 512x512 cubemap, which is composed of 6x 512x512 faces, so it will already take 3 times the memory space.
A screenshot of the importer settings might help to understand what is happening.

@lime pollen compressing the source asset won't change the imported size in Unity, as the importer "uncompresses" the source asset to recompress it in the require format for the different platforms. That's why it's best to always work with uncompressed or lossless compression assets.

fringe onyx
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If I take a cylinder and rotate it and scale it to make it a wheel. Is there a way to "apply" these transforms so that when you look in the inspector it has all 0s but the transform are still affecting the object?

blissful relic
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alternatively you can make the cylinder object a child of another object; then the parent transform should affect the child too

fringe onyx
red jolt
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guys, how can I make the mesh render on both sides?

lapis elk
misty lantern
fathom blaze
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how should a grass mesh look like? I've found some video, that has a model with one blade of grass, but the guy in there has his own GPU Instancing and doesn't seem to be using Unity's Terrain.
When using detail mesh with Unity's Terrain, should I also make a model with just one blade, or a model with more grass blades already?

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in other words, is this model good for use as detail mesh?

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around 1K verts, but if used as grass, it really quickly adds up. In general, not sure whether 1K for a grass mesh is not way too much

lapis elk
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How many of them do you plan to place?
I guess a bunch of hundreds?

fathom blaze
fathom blaze
# lapis elk i wont use gras with 1k verts ๐Ÿ˜„

Yeah, that is the problem. I've made a wheat field with this model colored to yellow, and while it does look nice, in total it has like 22M verts.
70FPS on RTX 3060Ti, way less on GTX 950 (and not everyone has good GPU)

lapis elk
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22mio ๐Ÿ˜„ wow

fathom blaze
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as said, looks kinda nice and maybe realistic, but then I want to make a game people download to play, not to benchmark their PCs XD

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well then, now should I make good grass mesh? I know that one possiblity is just making 3 planes intersecting at the center, but I was thinking about something more

lapis elk
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Well. Mostly Gras is just made of planes with a texture on it

misty lantern
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Often culled over distances

lapis elk
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Use a quad, and add the most detailed gras texture on the world to it ๐Ÿ˜„
Then maybe rotate it by 45ยฐ.. repeat this rotation 7 times and you have gras with many details but only 16 verts

fathom blaze
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I have this thing too, but then one issue with it, is that from the top, it's not so nice :/

lapis elk
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well, you have to deal with that.
or write a shader, that bends the top of the quads away from the camera.

fathom blaze
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Technically I could make it myself, just take some photos and use some photoshop, but maybe there are some nice free packs out there

lapis elk
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Dont know. I made it myself and just applied a gradient via the shader for the color

fathom blaze
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uh... my drawing skills are... well, they aren't. So i'll have to figure something out

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but thanks for the help anyways!

wanton hound
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or , another axis i should say

hearty wadi
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making pixel art assets for my game, is it better to have one large one containing all the sprites or multiple smaller one? if the latter, how should i split the sprite sheets

stuck dagger
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anyone got a version of unity's plane mesh, but with more verts?

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i need one and for some reason cant create one that works in blender

misty lantern
stuck dagger
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even if i subdivide 6 or so times

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doesnt matter now though, i fixed it

wraith spindle
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how do i fix my material looking like this

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tried tinkering with the tile values doesnt seem to help

misty lantern
wraith spindle
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oh

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so i manually make a uv map in blender?

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or do it in unity

misty lantern
wraith spindle
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ok

wraith spindle
willow nebula
wraith spindle
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i exported the mesh to unity but it didnt export with the material

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alright nvm it did

solar arch
fathom blaze
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well yeah, but it will be more or less the same, with wide range of heights. In that 1K verts model, there are various size blades
Unless I misunderstood you

fathom blaze
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I have done what people suggested, that is made the model with a few quads intersecting at one point, and amount of vertices (obviously) went down, which is good, but it seems like something is not quite right here. The back faces seem to be much darker than the front faces, is it something wrong with the model, or the way it's imported?

misty lantern
fathom blaze
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hm... so how should I go around this? Make more faces, and make sure all are front?

misty lantern
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A shader that will flip the face depending on its orientation would work, but a simple and good solution is to simply duplicate and flip the faces in modeling software

fathom blaze
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yeah, now it looks better. Made it more dense too, looks nice and quite similar to the original one

lapis elk
trail stag
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i have geometry inside my characters head, is there an easy way to remove it, i think it's messing with my rig weight
i've tried using a boolean unity but it didn't seem to work

misty lantern
# trail stag i have geometry inside my characters head, is there an easy way to remove it, i ...

No easy way
Booleans are unrealiable and make pretty messy geometry
Remeshing resets your topology
Selecting all from the outside with Circle Select (C), then inverting and deleting is the best way I know
Whether the geometry is there or not doesn't by itself have any effect on your mesh weights, but it may have an effect how easy it is to paint weights, and the results of automatic weighting since it works on connected geometry

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Automatic weighting is not expected to produce any final or perfect results anyway

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Your best option is to not make intersecting geometry in the first place

vale osprey
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can the texture repeat itself instead stretching? it was made in unity not blender

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i tried adding tile and offset but not working

misty lantern
vale osprey
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I use position to expand the bones

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tried also connecting position to split instead scale but nothing

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I think this one is a little tricky

misty lantern
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Object position is simply the position of the object transform origin, not position relative to it

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Your Tiling and Offset is unnecessary here, and still using mesh UVs since its UV input is on default UV0 value

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You can use position:world instead if you don't want the pattern to move with the gameobject's position at all

vale osprey
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changing it to world worked

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thanks Spazi as always, you make things work in unity

fathom blaze
cold egret
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i made a sword

rancid mica
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Anyone has any suggestion for a program that would help me make cards for a little card game I'm making? I just need to make a couple of png and I find that making them in gimp makes it hard to make them all in the same template, sometimes the text is not well centered, etc.

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basically what I would be looking for is some sort of program where I can place an image in the background then text in specific positions and I can just make a card, save, make another card, save it, etc

fluid oak
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Though one is Adobe and the other is horrible

steel jay
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When designing my game character in blender, is it ok to have some triangles in the mesh?

misty lantern
steel jay
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Ok. But sometimes I cant avoid triangles. So that's not that big of a deal, thanks ๐Ÿ™‚

white stag
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I'm using an 8192x4096 panoramic skybox texture which has this seam and would like to know a workaround.

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also just in case, I did run through the texture in GIMP and found nothing that would indicate a problem with the texture itself, only the way unity seems to handle it

misty lantern
white stag
cold egret
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Sword has been improved

dim pollen
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hey, so i made a character in blender and added bones so it rigs all good. the character looks like this image above, the bones are shown as well, i added some animations and dropped it into unity and they work fine.

now on the unity side, i want character customization to be able to add clothes to it, armor, etc., but i'm not sure how to approach that. in the second image, i parent that white underwear to the armature's pelvis bone in the unity hierachy and that works fine i mean, until the character starts walking beause the whole underwear object just rotates back and forth instead of each individual "sleeve" moving and the base staying
https://cdn.discordapp.com/attachments/763495187787677697/1132859294849708042/image.png
https://cdn.discordapp.com/attachments/763495187787677697/1132859295113936966/image.png

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nevermind i think i got it!

earnest pecan
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Just a quick question regarding bones before I put too much time into rigging. Is there any kind of bone limit or performance issues I should be worried about with skinned meshes with many bones? My character currently has about 180 bones. Majority of it is for facial animation. Should I be worried about that amount? Especially if going for 10-20 characters on screen at once.

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I'm sure vertex count plays a factor into that as well. Characters are about 10k vertices for each.

lime pollen
earnest pecan
lime pollen
earnest pecan
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Gotcha, okay. I've only worked with facial blendshapes before, which I know incur a memory cost with too many. I wasn't sure about the cons of too many bones

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The Unity documentation does say to keep bone count to a minimum, but I wasn't sure if that was because of any limitations or not.

steel yew
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good job bro

tight musk
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When I import my .blend file into unity I've read that it's supposed to automatically sync changes every time the blender file is saved. However it doesn't do anything for me, is there something I need to do for them to sync changes?

fluid oak
fluid oak
# earnest pecan Gotcha, okay. I've only worked with facial blendshapes before, which I know incu...

If it does end up being too heavy, you can always bake the bone animation into a deformation texture or try something like https://github.com/TriceHelix/BurstSkinning

GitHub

Fast Mesh Skinning on the CPU using Linear Blend (LBS) and Dual Quaternion (DQS) utilizing the Unity Jobs system and Burst compilation - GitHub - TriceHelix/BurstSkinning: Fast Mesh Skinning on the...

earnest pecan
fluid oak
earnest pecan
fluid oak
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Unity's skinning is already gpu accelerated, and I imagine that they will be incorporating burst into it as well since they already have with 2d skinning.

limber sedge
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Hello there, I have a scene made in unity, but I just noticed that all of my FBXs are 2x smaller than what it should be.
So I grouped everything in an empty and scaled it by 2. It's a quick fix, but I'd like to have all my FBXs to be scaled by 2 and still keeping my scene transforms correct. Is there a way to do that? (like a freeze transform or something)

misty lantern
limber sedge
misty lantern
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If you care that much anyway

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If you already implemented your workaround then this doesn't seem necessary

limber sedge
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Here's two screenshot, maybe it will be more understandable that way.
The first one is before I set the original scale factor (1). The second image is when I set the scale factor to 2. See how things are messed up?

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I think a freeze transform is the way to go. So it overrides all of my prefabs scales to 1.1.1 without resizing the objects

fluid oak
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You can't just toss out random phrases like that. 'freeze transform' has different meanings in different software.

fluid oak
limber sedge
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That's exactly what I need

fluid oak
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I'd probably just multiply the local position of each object by the scale factor.

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So then they will be spaced out as if they were the larger size.

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Then they will be in the same relative position once you change the import settings.

limber sedge
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I need to give this a try manually first. I'm no coder so I need to find someone to work with on that.

fluid oak
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Well, you can apply the same logic manually.

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Shrink the objects without changing their relative positions, probably by unparenting them from the scaled object and then shrinking them by the inverse of the scale factor.

limber sedge
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I'll give it a try. And if it works I'll try to find someone to write a small script to automate that. Thanks!

misty lantern
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Filtering the hierarchy by MeshRenderer and selecting ones that need resizing before resizing them en masse seems quicker than scripting it

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Unless you already are familiar with that kind of scripting and the criteria for picking resizeable gameobjects is clearly defineable

misty lantern
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You could live with it and keep the scale factor in mind for the future, or even figure out how FBX exporting works without random scales getting in

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For this reason I'd recommend always placing meshes under a prefab parent before using them so you can easily modify all of them regardless where they were used

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But that's also something you'd implement before you start making the scene

limber sedge
fluid oak
misty lantern
fluid oak
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Anyway, if you unparent the scaled up objects and then shrink them, they will remain in the correct relative position

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Then you can either scale them in the importer or in the 3d modeling software.

tranquil peak
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Does anyone know if it's possible to change the preview image for imported assets? The angle they are shown from makes it hard to see what the asset is for me

split snow
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When I try to apply transform to the head directly, nothing happens

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Is there anything i can do about that?

sullen plank
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Meanwhile you might want to import a similar working model and see how it should be configured as an asset in Unity and in Blender

split snow
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A model with already separate parts?

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i don't know where i can find that though

sullen plank
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In numerous Youtube tutorials for example explaining workflow

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or even !learn

lilac edgeBOT
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๐Ÿง‘โ€๐Ÿซ 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/

normal pendant
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Hello, could someone help me troubleshoot this issue?
Basically I'm trying to make modular assets for this level I'm creating and there are 2 different meshes for the ceiling. They use the exact same materials, but the issue is with the lighting. I don't mind the seam that separates the meshes but for some reason the light is reacting differently depending on the angle you're looking at the mesh.
I think it might have to do with the baking but I have no idea

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Different angle

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It's obvious that it's caused by the rotation of the mesh but how would I fix it?

lusty beacon
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So do I need to credit every asset I used in the game? (other than the unity store)

Like if I downloaded 50 sounds from 50 different people on freesound.org, do I need to credit each of them for the particular sound?

misty lantern
tight musk
fluid oak
lapis elk
tight musk
lapis elk
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Well. I would always keep blender files out of the unity project.
I know what you mean, but fbx is way more compatible with unity as a blender file

tight musk
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Sounds like a bit of a hassle considering I'm going to want to preview changes often

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I'm gonna try and roll back blender a bit and see if that helps otherwise I guess I'll just have to deal with fbx

rugged solar
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Hi. Anyone trying before to make the outfit for ready player me. Which template file they provided, there is 93 skeleton joint. When I save this in Studio, got error and they recommend 65 joint. How I fix this? Thanks

steel jay
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I'd like to get some feedback to my character model's edge flow. Is this the right channel, or should I use art-asset-showcase?

lapis elk
distant raven
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why is this blured

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it should look like this

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never mind

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how i add an image as my background

distant raven
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dn too

misty lantern
distant raven
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but

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how can i slice this

distant raven
misty lantern
# distant raven

You should be able to click & drag rectangles with left mouse, or use the "slice" button up top

distant raven
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what is slice mode

somber mural
distant raven
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i can you other tho

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so ig i will use pixelorama

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but unity is better as in placing stuff

somber mural
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does unity have an pixel art maker as a plugin or something?

misty lantern
somber mural
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ah

distant raven
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still how i use slicer in unity

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automatic one

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or even the manual

warm oriole
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Hello
What sprite size should I use when creating sprites for a Unity mobile game?
For example, I have these assets I drew
What canvas size should each asset be saved in?
Thanks! :)

lapis elk
# warm oriole Hello What sprite size should I use when creating sprites for a Unity mobile gam...

Hey.
First you should always save files in a power of 2 format, like 32x32, 64x64 and so on.
The size of your sprites depend on their size in the game.
A good and easy way is, to import them in 256x256 px for example and then reduce their size in the import setting.
If you decrease the size to 128x128 and they still look good, you are fine.
Just decrease the size until they begin to look bad in a realistic resolution.

lusty beacon
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or just their username? Do I need to mention the site

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I'm a bit confused about this

misty lantern
lusty beacon
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alright

misty lantern
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I've seen indie games with whole pages in the credits where every sound is listed with its author and the site it's from

lusty beacon
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I don't like the idea of it

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sketchfab: (list of names) etc

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I will search a bit more

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well it says I need to mention names, sites, copy paste copyright terms and links

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that's stupid

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I'll just list names and asset name and pretend I didn't know

fluid oak
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Anal lover 6969 has earned their recognition. UnityChanSalute If you don't like it, don't use their stuff.UnityChanLOL

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I mean, they are asking for so little, and I don't think that that is the kind of asshole they love.

lusty beacon
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I will make a title for the website name, then list names and what they contributed

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I won't put some stupid links

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or copyright term texts

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that would look stupid

misty lantern
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How do I credit/attribute?
Crediting people is easy, just say something like this:

> "sound1" by user1 ( http://freesound.org/s/soundID/ ) licensed under CCBYNC 4.0
> "sound2", "sound3" by user2 ( http://freesound.org/people/user2/ ) licensed under CCBY 4.0
> etc..```
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This is not unreasonable, especially when it's the credits page

lusty beacon
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and no credit is neccessary when using an asset from the unity store, right?

fluid oak
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Some have specific licenses.

misty lantern
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I guess the Standard Unity Asset Store EULA doesn't require it, but it's possible there's extra requirements per asset

fluid oak
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TLDR we aren't here to give you blanket permission to break licensing terms, no matter where you got your stuff from. ๐Ÿ˜„

compact summit
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i'm trying to bake a height map in substance painter but it's not showing up on my mesh, any help?

compact summit
lapis elk
compact summit
elder edge
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Hey
so i try to use a texture map like this
for testing i took one from MC
but i cant get the texture to take a whole block face it only takes 1 color
can someone explain why? ๐Ÿ˜ฎ or what you need to help me ๐Ÿ˜„

misty lantern
misty lantern
elder edge
elder edge
misty lantern
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You'll likely want to use an opaque Lit or Unlit shader, instead of sprite shaders

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The generator seems to expect a specific UV offset per block type to pick a tile from the texture map for it

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That part may be uncomplete in your implementation

elder edge
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i think i get what i need to check
i will be back ๐Ÿ˜„

elder edge
sharp ridge
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.

misty lantern
sharp ridge
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Sure, sorry

compact summit
lapis elk
compact summit
lapis elk
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in blender if so what mode and is there

elder edge
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Hey quick question why does this happen?
like the difference in the coloring the further away it gets?

misty lantern
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Mip maps are smoother, lower resolution variants of the texture

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So with tiled texture layours there often is color bleeding between tiles

elder edge
misty lantern
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Ideally you wouldn't have to but tbh I don't know if there is any way to have mipmaps on a tilemap without adjacent tiles leaking in like this

elder edge
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Filter Mode off
and Filter Mode to Bilinear
Sure it still does it but i think for now its so low that i dont mind ๐Ÿ˜„

misty lantern
errant cargo
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Heya! I'm generating some textures via code and I'd like to set some of their import settings via code as well, so that automatically they're not sRGB, no compression and so that they're not rescaled if not a power of 2. However, I haven't found any parameters that changes those. Is that possible?

dense oar
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what's the reccomended workflow for exporting meshes from Max to Unity? I am trying to get a setup where I am not getting weird scale conversions between them

errant cargo
dense oar
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I set my max units to meters but still getting conversion weirdness, maybe the export is the issue?

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I changed the export scale to meters, the import says 1m to 1m, but its very much not 1m

outer halo
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Did you try turning on convert units?

dense oar
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I eventually got there after experimentally exporting like two dozen meshes

graceful mica
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anyone here know why the cloth wont drape all the way down?

void parcel
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Asset import failed, "Assets/Discoarded/test/Scifiproject_starcraft_complexsetup_006_neo.sbsar" > SubstanceEngineNotFoundException: Substance engine not found anybody tried the substance plug in and had thi s issue

fluid oak
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substance plugin is very sensitive to version changes for some reason

fluid oak
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Might be a scale issue

void parcel
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@fluid oak it is supported but ill upgrade anyway

tacit eagle
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I downloaded these textures. what does "ao" mean?

misty lantern
grave remnant
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Hey does somebody know why or how to remove the green lines from my game view?

opaque tree
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for game UI, where should i make the 2d assets? better to use Ai or Photoshop?

outer halo
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You use whatever is comfortable for you.

misty lantern
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Only if you want to standardize sprite resolution relative to each other / to the unit grid

dense oar
misty lantern
rotund iris
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Hi everyone! I have a prefab that has a graphic model as a child. I have the model set as a tpose, however when I'm trying to modify the prefab, the model is bent over due to I'm assuming is the IK rig or avatar. However, messing with the weight of the IK rig shows nothing and I don't know how to tell if the avatar is working, but all the required pieces (chest/arms/etc) are there.

Left is the prefab which has the model as a child, right is the model. As you can see the model is in the correct pose, however even modifying the rig and trying to force the tpose does not make my prefab tpose

obtuse oyster
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Perhaps your normal map is incorrect? What does the file look like?
Also, you can modify the normal map strength in most materials

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That looks like an indent, not a protrusion, so the bottom result is more what I'd expect

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It looks like you've maybe not baked a reflection probe, and that floor material is very reflective, and that's likely what's making it look bad generally

opaque tree
severe pollen
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not sure if this belongs here, but can someone tell me why a shader cant be applied to this material? the model was a prefab but got unpacked, not sure what the issue is

eager mist
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i exported my map model from blender to unity, doesn't seem to have vertex color it came with, anyone knows how to do?

severe pollen
eager mist
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i packed the textures into one image

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i used vertex painting to make the fake shadows of the map model

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but i have no idea how to add the vertex colors on the material in blender

lime pollen
eager mist
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thanks

misty lantern
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They have almost all the same rendering options

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Goldsrc used baked lightmaps mostly

lapis elk
eager mist
dense oar
misty lantern
dense oar
misty lantern
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Still importing as png is probably better
Depends how the package works in practice

opaque tree
misty lantern
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Note that Unity has to convert all files to its internal formats anyhow, so the asset size does not reflect its size in game build or in ram

opaque tree
opaque tree
misty lantern
#

The vector graphics importer might be able to do it for you

sharp bluff
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Hello, I was hoping for some help reguarding springbones and roots. I have been getting errors on everything i have been trying to work on... I tried to add some root bones for collision on a skirt i am working on and it seems like i am doing something wrong. I am getting these errors

fluid oak
sharp bluff
#

No :x tbh I have been stuck forever and just started looking for discord help. Thus was my first stop

dense oar
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Does anyone know why all my shaders have materials under them? These materials are cluttering up the project and can't even be used for anything since you can't change any parameters on them

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Is there some way to delete them all / stop unity from generating these / explain why they exist?

misty lantern
earnest pecan
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I'm having a bit of issues regarding blendshapes. It's possible my import settings are wrong, but some of the blendshapes seem to be a bit inaccurate? A small amount of vertices just aren't moving when they should be.

I double checked in Blender if I made a mistake with the shape keys but it's working fine there, just giving issues in Unity.

lofty egret
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What's preferable if you want chunky pixels in your textures on Probuilder meshes... scale down probuilder UV sizes or increase texture tiling in your materials? Anyone have any experience with this?

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nobody will reply, moving on

outer halo
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Gave up less than a minute after asking their question. ๐Ÿ˜†

eager mist
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Hello everyone, I'm looking for help creating volumetric fog in the URP render pipeline. If anyone has any resources or links they could share, it would be greatly appreciated. Thank you!

dense oar
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can unity's cameras have their focal perspective vanishing point moved like this?

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I am guessing its some kind of projection matrix type thing maybe? If it were do-able

misty lantern
misty lantern
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I'm willing to bet it's nigh impossible to change

dense oar
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an overlay camera is still 'centered'v but i need that 'center' to be on the left

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my picture might be misleading, I dont want to move the camera, im aware there is 'nothing' off of the right side

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I want to move the perspective viewpoint target thingy?

dense oar
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scratch that already a problem - its doing it to ALL cameras and not just that one

#

the problem I am having is that the entire game's screen takes place within a rect, and within that rect the camera should be centered, but I cant just put a render texture of the game in that rect because that looks like pixelated shit and is unperformant and requires even more rendering passes and layering that the pipeline cant handle

#

there is other hud UI overtop of all of that but the meat of the all the rendering should take place within that rect

#

maybe there is some way to manually stack cameras without using the Overlay parameter

dense oar
#

I have it sorta working-ish but as soon as you resize a camera to be anything but full 0,0,1,1, it fills it with a background

#

the background type is set to uninitialized yet it still fills it

bright delta
#

so i edited a 3D model in blender (only applied some rotations and different export settings),but it suddenly became transparent and when i checked on the embedded materials,they seemed to have 0 alpha.i tried to search online for solutions but couldn't find anything good,any ideas on what to do?

lime pollen
bright delta
lime pollen
#

If they're named correctly it shouldn't be too bad
Otherwise you'll have to look at the material in blender and adjust it there

bright delta
#

after i edit it of course

lime pollen
#

Then your edits have affected the alpha somehow

bright delta
lime pollen
#

I don't use blender so there's not much I can do here, but I suggest taking a look at the material in blender to see if the numbers are right ยฏ_(ใƒ„)_/ยฏ

bright delta
#

i did get to fix it

#

basically the materials in the shading tab had zero alpha for some reason

misty lantern
bright delta
#

i just had to fix them in blender

lime pollen
#

!collab

lilac edgeBOT
sly kiln
weak sphinx
#

Not sure if this is the right place to ask, but I imported an fbx model from Blockbench to Unity and for some reason the body has a bit of a smudge to it and I'm not sure why? Thanks in advance

lime pollen
weak sphinx
#

Oh wow, thank you!

warped patio
#

Im exporting my 3D model from blender into unity, and in unity the 3D model has invisible parts. What is the problem?

sacred grotto
#

Hi all
Can Unity's new water have a sphere shape culling like so? Also with water level?

#

In Crest water shader asset, u'd have the sphere as the shape, then a box coll to intersect it from above to cull the flat surface out

#

Oh... so

lean stream
#

what is the easiest workflow to implement topdown games in unity
i want to go 3d so i dont have to do annoying hacks but how would i model something like that in the red while keeping all the pixels. would i have to do a voxel model. but that would be frustrating. if i go full billboard sprites then making colliders work would be annoying
what should i do

misty lantern
fluid oak
restive meteor
#

Is it possible to create 2D text? (Not UI). I have empty cards that need to get a name value assigned upon creation

#

I'm trying to assing them a empty gameobject with Text but the game tries to render them as UI

fluid oak
lean stream
fluid oak
#

I'm just saying, there are going to be drawbacks to any method. You just need to decide which ones are acceptable.

#

You could just go 3d but render at low resolution

misty lantern
#

@brittle ingot apparently this is an updated version of the above tutorial
https://youtu.be/eE7FedDW2AI
But I'm guessing the concepts will not be too different

cosmic crypt
#

i need help is there anywhere i can download some 3d models of keycaps??

cloud sorrel
#

Could y'all show me what your main menu, pause screen, and what not looks like? I need some ideas because currently my menus all look like someone told their 4 year old to draw something.

outer halo
cloud sorrel
#

Awesome, thanks.

inner flax
#

is there any way i can improve this

lapis elk
inner flax
lapis elk
# inner flax anything

I would use the whole size of the canvas. It looks like you are wasting space. You could make the canvas smaller or the tomato bigger.
And the light seems to come from top, when looking at the red part (because it has shadows on the lower part) but the leaves have a highlight on the front.
The leaves could also throw a little bit of shadow on the tomato.

inner flax
misty lantern
# inner flax anything

How to "improve" any piece of art depends 110% on your artistic goals and technical constraints

gray hill
#

hey so i imported a new tileset and all my other tiles got really tiny

#

do you guys know how to fix that?

#

nevermind, fixed it

mint orbit
#

i made a tilemap but it came out in shades of pink. this didn't happen until after i ran the game for the first time, before that it was all ok. i directly copied the tile images into an asset folder. whats the issue??

tired olive
#

I'm having an issue where one of my wall meshes has a face missing when it gets imported to Unity (pic attached). No texture, and can be walked through.
It's all fine in Blender, I've checked the normals (blue image), made sure the face wasn't hidden in edit mode, re-exported the mesh.
I tossed the fbx into a seperate blender instance, as well as a few different online FBX viewers, and this issue doesn't occur.
Any ideas as to what could be causing this? Google is failing me

lime pollen
tired olive
#

Managed to fix it by deleting the face and refilling it. Appreciate the help ^^

cosmic crypt
#

i need help finding a directly top down player sprite thats holding a knife with some swinging animations, where can i find one? i cant seem to find one anywhere

blissful relic
#

you might want to try making it yourself

cosmic crypt
#

haha i realized that now but luckily i found one, thanks tho ๐Ÿ™‚

echo bolt
#

I'm attempting to dive into the deep end before learning how to swim. How would I go about modeling the handle and hilt of this sword? I'm not sure where to start with the handle but I was concidering creating a whole new cube for the hilt and figuring out how to use a boolean modifier to get it attached. I'm not even sure if that is a right or one of the possible solutions. I will need to remove the tang portion of the sword once the hilt is finished but one thing at a time lol

hearty wadi
#

what's the fastest way of renaming sprites created from slicing a spritesheet?

crimson marsh
#

I would like some help exporting a blender model to unity
the model itself looks fine but the materials don't render propely (will attach pictures)

#

this is how it looks in unity

#

this is how in blender

misty lantern
crimson marsh
misty lantern
#

For example procedurally with blender's material editor, or a "palette" UV texturing technique, or something else

crimson marsh
#

with the material editor

#

should I take a picture of the nodes?

misty lantern
#

Yes

crimson marsh
#

just a sec

misty lantern
#

Those are indeed procedural textures
You must bake them to image textures and UV unwrap the mesh for them

#

Since they rely on blender's shaders, they are lost on export

crimson marsh
#

so I need to bake, export the UV maps to Unity, than apply it there?

misty lantern
#

UV map is mesh data, not a "map" the way textures are maps

crimson marsh
#

Alr I'll try that, tysm!

#

is the UV map supposed to have no texture on it?

misty lantern
crimson marsh
#

ok ty

tepid moon
#

i have a question : on blender, what's the difference between deleting faces and only faces ?

misty lantern
tepid moon
#

ok*

tepid moon
#

how do i make a glowing material within unity ?

misty lantern
tepid moon
#

i mean it's not glowing

#

but it's good enough

#

it's like kinda

#

glowing

misty lantern
#

Did you look into post processing bloom

tepid moon
#

i didn't especially want it glowing
but it would have been better with glow

#

no

#

i wanted a glow kinda like that (don't mind the noise)

#

fock

#

why didn't i choose the URP

#

thing

#

how do i even add post processing ?

tidal meadow
#

I've been trying to recreate this top of buildings in a sci-fi looking city night shot for the main menu of my sci-fi game like seen in Spiderman: Into the Spiderverse. I've tried to approach this a couple of times, but failed. I tried (Blender) Buildify, OSM + Buildify and shader work to make random images of windows light up slapped on big cubes. NONE of them feel like city buildings and they look very fake. I think the main issue is: 1. Clearly repeating patterns and 2. Nothing-burger rooftops. But i have no idea how to fix either! I don't have any good textures and I don't know how to randomly model and place rooftop objects to make them look believable. Any tips on achieving this look?

lime pollen
tepid moon
lime pollen
#

What render pipeline are you using

tepid moon
#

well i was using the normal one

#

that's the thing

#

so now i just restart

#

because i had already almost nothing in my project

#

i really just added my very ugly beautiful models

lime pollen
#

Are you searching the unity registry in the package manager

tepid moon
#

idk

lime pollen
#

Bruh

tepid moon
#

i just opened the thing and searched

lime pollen
#

๐Ÿคฆโ€โ™‚๏ธ

tepid moon
#

and i also took 5mins to find it but that's something else

lime pollen
#

Change "in project" to unity registry

tepid moon
#

ok but i already deleted the project

#

and i'm loading in the new one

#

but it takes ages

lime pollen
#

Jesus dude you really just went nuclear for no reason

tepid moon
#

yeah but it's ok

#

and it loaded now

#

yaaa

#

what's the global volume thing ? should i delete it ?

#

and why can't i change the background color of the camera now ?

#

oh i can

#

it just changed place

#

uhh i didn't really want it to glow

#

can i unglow it

#

?

#

why does it even glow ?

#

i just put a white material

#

because it was gray

misty lantern
lime pollen
misty lantern
#

(or RTX / path traced lighting)

tepid moon
misty lantern
tepid moon
#

oh ok

#

i love how you can bake stuff without an oven

#

haha...ha

#

ha

#

ok i should quit

#

life

misty lantern
tepid moon
#

it's already confusing enough in blender

#

why do they have to make it even more confusing ?

misty lantern
tepid moon
#

because i first wanted to understand post processing

#

and now i gotta search for how to disable freaking glow

#

even if i wanted glow but not on every single object

#

and now it it on all objects

#

why does he deserve a lighting tab and not me

ruby lake
#

I exported my first charcter from blender as test, ma boy is clipping through the floor, anyone knows how to fix?

misty lantern
ruby lake
#

Also sorry but Im new to programming so I have no idea how to fix the origin point

#

Should I export again?

#

is that above or under?

misty lantern
#

Are you importing it as a Humanoid avatar?

ruby lake
#

I changed the -Z to Z when Exporting

#

Where do I find that?

tepid moon
#

best material name ever lmao

misty lantern
# ruby lake Where do I find that?

Character stuck in ground is an issue related to the Humanoid workflow
If you're not consciously doing that, then it's not going to be the cause of the issue

ruby lake
misty lantern
#

Unless you want your character stuck in the ground two times over

ruby lake
#

How can I make my charcter move if I take it from blender, do I just add playermovment script and rigitbody?

rapid venture
#

not aure if this is the right place to ask but does anyone know where to find good sand textures?

blissful relic
ruby lake
#

I have no idea if thats good or not but I will take it๐Ÿ’€

blissful relic
blissful relic
#

yep

#
  1. Make it work
  2. Make it good
  3. Make it fast
clever tide
#

why is the nav mesh agent creating such a big outline

clever tide
#

!blender

lilac edgeBOT
lapis elk
golden marlin
#

Hello. I am not sure if this is the right channel? Let me know if I should move my question to a different topic. But, does anyone have experience importing OBJ files to Unity? I use this: https://assetstore.unity.com/packages/tools/modeling/runtime-obj-importer-49547 plugin. When I import the object, even though the transform says the position is 0,0,0 (as is the rotation) it does not seem to place the object at 0,0,0. I can see this because I have a generic cube at that location and my imported object is way off. Is there a way to fix this? Thanks!

Get the Runtime OBJ Importer package from Dummiesman and speed up your game development process. Find this & other Modeling options on the Unity Asset Store.

fluid oak
golden marlin
#

I am not. How do I check that? I notice that when I rotate, even one degree, it rotates at a crazy angle. So, it could be that is the issue. Is there a way to fix it?

#

Oh yea, when I change "Toggle Tool Handle Position" from Center to Pivote, the XYZ Grabber Tool (the arrows that are green, red, blue) are way off. Is there a way to change the Pivot location in Unity?

misty lantern
misty pecan
#

my materials go to crap whenever I bring them from blender to unity. Additionally, whenever I add 1 object that was imported, all other objects from the scene are children of that object. Is there a way to fix this?

nova briar
#

I have a 2-D pixel-art sprite with it's pivot at the bottom, and I have an outline shader that I wanna add. It would be a massive pain to have to go through each image file, move the art up a pixel, as well as move the pivot up.

Is there any way I can automate this with each sprite? I saw there was an extrude edges option, but it didn't seem to do anything. Something like that would be perfect to add to each sprite.

misty lantern
misty lantern
misty pecan
misty lantern
#

Mostly because of performance reasons
The 3D noise you're likely using can also be implemented into Unity but it's expensive
2D noise less so but it requires triplanar mapping to work similarly

misty pecan
#

but if you say best way is to just imageify it I'll try that thanks

misty lantern
#

If you want something really easy your best option might be premade material textures applied using triplanar projection mapping shader

#

This saves the effort of UV unwrapping and baking the meshes

#

But ultimately this is a decision for whoever's responsible for the tech art side of your project

misty pecan
fluid oak
long pebble
#

guys what kind of art would this be
https://www.youtube.com/watch?v=y8FHARScih0
I really want to work with something similar and doesn't look to hard to do. Would this style be easier for a beginner?

CULTIC | Part 1 Full Game Gameplay Walkthrough | No Commentary 1440p 60fps PC Gameplay

"Death is only the beginning. Crawl from your grave and gear up to fight your way through the ranks of a mysterious and twisted cult. You, your guns, and your dynamite will have to shoot, slide, blast, duck, dodge, and maybe throw a gib or two to survive in t...

โ–ถ Play video
#

im not a beginner programmer but a beginner into 3d art and 3d games

long pebble
#

easier than like regular blender models idk

misty lantern
long pebble
#

idk

#

im new to 3d art

misty lantern
#

Two rules of thumb I've figured

  1. If you can't gauge yourself how difficult it would be for you to make something, it will most likely be difficult
  2. If something looks good, you can expect it was made by a proficient artist no matter how simple it appears
long pebble
#

that's why I'm asking if this technique of using sprites I guess easier than like more polygonial type of models

misty lantern
#

The sprites here are renders of polygonal models

long pebble
#

so it's inherently more work because it's an extra step?

misty lantern
#

They've gone through extra effort to make them appear 2D

long pebble
#

yea that's kinda what I was asking

#

so if anything it's more work to achieve this look

#

I thought recreating something like doom would be less work that's why

misty lantern
#

You can also straight up draw them or use photographs, like old games did

#

That's the old way because 3D wasn't feasible back then

long pebble
#

There is no "easier" method in creating 3d models right? Each art style is difficult in it's own way?

misty lantern
#

The difficult part is making art that looks good, regardless of technique

#

That really comes down to how comfortable and experienced you are with the technique

long pebble
#

I have no technique

misty lantern
#

An art style is just a set of goals and techniques you choose to stick to in order to hopefully end up with a certain kind of result
Some techniques may be particularly laborous (hand drawn animation cels of Cuphead come to mind) but difficulty is again up to your skill

long pebble
#

what would be the least laborous in your opinion?

#

Also I'm not saying CULTIC dev had it easy or anything I was just trying to gauge what's within my realm of possibility because if I'm going to strive for a certain look I want it to be a realistic goal

misty lantern
#

Only you can know what kind of work you can do the time and effort you can spare

long pebble
#

Also his quote peaked my interest " But Iโ€™ve always wanted to get into 3D stuff. So I did so in 2017. But my models sucked and I, you know, Iโ€™m not much of an artist myself. So I kind of just had to get into a time, just get into, like, an art style that I could manage with my limited artistic talent."

lime pollen
misty lantern
long pebble
misty lantern
#

Maybe making everything from default cubes is the simplest way

lime pollen
#

Uh, you know what a cube is right

long pebble
#

no

#

im so new to 3d realm

lime pollen
#

I mean this is like basic English but I'm assuming you're esl or whatever

misty lantern
#

But then again some things are harder to make with cubes
Human faces with expression just by using cubes? Your artstyle is now in the difficult category

long pebble
#

i'm not esl

#

lol

misty lantern
#

Anyway there really isn't an answer to your question that'd be possible for us to give

#

You develop your skills and find techniques that work for you

lime pollen
#

Uhh, are you like 12 years old then

long pebble
#

What?

#

Why do you say that?

lime pollen
#

Just checking

#

Anyway, cube

long pebble
#

lmao

lime pollen
long pebble
#

What about it?

#

what do you mean using cubes to make 3d art

#

like voxel?

lime pollen
#

You said what's easiest

long pebble
#

Yes and how does just saying cubes answer that

lime pollen
#

No I'm saying literally use one cube

#

Or several

long pebble
#

cube for what

lime pollen
#

To represent things

long pebble
#

?

lime pollen
#

Your player is a cube

#

Your enemies are cubes

long pebble
#

But how does that help with creating models

#

I know I can do that

#

adding functionality to defaults is not new to me

misty lantern
#

Notch didn't know how to model so that's how we got the boxy minecraft characters

long pebble
#

I can create my whole game with cubes yes but I was asking questions related to 3d artwork

lime pollen
#

It doesn't, I'm answering your initial question of what's easiest

misty lantern
#

Beyond that there are no "shortcuts"

long pebble
#

I'm not looking for a shortcut

lime pollen
#

^ If you want to go beyond defaults you gotta start learning 3d regardless

long pebble
#

I know that

#

okay let me put it this way

lime pollen
long pebble
#

how is that asking for a shortcut

#

if the answer is yes or no I would still pursue that art style

lime pollen
#

Then why ask in the first place ๐Ÿค”

long pebble
#

wow

#

so dicussion is off limits

misty lantern
#

I feel that this argument is getting stuck in the weeds
Let's try to keep it professional

lime pollen
#

No I'm saying that your initial question would be how to make them rather than their difficulty

#

But yes let's continue with the actual topic

long pebble
#

I asked several questions and my very first question was what do you call this art?

long pebble
#

what kind of art would this be

misty lantern
#

I think they're usually called doom-style sprites

lime pollen
#

Your next sentence is whether it would be easier

long pebble
#

the followup question of easier was for curiosity, I would want to learn it regardless

#

yes

#

why can I not ask that just to ask?

lime pollen
#

I would say prerendered sprites

long pebble
#

okay

#

it's settled

#

ty

misty lantern
#

Original Doom (as well as related games usually) used photographs of real clay figures, digitized into sprites

#

Nowadays 3D meshes are more common for it since modeling is a widespread skill

long pebble
#

ahh okay

misty lantern
#

Drawing them is an option but it's a lot of work to do all the animations and different angles with consistency

long pebble
#

THE VIEWMODELS ARE JUST A PLACEHOLDER * not present in the current build.

Follow for more Details :)!
https://tinyurl.com/nhdc4zmv

#firstperson #indiegame #indiedev #gamedevelopment #game #indiegamedev #gaming #gamedesign #videogames #games #gameart #indiegames #gamer #art #gamedeveloper #madewithgodot #blender #pixelart #digitalart #video...

โ–ถ Play video
#

Is this also the same technique?

lime pollen
long pebble
#

I see thank you

#

I will take a course on blender

#

modeling looks so fun

lime pollen
#

glhf

echo bolt
#

I'm attempting to dive into the deep end before learning how to swim. How would I go about modeling the handle and hilt of this sword? I'm not sure where to start with the handle. I was thinking of researching the screw modifier and fitting it to the handle. I was considering creating a whole new cube for the hilt and figuring out how to use a boolean modifier to get it attached. I'm not even sure if these solutions are right or one of the possible solutions. I will need to remove the tang portion of the sword once the hilt is finished but one thing at a time lol

lime pollen
lilac edgeBOT
echo bolt
#

I couldnt get a response or a suggestion from there either

junior saffron
#

This one is more tutorialy

#

Blender is not the right tool for this, imo, but feel free to use that ig

balmy shoal
#

blender has sculpting tools yaknow

echo bolt
# junior saffron Like this https://youtu.be/TKkRRyjggQs

I have had a hard enough time learning blender and still working to learn blender and these solutions were unexpected. I havent even touched sculpting just yet. I think i'm going to try a simpler solution. I know I said I jumped into the deep end but I was thinking something more along the lines of a 8' deep pool, not the Mariana Trench deep lol

#

appreciate the suggested videos though

junior saffron
balmy shoal
#

i have no idea what someone stands to gain by acting like that

#

but you do you

#

elitism does no one any favors

junior saffron
#

Elitism? I'm just suggesting a better tool. If anyone has shown any attitude here it is you, I guess you hate Zbrush?

balmy shoal
#

no but i would think a lot more people would start out with blender

junior saffron
#

Anyway I have no interest in feeding this nonsense discussion of fake outrage

#

I'm out

balmy shoal
#

suggesting a bunch of zbrush tutorials is far from helpful to someone asking for BLENDER help

#

clearly you only did so to try and flex some odd feeling of superiority

outer halo
#

@eager mist !collab

lilac edgeBOT
waxen tusk
#

Quick question, what would you guys recommend I do in order to create realistic looking trees for my game? Because unity doesn't import materials from blender, or atleast not with the node system

outer halo
#

Depends on how realistic you want it. Check the asset store.

#

If you want high quality foliage, then something like Speedtree is as good as it gets.

unreal needle
#

maybe this is where this goes but

#

for my health bar it was gonna be like a big heart where the red sinks into the middle as you lose health
would that work the same in unity as a slider?

echo bolt
white flint
#

([Worker2] Import Error Code:(4) Message: Build asset version error: ||could be any asset, was a script in this example|| in SourceAssetDB has modification time of '2023-08-12T09:36:46.2053881Z' while content on disk has modification time of '2023-08-12T09:38:52.7588529Z'

#

I don't even get how that's an error, that's LITERALLY what I would expect during an asset refresh.

distant abyss
#

Hi, my Unity Recording shows black screen with this setting. Does anyone know how to fix?

white flint
#

Tfw you copy a property of List<string> because you want to import a string list via copy-paste, and want to find out how to adapt the format of your list of names...

#

JSON like that can go eat a bag of dicts, seriously. I wonder why Unity didn't stick with YAML for copy-paste as well. Complete Workflow killer, especially if your tooling is for YAML or AssetDB.

#

Creating a custom importer now.

sullen plank
#

What serializer are you using?

white flint
# sullen plank If it's JsonUtility, see prettyPrint parameter <https://docs.unity3d.com/ScriptR...

Thanks... but It's much easier to write an importer from scratch than trying to make something as simple as copy-pasting a text file into a List<String> work with this absurd property schema.

Because there's so much required boilerplate data, whatever I'd write to massage the strings into it, it's more work than a custom importer.

namespace Jovian.Settings.Importers
{
    [ScriptedImporter(1, "names")]
    public class NamesImporter : ScriptedImporter
    {
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var data = File.ReadLines(ctx.assetPath);
            var text = ScriptableObject.CreateInstance<StringListSO>();
            text.strings = new List<string>(data);
            ctx.AddObjectToAsset("strings", text);
            ctx.SetMainObject(text);
        }
    }
}
white flint
#

Easier this way, fortunately, but it's not always this straightforward. ๐Ÿ˜„

sullen plank
#

Are you capturing copy data from components? Cause that probably was not suppose to be human readable

white flint
tough comet
#

how would i make a object scale with the camera, im trying to make like a shop ui, i have make a object apear but when i change the window size u can see stuff undernether the object?

sullen plank
tough comet
#

That?*

sullen plank
#

Easier to do for 2d, more resources on it as well

#

search for "unity calculate camera frame for different resolutions"

tough comet
#

alr ty

regal ginkgo
#

Does anyone know how I can get the textures for this model I bought to not look so janky in Unity compared to the Blender model? I've been messing with the shader settings but nothing seems to make the alpha clipping smooth

obtuse oyster
regal ginkgo
#

Hmm let me see if I can figure out what exactly the settings are in Blender.. I don't know how to use it, the model just came with that as a format

#

Would that be the same as the Shadow Mode here on the eyebrows for example?

obtuse oyster
#

The blend mode is alpha blending

#

In Unity you are using Opaque with alpha clipping

regal ginkgo
#

So I'd use Transparent + Alpha under Blending Mode?

#

Definitely a big improvement, thanks! I'll see if I can match the other materials and tweak them to get it looking better

obtuse oyster
regal ginkgo
#

Something about the diffuse also being the ambient occlusion

amber walrus
obtuse oyster
#

And preferably stop repeating the claims and links so it reads less like a scam

astral bone
#

Where are the colours gone ๐Ÿ˜ก

#

Please someone

sullen plank
#

@astral bone You need to post a complete question with related information if you want it answered.
When importing assets Unity can only match supported materials, you need to instance assets and re-configure materials on prefabs to use them.

astral bone
#

Oh damn

astral bone
#

Ok false alarm there was a copy in the same place

tepid moon
#

do i have to bake my textures to import my models even if they're just simple textures with a principled bsdf ?

fluid oak
tepid moon
#

(and the material output node to output the material to the surface of the object)

fluid oak
#

I don't use blender and I am not making any assumptions.

misty lantern
worn schooner
#

Quick Questions;

Does anyone know how to Export a prefab to a 3D Model?

I imported a jank model, fixed it with new materials, but now it seems I can't export it?

misty lantern
#

Though normally you can apply any materials you need in Unity after all modeling is done and there's no need to make a round trip back to a modeling program anymore

#

If you really want to do it I expect the FBX exporter package will let you

worn schooner
#

Thanks for the info @misty lantern ! I'll look into it ๐Ÿ™‚

safe birch
#

any idea what could cause this when the model is imported

#

more seen here

misty lantern
safe birch
marble gorge
#

Could anyone share their blender to unity fbx (aninated character) import settings? Namely the necessity of NLR strip and leaf bones, can't really find much about them

undone vigil
#

Are there any resources for proper texture application for model exporting? I purchased prefabs but some don't export to Blender with textures in place and I'd rather learn how to reconfigure the textures so I don't have to redo them in Blender.

tough comet
#

why does my sprite look diffrent? first one is in unity and the second is when u open the image

misty lantern
#

(actually no filtering that was just the discord preview)

#

Sprite Renderer should compensate for the NPOT scale I think

hidden minnow
#

If I export a blender file to unity, can I change the material in unity?

lapis elk
#

But you could extract the blender Materials in the Unity Import Settings of your Model

misty lantern
sacred grotto
#

Does anyone use Unity's Tree editor? Is it any good?
Just for stylized fantasy stuff (mushrooms, giant moss, like from Nausicaa), and i know i'll have to model some shapes

marble gorge
#

It's trash

sacred grotto
#

Thx that's what i reckon

#

Any alternatives?

marble gorge
#

Ill suggest making those trees in modeling software first and just make a few variations

#

faster, more control

sacred grotto
#

How bout windzone compatible?

marble gorge
#

you can code those with vertex shaders easily

sacred grotto
#

So windzone approach is not even recommended?

marble gorge
#

I never used them, I assume it's just a way to modify it's leafs and branches waving and offset with given wind direction

#

correct me if im wrong but if so, then I got that result with shader + code

#

One bad thing about that is I don't think there is a good way to paint heaps of them on a terrain

#

Have to place them manually

manic axle
#

I have a general question about PIXEL ART. Does minimalist/low-res pixel art , let you get away with low level of detail ? If yes, is it a good choice for building simulations that must look professional, and do not have too much detail

outer halo
#

The lower the resolution, the less pixels you have to use. The less pixels you have, the less detail you can fit in.

#

Looking "professional" is subjective.

proven widget
#

Is the HDRP eye shader designed to only work with the specific mesh they provide? Or rather would it be easier to just export that mesh into Blender and use skin it on my character and then apply the shaders/textures?

#

And if so, would it work if I scale the eye and apply those scales?

proven widget
#

The left is skinned and the right isn't, they are both the same meshes and they both have the same scales and UV's. What am I doing wrong exactly? (I want the left to have the eye shader which currently does not work.)

misty lantern
#

If it's a problem with scales in hierarchies then that should reveal it

proven widget
lusty light
#

can the free unity creator kit assets be used as a base for a potetnially commercial game ?

#

i intend to replace the models and animations with stuff i make, but i suck at code and would like to use the existent one as a base as it has a lot of the functionality that i would need already there

dense zephyr
#

How does one make their game look like it's being rendered on command prompt?

#

I really want to make my game look like it's full of "#"s outside the center area that forms a flashlight

#

what would be a good way to go about doing that?

#

I was thinking of applying a # texture to the entire map and using the URP decal to show the torch area but I would really appreciate any other ideas that might look better!

lusty light
#

i think you can use shader graph to mask stuff like colours/ objects/ lighting

dense zephyr
#

huhhhh I'm sorry I'm quite new to shaders in unity ๐Ÿ˜…

#

what is a shader graph?

#

and I'm assuming this would be where there would be a universal texture ontop of the entire map and then using the shader graph to make the torch functionality right?

lusty light
# dense zephyr huhhhh I'm sorry I'm quite new to shaders in unity ๐Ÿ˜…

https://youtu.be/Ap4fXGTOb7I is it kinda like this ? (what you are looking for)

Give the project a download if you want to see the final effect without YouTube compression!
https://github.com/Madalaski/ObraDinnTutorial

Twitter: https://twitter.com/Madalaski
Itch.io: https://madalaski.itch.io/

Find The First Person (beta) package here:
https://github.com/boaheck/TheFirstPerson

And here's Breogรกn's itch page:
https://boahe...

โ–ถ Play video
dense zephyr
#

That looks super cool too

lusty light
#

i think you can make the dithering effect out of #

dense zephyr
#

but I was thinking something kinda like

lusty light
#

not sure, maybe you can use the tutorial above and tweak it to get this effect

fluid oak
proven widget
fluid oak
#

I haven't actually used it so I'm only going by the docs.

fluid oak
wide wasp
wide wasp
heady epoch
#

duck i guess

heady epoch
wide wasp
manic fractal
#

bro how tf am i gonna pull this off

#

i can't make wanted posters >:|

junior saffron
#

Then make unwanted posters ๐Ÿคทโ€โ™‚๏ธ

sullen plank
marble jackal
sullen plank
#

Correct. And all showcase channels require creating a thread if you expect a discussion/feedback

marble jackal
#

i dont know how to create a thread

misty lantern
sullen plank
#

Right click on your message when you post it and select Create Thread

marble jackal
#

thank you got it

#

sorry for the trouble

sullen plank
#

no trouble, just trying to keep things neat and organized.

sage talon
#

is there a ready made asset with tilemap tile assets that resemble a color palette? or do i need to generate those myself through code, or by scriptable objects?

#

you know, I should just ask chat gpt.

#

but if anyone knows

misty lantern
sage talon
misty lantern
sage talon
#

@misty lantern Thanks. I did try that. I just couldn't find any suitable colour palette.

#

They usually have a border around them in Google image search.

misty lantern
#

You rarely get something perfectly ready straight from google, but searching on OpenGameArt or dedicated palette sites may give you better results

#

Making some colored squares isn't a very complicated art asset task fortunately

sage talon
unreal needle
#

in unity how do i make a canva over another one?

outer halo
unreal needle
ripe forge
#

Most probably a often asked question but still:

Did anyone here used a working workflow using Blender + Unity with USD?

I'd like to try it out with my 3D artist so I can work on a Unity scene with his WIP asset and see a "realtime" synced state of the asset thanks to NVidia Omniverse. That's how I imagine the whole might work?

Anyone already some experience with it?

misty lantern
#

I've been meaning to try it myself but the docs don't speak much of it
Even the page that used to list the package is missing from newer docs

ripe forge
#

Hm ok I will post my experience when I try things next week then

misty lantern
meager tangle
#

Hey, 2D Spritesheets/animation trouble here. I'm having a bit of trouble coming up with the proper workflow for dealing with 2D Spritesheets where I want to be able to adjust the colors of some areas. On top of that, I have multiple spritesheets that I want to share the same animations.

I tried splitting the spritesheets into a base/color and adding them as different sprites on top of each other, this works until I have sprites overlapping, when all of the base sprites are on top of the color sprites. I've tried making a shader in shader graph which would overlay the two sprites but didn't have any success there (beginner with anything shader related). I feel like there has to be an easy way to do this which I'm missing?

Regarding animations. I have ~10ish units which share the same animations (e.g. frames 1-5 are idle, 6-10 walk left, etc...) But it seems like I need to make animations+animation controller for each unit? Again, seems like there's an easy way to do this which I'm missing.

#

Sorry if this is the wrong channel, brand new to this server ๐Ÿ™‚

sage talon
#

I have no experience of sprite sheets, but just wondering what you mean.

meager tangle
sage talon
#

ah right. it there the ability to work with spritesheets like that?

#

I thought they were one whole thing

meager tangle
#

My initial approach was to have two spritesheets, one with the base (unchanging) parts, and the other in greyscale with the parts to color. then each part has its own sprite renderer and I would change the sprite renderer color of the colored section.

Another possibility I tried was using a mask but it required a custom shader which I never really got working well.

lapis elk
#

Oh lol ๐Ÿ˜„ you already did. Ok

sage talon
#

so i can modify individual sprites from a spritesheet through shadergraph? ok.

meager tangle
meager tangle
lapis elk
meager tangle
meager tangle
sage talon
#

i have the 2d sprite effects asset. it was free.

#

but anyway...

meager tangle
lapis elk
sage talon
#

but doing it yourself is better

#

anyone know how to generate tilemap tiles in to unity assets?

#

i asked chat gpt but i cnat pull them into the tile pallete, must not be actual tiles

meager tangle
sage talon
#

but it would probably save 200 hours

#

but probably shader graph is better in the long run

meager tangle
fluid oak
wicked agate
#

hey im trying to paint the texture of models in unity but as you can see where the uv map ends there are white lines like that even in the cube. When its happening even in cube i assume its not the way i unwrap the car so any idea what i can do ?

glacial vector
wicked agate
#

thanks but i painted this meshes in unity with "paint on 3D" plugin it wont dilate the texture

misty lantern
#

Texture painting systems require dilation/bleed feature
It's an universal limitation of those systems otherwise

gray hill
#

hey is it possible to make particle spawn position more random?

#

Or well, avoid clusters of particles appearing randomly

tulip night
#

Why is my model like this? I exported a .fbx file and imported it into unity.

lime pollen
lime pollen
tulip night
lime pollen
#

Like I said, see pins

acoustic summit
#

i don't know why this is happening

outer halo
acoustic summit
#

theese purple textures still don't show aswell as the void shaders, any help to fix that?

misty lantern
#

@acoustic summit from your video it looks like your material is imported as transparent with alpha blending
That will cause face sort order issues so use opaque instead

jovial walrus
#

hi y'all does anyone have any advice or guides they can point me towards for figuring out how i can make a procgen environment based on something like compositing premade modular environment assets made in blender?

#

I'm basically trying to make an infinite 3D dungeon and struggling to find the right place to start

lime pollen
snow quarry
#

Oh sorry

lime pollen
#

do you want to get banned for spam

sand pendant
#

What can you do exactly in this channel

misty lantern
sinful osprey
#

I think this is the valid place to post this buring question I have, when, oh when, will they recognize the existence of Vray and Vray materials and support the materials in Unity? it's a real shame, I normally use them all the time, I had to cringe yesterday when exporting my model from 3ds max, because I had to use the standard textures so that they'd come through, why this oversight?

misty lantern
#

I'm not familiar with Vray materials, are they not PBR like most other formats out there?

sinful osprey
unborn flower
#

Hi im a beginner to unity and wanted to know how I would take an 8x8 pixel asset pack and fit it into a 16x16 tile

#

if its possible

#

oop nvm got it

#

all good ๐Ÿ‘๐Ÿพ

rocky coral
#

just want to ask why everytime in github some fbx files gets corrupted?

#

or get error

junior saffron
#

Itโ€™s me, I corrupt those filesโ€ฆIโ€™m sorry about that

#

But you should keep backups

#

I donโ€™t corrupt them every time though, so if thatโ€™s happening to you, you should look into it

zenith grotto
#

my uni permits use of external assets but

#

i'm thinking of like

#

from the other way around

#

idk what the EULA is talking about so i couldn't really tell ๐Ÿ’€

lime pollen
zenith grotto
#

my uni is fine w/ external assets

#

i'm asking about this asset being fine for use w/ my uni assignment

lime pollen
#

don't see why not

fluid oak
#

I mean, we don't know what your assignment is

eager mist
#

i accidetally made my level a prefab asset, how to change tilemap editor to prefab mod? or atleast how can i undo the action of making it prefab

#

haha luckily id idnt save editor so i was able to to undo

#

but still for futurre

#

how can i work around this

hazy citrus
#

guys I m wondering one thing. Is it doable to do pixel art in greyscale only and color afterwards?
Im color blind and I can only replace the greyscale values with color afterwards otherwise I dont think it will work if thats not possible lol (green-red blind)

vagrant sorrel
#

hey, im working on a 2D pixel art game.
my base resolution is 640x360, so i would think that when you play the game in 1920x1080 a pixel that was once 1 pixel will become 3x3 pixels.
however in the actual game it seems that that 1 pixel scales to 2x2, as if they only scaled once. compared to playing another game it seems that each pixel has been scaled to 3x3 as expected.
maybe im stupid but can someone help ๐Ÿ˜… ? how should i be able to create this sort of similar scaling in my game?

misty lantern
# hazy citrus guys I m wondering one thing. Is it doable to do pixel art in greyscale only and...

I don't see why not, though it's naturally going to be more challenging
Sometimes you've got details only one or two pixels in size, and they're distinguished from another detail only by their color
Pixel art styles often use limited color palettes, so you could use that to your advantage
You could go full two-color or monochrome, or three color or b/w + one or two tones that your vision can see

#

Or a palette that has all the colors except the ones you can't see

misty lantern
vagrant sorrel
#

i mean when building the game in fullscreen and screenshotting

#

and checking in aesprite or something

#

comparing to other pixel art games

#

pretty much my exact problem

river iris
#

has anyone ever had this issue in Blender where certain vertices don't move in Sculpt mode? they aren't masked, transforms are frozen and there's definitely enough geometry in this area. I can't figure out how to fix it

lime pollen
#

!blender

#

Dammit

#

Look up the blender discord

wide yew
#

can you createw 2d character sprite sheets with ai?

eager mist
#

Hey people im wondering if there are any way to have a paintable texture mask?
like say you have a brick wall, and with some in engine brush you can paint over with a mossy variant
this way I could add that variation to crevices or any specific areas

misty lantern
eager mist
#

mkay

eager mist
#

thanks for answering my question

pliant halo
#

is there a way to export blender mesh with submeshes - without bringing the materials with it

#

the mesh has 2 submeshes but its given me two materials aswell which i have no intention of using

#

would be nice if i could just export the fbx with 2 submeshes but it not bring in two random materials which i can't even edit anyway

pliant halo
#

its greyed out

#

i dont use them anyway so would be nice if unity didnt import them from my fbx file anyway

fluid oak
pliant halo
#

id rather not import them since i want to use a shader graph material

#

just more clutter when it imports them

fluid oak
#

I am not a blender user so I dunno how to change the export settings.

pliant halo
#

fair enough

fluid oak
#

I know you CAN have an imported mesh with no material but that is done on the mesh creation side normally.

#

If you really needed to, you could write an asset preprocesser script to handle that.

#

Or you can just use shader graph shaders on the imported materials.

long pebble
#

I have a question, for this example here
https://www.youtube.com/watch?v=Nn-VKi0urPs
what exactly is 2d and 3d? The enemies for sure look like sprites. The gun is 3d made to look 2d? And the environment looks 3d too?

IGN

Warhammer 40,000: Boltgun reviewed by Jon Bolding on PC. Also available on Xbox, PlayStation, and Nintendo Switch.

Boltgun impresses with Warhammer 40K chops and a fully realized vision of the famous franchise as a modern retro-shooter, light on story but heavy on action and nods to the tabletop game. The level design of its many fast-paced are...

โ–ถ Play video
junior saffron
#

you can also export a dae or something instead of fbx

#

it will be nice and pinkmagenta

#

like materialless things ought to be

misty lantern
#

Or in blender click the X to unlick material data from the material slot

misty lantern
rustic charm
#

Had a question about USD, so far my team has been able to get it working in Unity, on both Windows and Mac, however on Mac, USD only seems to work if it's Intel based, and doesn't seem to work with any of the new M1 and M2 chips. Has anyone heard anything about that? We're having a tough time finding any info on it.

dry shard
#

somebody tell me how to remove these black things

#

they are on every single psx asset

misty lantern
dry shard
#

how do i do it?

misty lantern
dry shard
#

By enabling alpha clip exactly is setting it to cutout right?

misty lantern
dry shard
#

oh okay

#

you see there is a problem

#

this happens

#

sorry for my bad english

#

wait nvm i think i know what the problem is

astral talon
#

I have a question. I am pretty new to blender and I am trying to create and export a mountain I have made. I have colored it with different materials and unwrapped it. I trying to bake it, but whenever I try to bake it, the tops of the mountains are the only things that show up on the UV sheet. Any suggestions?

lime pollen