#🔀┃art-asset-workflow

1 messages · Page 12 of 1

lilac edgeBOT
pallid moat
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Hey someone knows why my object's walls are transparent in Unity and not in Blender ?

lime pollen
fluid oak
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The problem is you discussing ripped assets in here UnityChanLoom

pallid moat
outer halo
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There's a link in the pins called Inverted Normals 🤷‍♂️

pallid moat
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Oh yes i found it thank you

knotty nacelle
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I read a post recently that mentioned a tool for converting textures into low res textures. Does anyone have any idea what it’s called?

lime pollen
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Usually shrinking the texture using nearest neighbor would get you an okay result

shrewd crest
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I spent all day researching how best to make a texture projection painlessly on a complex mesh.

What I need is a tool in 3dsMax or Blender where the image I am trying to replicate with geometry is constantly projected, like a film projector, aimed at my mesh. That way I can just worry about editing the geometry and don't need to mess with the UVs, which breaks my workflow and causes the source of all the pain in this process.

I haven't found any realtime texture projection tools out there, in any program. Definitely made a day of it looking for such a tool.

Has anyone ever heard of such a tool before? One that projects an image onto whatever underlying geometry is there in realtime, like a spotlight?

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You can see that my best guess geometry isn't great, and makes a bit of a mess.

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If I didn't have to go into the UVW Unwrap and try to project again, that would be a huge workflow benefit.

shrewd crest
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That looks like it's pretty close

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I could use a tutorial on how to set it up. I'm a Max user by default, and blender feels a bit like using jello to control my modelling. :p

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The example project I have open -- where is the texture source on this camera object?

obtuse oyster
# shrewd crest I spent all day researching how best to make a texture projection painlessly on ...

I am not sure if this is what you want, but it's a similar workflow that I believe you might get some worth out of watching regardless https://www.youtube.com/watch?v=gG7ZoP3fd1w

Part 2 of our series on how to replicate the stylized look of the Arcane animated series in Blender.
This tutorial was done using Blender 3.0 and the EEVEE rendering engine.

Watch Part 1 here : https://youtu.be/FXuReln3XD0

To purchase the Lightning Boy Shader check out our Gumroad page : https://lightningboystudio.gumroad.com/#aYbiH

Tidal Bla...

▶ Play video
shrewd crest
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Oh yeah, that video was really inspiring. Watched it a bit ago.

It's primarily for video rather than realtime but it's defcool.

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Doesn't have a solution I need but it's a master level of what we're doing with Projections.

shrewd crest
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In unity sure but in max or blender?

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I'm essential starting from a rectangle and extruding geometry into shape. In that process UVs get very warped.

lime pollen
shrewd crest
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Unity.

lime pollen
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seems pretty inefficient if you want to use decals to texture environment assets like this

shrewd crest
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This is what we're doing.

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Projecting 2d isometric sprites onto 3d geometry.

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Pivoting from 2d to 3d to take advantage of lighting and sorting.

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No decals required.

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To get the geometry of things like cliffs, I need to manually create a mesh that fits the rough shape of the sprite. That isn't easy when I can't see the results in realtime, only after projecting the UVs.

lime pollen
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oh interesting, how are you doing the projection in unity?

shrewd crest
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It's baked into the UV of the mesh.

lime pollen
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how are you doing the baking?

shrewd crest
# shrewd crest

After doing this step of projecting the sprite onto the geometry I simply build a highpoly cage and bake into the much cleaner low ploy UVs. Simply to clean up.

I may eliminate that step totally for some assets and simply leave them projected as is. The camera never moves rotates after all, and the mesh only exists to derive normals for lighting, Collison, water levels, and depth sorting.

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Something 2D sprites could never achieve.

lime pollen
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so for your current assets you've just done it by going back and forth between blender and unity?

shrewd crest
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The final export to Unity is one way. That's for delivery.

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The sprites were drawn for our vertical slice in a pure 2D environment, also in Unity.

These meshes are made in 3DsMax and exported to OBJ, and the sprites are used as their material in Unity.

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In 2D the game looked like this. Which is FINE but realtime 3d lighting and post effects, eliminating layer sorting for real z depth, all that is way way better than sticking to traditional 2D, constantly hitting g rendering and sorting problems, lighting looks terrible, and needing bespoke solutions for pathing and colliders.

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Some assets like our buildings went fully 3d. That's easy.

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What's difficult is when I have a sprite that will interact with water or collision in complex ways, such as cliffs. That demands geometry that mimics the exact shape of the sprite.

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For simple sprites that is trivial. Jist make your best guess on the geometry.

But for cliffs where accurate meshes are important, it's a lot tougher.

lime pollen
shrewd crest
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We'd prefer to stick to what we have. It's great for the underlying gameplay and looks.

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I tried a round of out cliffs in 3d traditionally sculpted and hand painted, ams it just didn't fit what we're going for.

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Also will be much harder for modders to add to later on.

lime pollen
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well currently modders would still run into the art pipeline issue you have right now

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a lot of them would probably just use a regular 3d model since your game technically supports it

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imo just taking a cursory glance at your cliffs I feel like creating a 3d model close to the look you want is more achievable than trying to come up with a custom projection solution

shrewd crest
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Simple assets take 5-10 minutes max.

Cliffs are only difficult because I don't have realtime projection onto the geometry. If I can find that it will eb trivially easy.

lime pollen
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well thats a big if isn't it 😅

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if you have someone that can write blender scripts you might just have to build a custom tool

shrewd crest
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That is possible.

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This is super close

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If I can get that solution to work tomorrow it'll be ideal.

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I am not a blender user main though. Pretty much only use it for specific clients in the past with their custom export plugins.

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Use max primarily. So if anyone can explain how to use that projector from object I'd appreciate it.

lime pollen
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might want to check out the max discord then

mossy creek
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Is there some mobile friendly dynamic sky plugin or asset on the store?

I don't need anything more than basic scrolling clouds. Could be some bitmap panning, could be some blob volumetric noise. All the lighting will be just direct + ambient light, no need for any light or shadow funtionality.

Thanks for the info

fluid oak
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You could also do it in unity directly

fluid oak
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You can sort the positions of the mesh vertices in screen space and make a 2d bounding box based on the minimum and maximum positions in that array.

misty lantern
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Blender's UV project modifier that was brought up earlier seems to be precisely what's being asked for
Don't know of a good tutorial for it though

fluid oak
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That will give you a screenspace rectangle you can apply your texture to

shrewd crest
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We already create a generic cube for most sprites like you're saying. Even begun making a custom tool to define the cube and offset the sprite within it.

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But for complex interaction with large environment assets, such as cliffs, we need meshes. And those meshes need to be reasonably accurate.

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Especially since cliffs not only have crevices for collision with particles and characters going there for cover, but water height when we fill a z-level with water. Which is a map resource and an obstacle.

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I think the projector is what I'm looking for exactly. Just need time to sit and really work on getting the setup right.

steep plinth
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getting hair into unity from blender is such a pain it never looks normal. And im using haircards

slim prism
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hello!

misty lantern
digital sable
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Hi im a noob trying to make a grid based game but accidentally added an isometric grid (confused it with rectangular grid) and now I don't know how to go back from isometric view...

misty lantern
digital sable
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oooh that makes a whole lore more sense, I got the tiles to work again but now I can't see the outline of my camera or my grid

digital sable
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just add an isometric tilemap and then undo and redo a bunch trying to get rid of it

misty lantern
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This button toggles gizmo visibility and iirc includes grid

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This button when blue means you're in 2D view, otherwise stuff may look weird

digital sable
valid cape
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how would you guys go about a length of chain with physics? i think using a cloth component would make each chain link kinda "deflate" like fabric right?

swift aspen
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i drew a tree
it looked messy so i drew it again
any advice so i can redraw it a third time?

misty lantern
swift aspen
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heh yeah that's a good idea

hexed forge
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(for example)

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I think you need to work on "color palette"

hexed forge
# hexed forge

@swift aspen I don't know how can I explain but I hope you can understand it from this

swift aspen
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sadly i couldn't get my color palette proper

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because my friend who's supposed to be doing the art still hasn't decided what color the grass should be

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he likes drawing characters too much heh

marble wing
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I am just starting out learning 3D modeling/blender.

I made a "model" in blender. It is currently a collection of objects (planes), floor and walls, each with their own image texture material.

Some posts recommend making sure the origin is set to the bottom-center of the object before importing to Unity, especially if its an environmental asset. But in Blender I don't have one object I have a collection of them that make one "model" I want to import. Do I need to combine these into one object, change the origin to the bottom-center before exporting?

Can anyone recommend a simple workflow to get blender models (with textures) into Unity? I am not making anything complicated or detailed, basically just flat surfaces with image textures.

trail imp
marble wing
trail imp
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learn Blender first

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THEN learn how it works for Unity

marble wing
trail imp
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What mean is - you're going to need to take a course

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and do a mega-ton of tutorials

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because few people are going to want to walk you through EVERYTHING little thing you need to learn, and you're starting from teh ground up

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ten bucks - go through the course - learn the lingo

marble wing
trail imp
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Then make sure you reset your transforms

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make sure your normals are set properly

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make sure you've reduced multi-textures as much as possible. Don't have spare mat slots that aren't applied to anything

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don't have n-gons

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don't have invisible faces

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If you have animations on your object, make sure you've got a root to parent them too

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In this video, learn two ways to import Blender files into Unity with textures!

LINKS
UNITY ASSET STORE
http://www.therealtimeessentials.com/assetstore

Disclaimers: All opinions are my own, sponsors are acknowledged. Product Links in the description are typically affiliate links that let you help support the channel at no extra cost.

The Uni...

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should be of help

next apex
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how to make this good?

misty lantern
next apex
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i can replace the character

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1- i want it pixel art

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2- i want it white cartoonish thing

next apex
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like you think its cool

misty lantern
next apex
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ok

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thx

misty lantern
# next apex ok

I think what you're asking for is kind of an impossible conundrum
There is no "better" art really
Art can be good if someone enjoys it for any reason, or if it fulfills the artistic goals you set for it

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Most artists don't think deeply about that
They just feel their art looks better when it more closely resembles art they like

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Even if there'd be no quantifiable reason why they like a specific art

next apex
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ok thanks for the advice

waxen tusk
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Just a quick question here. What is the best way to create 3D assets for my game?

outer halo
waxen tusk
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But I did find a pretty good video on it

outer halo
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Right, well seems like you know the answer to your question then.

waxen tusk
trail laurel
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Hey 👋 I am by no means an artist but I wanted to work on some stuff on blender. I wanted to make the workflow fast and have the .blend file directly within the project. I can't seem to be able to fix the objects being rotated 90 degrees however :( It rotates the prefab it imports but I was hoping to use the mesh directly and can't figure out how to rotate the actual mesh itself.

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As an example, yes due to the -90 rotation on the imported object this cone looks fine in the scene, but if I try to use the mesh directly, it wouldn't work.

coral plank
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is there a way to exempt a probuilder asset from texture filtering

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like if you want to use extremely low res textures on large objects for a pixel art style effect

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like a 32x32x32 meter cube with a 32x32 px texture

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seems like it defaults to bilinear or something

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found it

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its in the texture specific setting

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so click the texture or material and change the filter type to point

outer halo
trail laurel
outer halo
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You might have to apply the rotation in blender.

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I'm not sure how it works with .blend files. The normal workflow is usually to convert and export to FBX

trail laurel
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:( I tried rotating the object in blender but sadly it doesn't rotate the mesh, it rotates the imported object unity creates.

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I guess I can live with it :p

outer halo
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Just rotate it in Unity then I suppose

misty lantern
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As long as your mesh is getting imported with the correct scale, the rotation doesn't matter much since you can (and probably should) use meshes always as child gameobjects where you can fix the rotation

spark vigil
# trail laurel :( I tried rotating the object in blender but sadly it doesn't rotate the mesh, ...
Gumroad

UPDATE Asset Creation Toolset 2023.1 (Blender 3.6.1 and higher) (20 Aug, 2023):Full info about update (GitHub)[New] New Export Algorithm for Unity (Fix Flip orientation, Linked Objects Support, Animation Support)[New] Added feature "Origin to Middle Point" from mokalux[New] Added feature "Collection Name -> Obj Name" from Oxicid[New] Added Repla...

vocal solar
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Is it possible to use the LOD Group but instead of using single meshes for each LOD, it uses a hierarchy of meshes for each LOD?

vocal solar
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rolled back to the previous version and scale works correctly again. guess I'll submit a bug report

mild atlas
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I have no experience in Unity but I am trying to remove the hat from this character model (fbx) but it won't let me and is seemingly greyed out. Why is this/how can I get around this and delete the hat?

misty lantern
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Using the checkbox at the top of the inspector when selected

proven mantle
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Can someone help me understand the components of a .fbx file on this screenshot:

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The right most node is the mesh, but what are the middle and left nodes called?

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The middle one rotates the mesh to be upright, and connects a material

lunar knot
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How do you get 3d models into unity

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I’m pretty new

lime charm
lunar knot
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Asset store

lime charm
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The thing labeled C will filter what's shown. You want MyAssets (which will show anything purchased in the asset store)

misty lantern
# proven mantle

The rightmost asset is the mesh data itself, containing the vertices and polygons
That raw data alone isn't very useful, so Unity generates a prefab on import (the middle asset) that has the necessary renderer components to make it visible together with materials and armature deformation
Since it has armature deformation it also requires a hierarchy of bone transforms, which is the leftmost asset
That one doesn't look like much in the project window but in scene you should be able to find many transforms under it

quasi topaz
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For developing models - is creating them in Blender then importing into Unity fine, or is there a better/more seemless workflow for bringing custom models into Unity (or even creating them within Unity?)?

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I watched some tutorials on importing belnder models, but it looked a bit awkward with having to created texture maps and stuff. Seems like for two massive platforms like Unity and Blender there should be a better way, and if there isnt - is that because people do it differently?

misty lantern
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Both Unity and Blender are implementing Universal Scene Descriptor (.usd) format that should put all these issues to rest for good

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The package is out already but I haven't had a chance to try it

quasi topaz
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Oh nice! So I don't need to worry about learning blender to make my models for Unity?

misty lantern
quasi topaz
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Sorry what I meant by that was worrying about making a mistake by learning blender for my models, but it seems like a valid path which is great

winged zenith
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Hi guys
I had a question about the textures. I want to output for the Android platform. What is the best type of compression that does not lose much quality?
Until now, I used to choose ASTC 4x4, it gives good quality with medium volume, but I don't know much about the difference from the others

shell wing
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I was trying to export my enemy model into unity from blender, but for some reason the avatar thing I need isn't included in the model in Unity.

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Could anyone help me with this?

upper spindle
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how do people great spa/sph and normal maps?

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i downloaded material maker and materialize but i find the learning curve kinda difficult. so i started learning blender nodes to make all my textures, materials and so on using nodes

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i'm more confused than ever. what do people normally use to streamline the process of making texture and making the normal maps and spa/sph's to go with them?

trail imp
upper spindle
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i think spa's and sph are older and predate normal maps

shell wing
trail imp
upper spindle
shell wing
shell wing
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Let me find an example.

upper spindle
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or with what program

trail imp
upper spindle
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oh, thats news to me coolio

shell wing
trail imp
upper spindle
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i'm a person that uses MMD so the models in that animation software and in VR chat still occassionally use spa and sph

shell wing
trail imp
trail imp
upper spindle
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in general i just wanna know how to make and bake them. ive tried using photoshop to make some for my models to add shine but it just looks crusty

shell wing
trail imp
trail imp
# upper spindle in general i just wanna know how to make and bake them. ive tried using photosho...

In this Blender tutorial I will show you how to texture bake normal maps.
● Texture Baking for Beginners: https://youtu.be/Se8GdHptD4A
● Texture baking Tutorial Playlist: https://www.youtube.com/playlist?list=PLsGl9GczcgBvJPh7D_ITafvmTW7ZzQTEr
● Procedural Solar Panels Tutorial: https://youtu.be/le1NElRwLg0
● UV Unwrapping for Beginners: https:/...

▶ Play video
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If you want the easy way out, considering picking up Substance Painter (there's an indie license), and baking onto the low-poly UVs

trail imp
# shell wing

hese are the "export" settings. How Blender is exporting the model

upper spindle
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mk, cause what i have now in photoshop is dog

trail imp
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Avatar masks appear to be a Unity thing - something you create and assign in Unity. When Unity sees your model, it should show you the import settings.

shell wing
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I legit have no idea what I am doing and this is very confusing.

trail imp
trail imp
trail imp
# shell wing How do I add them tho, they seem to be added automatically for others.

Watch this video in context on Unity's learning pages here - http://unity3d.com/learn/tutorials/modules/beginner/animation/avatar-masks
Avatar Masks allow you to isolate parts of a model's anatomy, allowing the rest to ignore an animation. This game be useful when you want to layer or combine multiple animations. In this video you will learn abo...

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make sure that your import settings for your rig are set to humanoid

shell wing
# trail imp https://www.youtube.com/watch?v=1dMoRECcstQ

Alright thanks, I'll look into it, still kinda weird to be honest. I hope I don't have any further issues. I've been trying to convert this combat system I made a while ago from 2D to 3D, but since I've only been using 2D for the past months this is all really weird and new for me.

trail imp
shell wing
upper spindle
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now that i know this i'm gonna go look through his pbr videos, tysm

trail imp
shell wing
trail imp
trail imp
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It's in my Unity, and I'm doing a 2D project

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What version of unity are you in?

shell wing
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3.3.0

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No wait, that's unity hub.

trail imp
shell wing
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Weird.

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How can I update it?

trail imp
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Try making a new, from scratch project. And see if it's in there.

shell wing
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I've been stuck on this simple problem for 3 hours.

trail imp
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Make sure you're right clicking in the project

shell wing
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Also do animations work without animation masks.

trail imp
shell wing
trail imp
shell wing
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But usually it was just big calculus level formulas that got me stuck for that long.

trail imp
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also I'm a professional Unity Developer

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trust me

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dev life

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but for your problem - start a new project and see if Avatar Mask can be created in there. Or anothe rproject

shell wing
trail imp
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if it can - something is wrong with your project

trail imp
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but I haven't really used them myself

shell wing
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Could I just ignore that stupid avatar value?

trail imp
shell wing
trail imp
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I tend to make simulators and such

shell wing
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Alright.

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Making custom characters for enemies and shit never took so long within Roblox.

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Don't know why they made it such a big hell in unity.

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7 Fucking hours to have an egg in my game.

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Why is my animation read only, how do I import that animation...

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I'm dying from literal brain damage.

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How can I actually edit this animation.

sullen plank
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And don't cross-post, please.

shell wing
misty lantern
misty lantern
dense oar
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unity rendering/shader sorta type question UnityChanThink you can prevent a transparent shader from writing over itself by first stencil buffering (at the performance cost of rendering the object twice)

Is there a way to extend this same effect across multiple meshes/shaders?
Prooobably without combining them, but if combination is the only way thats acceptable if there is no other way

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inregards to the above, the output I would imagine is this (mockup)

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hm I guess I sorta have that already except Im bumping into the ol' unsolved problem of sorting transparencies

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adding a sorting group to the inner part fixed it, though I am not really sure why UnityChanThink

trail stag
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is there a way to clean up the underside of hair or is fine to leave it like this?

upbeat torrent
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Hi all i currently have my weapon asset seprate to my character (as i plan to have many different weapons), rather than being a part of my animations. This is a 2D side scrolling combat platformer. I currently have issues with my weapon not being always properly positioned, as my players orientation is obviosuly different when jumping, running etc. Is there any way I should go about fixing this, or would you really recommend i implement the weapon as a part of every animation? I would like to be able to shoot regardless if im jumping, running, idle etc

trail imp
manic fractal
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i wanna make a game that uses only these colours

outer halo
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Go for it?

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Old games used less colours, so there's nothing stopping you from keeping to a palette like this.

frail hedge
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how can I remove this shadow from my cylinder?

mossy creek
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@frail hedge Fix vertex normals on your mesh in the 3D app, or there are some import options to recompute normals in the model import inspector.

next apex
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just open its mesh renderer

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then make shadow not visible

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yuo aer welcom

frail hedge
frail hedge
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I had to set the normals in my model to calculate

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now I hope it works with my texture

frail hedge
# mossy creek <@372477742563852289> Fix vertex normals on your mesh in the 3D app, or there ar...

This is the problem I had:
https://forum.unity.com/threads/blender-models-look-strange-strange-shadows.50905/
Does someone know how to fix the problem directly from blender?
I tried recalculating my normals but I still have weird shadows if I don't calculate the normals in unity

muted cloak
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Hello. if there's a mesh in Unity stored as a .asset file, is there any way to renable the read/write enabled flag? I believe it was generated using Houdini, but re-building it isn't really an option.

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in this case it looks like the flag is read only by the inspector.

lime pollen
muted cloak
fluid oak
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Or you can maybe make a readable copy of the mesh (in editor only) using MeshUtility.AcquireReadOnlyMeshData and save that as a new asset.

frail hedge
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vs my unity model with that weird diagonal shadow

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and when I apply calculate normals from unity it changes into a normal shadow (I think) but it messes up the mesh

mossy creek
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@frail hedge Please watch some blender tutorials on smoothing angle, smooth/crease edges and how to export the model with normal modifier.

misty lantern
inner breach
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why i can't extract texture?

misty lantern
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Packing it into the mesh and then unpacking it doesn't save any clicks

frail hedge
lapis elk
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Thats how they Should look like on 90° angles.

lapis elk
frail hedge
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Whaaat?!

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Could you please send me the blender file to test it in Unity?

lapis elk
misty lantern
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Blender's material preview defaults to a very smooth HDRi

azure topaz
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Should I pick a Specular Workflow for Wood, and Metallic Workflow for Metal ?

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rn using 0.2 and 0.2 metallic workflow for wood

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probably doing it wrong

azure topaz
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Did some reading and it seems for wood I should use: 0.0 metallic slider, and between 0.0(for rough)-0.4(for smooth) smoothness slider

misty lantern
normal vapor
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After a while of trying to import an fbx, and it looking mangled, i checked what im exporting, by reimporting in 3d software, does anyone know what could be causing this issue? I cannot find anything similar by Googling

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this is a simple fbx with just the mesh and armature, normals are unaffected

trail stag
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i created some hair using this method but im just wondering is there a way to easily clean it up maybe like the remesh thing for sculpting?

misty lantern
dense oar
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Do you know how to export a mesh from 3dsmax to Unity and retain its blendshapes?
https://docs.unity3d.com/Manual/BlendShapes.html
the documentation implies that it just works™️ but my imported fbx has none of the blend shapes or any reference to blend shapes in it (the export was set to YES retain blend morph targets)

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am I looking in the wrong place for the blend shapes?

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here's the fbx if you can double check if it even has blend shapes inside of it

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re-importing that fbx into 3dsmax itself, the blend shapes are there

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so it looks like Unity is the problem, not the fbx or 3dsmax

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I was looking in the wrong place, they were here in this drop down that I did not initially notice

grave star
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Hey i have a question whenever i combine meshes in unity using mesh baker or any other tool then batches reduce by 50% but tries and verts counts increase by 2x of amount i assume this is because the entire combined mesh is drawn at once? Is there any way to reduce the verts count of combined meshes?

lapis elk
grave star
clear trellis
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when i import my blender file into unity, it looks very weird. how can i fix this? If someone is kind enough, can they walk me through it? If not its fine though. (The issues is the weirdly positioned legs, which are stretched too.

dense oar
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Do you know why I cant reference any of these meshes in my scene?

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cant click and drag, dont show up in the inspector

lapis elk
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(i think?)

outer halo
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This is a common issue with flipped normals. There's a guide about it pinned to this channel.

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But if you turn on face orientation in Blender, you'll see the faces are likely red (backwards). You need to flip them.

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A face in 3D has a normal, that is, the direction that is "up" (the way it faces)

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Unity hides the back side of a face for performance reasons. You can turn it on so it renders the back side of the face, but the proper fix here is to make those faces face outwards.

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It's as simple as select them and flipping the normals in Blender.

lapis elk
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You want to make the Cup red and the top white?

#

well. there are several possibilities 😄

#

you want the easiest or the correct way?

#

not recommended for a newbie ^^

#

Ok, so you go in blender, select all the faces of the lid

#

go to material, klick on plus, klick on new

#

you can only select faces in edit mode

#

how does the mesh look like?

#

show screenshot

#

i see

misty lantern
#

You can export the fbx directly from a blend file, no need to go through obj

stark whale
#

Is this the right place to talk version control, and more precisely Plastic? Can't see a channel that seems related to devops matters.

misty lantern
stark whale
# lapis elk Whats the question?

I have quite a bit of files that I do want to track and version but that keep on showing as changed when the files are identical (more son non art files).

trail imp
gray hill
#

Hey do you guys know why i cant upgrade to the 2D renderer?

fluid oak
#

Do you have it installed?

coral kiln
#

Hey there, i have sprite sheet animations that has a freezing problem but can't figure out how to solve this issue

basically i have a player character with sprite sheet set attack animations that i play using Animator.Crossfade, but when setting up the animations i have this weird invisible frame at the end that i can't edit or remove and that causes the animation to freeze on the last frame, any ideas why this happens or how to remove this last ghost frame?

also i'm pretty sure the sprite sheets are set correctly since they don't have an extra invisible frame (i checked multiple times)

coral kiln
ripe forge
#

So currently I am using materials for URP with the URP Lit shader. A friend of mine now installed a Blender addon: https://blendermarket.com/products/better-fbx-importer--exporter
He exported that FBX so he can "reuse" blender shader graphs in Unity. It worked.
However I can see that those materials are using some new shader (see screenshot).
Now using URP I wonder if this will "screw up" anything related to the Universal Render Pipeline or is it safe to use?

lapis elk
ripe forge
lapis elk
earnest moat
#

I am currently trying to make some voxel assets in MagicaVoxel. I have created 2 mountains and imported them into Unity. However by having just 4 of these in the scene I am expiriencing huge performance loss. I am not entirely sure what is causing this but my suspicion is huge amount of polygons per mountain. Wanted to ask if someone has any tips for working with voxels in Unity? What software to use? (MagicaVoxel, Qubicle, Goxel). Are there any Unity packages that may help?

ripe forge
violet plume
pine trellis
#

I imported a model from Blender, even if it has 1 material on it, on Unity it has 2 material slots, why?

misty lantern
pine trellis
#

But as you can see on Blender it has only 1 material

#

Found the issue

#

On the mesh import settings in Unity, I had to turn OFF "Keep Quads"

tight mural
#

anyone know why half my tools are missing?

#

It should look something like this

misty lantern
tight mural
sick glen
#

hi, I've been painting in Substance Painter and exported a map out with Metallic, Roughness and AO (AO should be in the green channel.) However when placing the AO map in the AO slot of the standard shader, it has no contribution. Has this changed or doesn't work anymore?

misty lantern
reef light
#

IDK if this is the right area to post - sorry. I have a large pixel art sprite, however using point and zero compression, the quality is a bit blurry. I have a solution for importing the sprite as sections but I want to know whether there is a way for it to be done on unity instead

reef light
#

It's a single sprite used as the ground - it's not a tile set or any repeating sections

glad bone
#

Show import settings

reef light
#

Sorry for the wait - had to load the project

#

Wait, it's fine, I found my solution - thank you though

void parcel
manic fractal
#

it's aseprite

#

all the ui is cute

fading kiln
#

I want to generate terrain with mapmagic (or similar) and use Substance textures, but I need stochastic tiling (a.k.a non-repetitive). Is this combo possible with paid assets? I have a hard time finding assets that work together. PS: I am using HDRP. And substance isn't 100% needed but it would be great as I want tessellation

tribal holly
#

I know its not the best picture but how can i improve my power up container, i feel like the red base is too dull, i have a PS glowing around it but some still feels off about it, or if anyone has an improvements for anyting else

lethal spear
#

Hello folks,
Importing this Mixamo character, editing it in Blender and exporting it back results in Blender adding in this 'Armature' GameObject to the model, any idea how I can stop this from happening?

quick basin
#

Using a Mask Component on a 2D Image

#

Works perfectly fine, except for when two different ones overlap

#

then it turns black

winged snow
#

I have an issue where I put a very nice gradient material on a sphere but the blend of the colors are glitched or colored lines i dont want visible

#

but the horizontal lines are what im concerned about

#

the lines are there

#

its supposed to be blended

misty lantern
# winged snow

Try setting texture compression to none
If that doesn't help, you may be running into the fundamental limit of working with only 16 million colors that our machines can put out
A workaround to that is to use a shader-generated gradient and dithering (which is a camera component feature if using URP)

azure topaz
#

so basically my game has 2 or 3 styles mixed and it doesnt look too good

  • character is high poly realistic
  • buildings are medium poly stylized
  • world is medium poly stylized
    and im not sure what to do. i either need to replace world assets, or character assets.
    performance-wise id aim at medium-poly
    asset-wise id aim at high poly cause i have a good character asset and there are no similar medium poly assets
eager mist
#

One message removed from a suspended account.

azure topaz
eager mist
#

One message removed from a suspended account.

eager mist
misty lantern
#

When viewed from further away the texture resolution is reduced to smooth it out and reduce rendering cost
This effectively blurs the texture so pixels outside of the UV islands can spill in

marsh loom
#

Hello all! I have a mesh with a texture that has a single transparent circle in it. When I set the material to Transparent (HDRP), it makes the entire mesh kinda see-through and I can see behind it even in the opaque areas. Any solutions?

dire ember
#

All i want to do is make a clickable 2d triangle in a 2d game but that is not a shape option and everything I am finding online is super complicated when i feel like I am merely just missing what i am actually supposed to use, some people say to use meshes but afaik that's a 3d thing right?

dire ember
#

a triangle is not an option as a sprite

#

for the default assets

earnest moat
dire ember
#

is there a way to get a simple triangle as a sprite without making it myself in gimp then importing the picture

earnest moat
#

Haven't seen one that would be quicker than making one or importing from google

rare gulch
#

getting a

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
#

half of the textures are present

#

they probably have been removed

#

since of that thing

rare gulch
#

Ping me then

rare gulch
#

rip

misty lantern
rare gulch
#

How would I make so that stuff does show

misty lantern
rare gulch
#

yeah, how should I fix this

misty lantern
rare gulch
#

there's.... there's millions

#

this is what happens when you download stuff online

misty lantern
#

Yeah
You generally shouldn't be importing meshes with that much detail into a game engine
If there's millions of problem polygons it may well be unsalvageable

weary urchin
#

Is there a way to allow a sprite to have there color changed in unity (I have a character and want to have the hair and skin change colour without having to draw each differnent skin color)

misty lantern
weary urchin
misty lantern
#

I recall you could do that efficiently by sampling a gradient texture using the main texture as its UV coordinates

fluid oak
misty lantern
#

If that's an option here it's a better option

#

Forgot to consider the simplest way

feral cipher
#

I have an fbx used in a prefab and have things like particles inside so I can play them during animations.
When I update the fbx to one where I've added a few new bones it disappears, do I need to delete the model in the prefab and copy the new one while transferring the empties and particles to their same points in the hierarchy?

#

Was just wondering if there's a nicer way to do it automatically or not

misty lantern
#

If it didn't have bones you could simply change the mesh reference of the Mesh Filter used in the prefab to a newer one

#

Although if the bone hierarchy didn't change, I guess you could keep the old hierarchy as transforms in the prefab, but you may need to "unpack" the mesh gameobject

#

Never tried keeping the hierarchy intact though

#

If you have particles or other gameobjects you'd like to have parented inside the bone hierarchy, one option to make that process less painful is to keep them outside of the hierarchy but attach them using Parent Constraint components

feral cipher
#

got it working though, just copied the new fbx into it and moved any particles or whatnot over

misty lantern
#

It's not usually too bad to take the old one out and plop the new one in, but it depends how tightly you need to weave it with other gameobjects or components

feral cipher
#

yeah, since everything is just top level it was nice and simple

barren wing
#

Hey anyone knows the best resources for free assets for unity game development and also for commercial use . Please let me know . Any leads will be helpful

outer halo
#

The unity asset store

patent crane
#

This just started happening, but I'm working in Maya with units set to meters, but when I import into Unity the fbx scale is 0.01 but the object is the proper "size" in the scene.

outer halo
#

The object is probably set to 100 scale on the transform. You can modify this scale factor on the fbx import itself so you can keep the transform at 1

patent crane
#

and I froze the transforms before I exported it.

outer halo
#

Jus tput the scale factor to 100 and then reset your transforms to 1,1,1 scale.

patent crane
#

That had the complete opposite effect. at 0.1 they objects are HUGE

#

setting the scale factor to 0.01 does have the intended effect, but I'd rather figure out why its not 1:1

patent crane
#

If anyone can give me feed back why my scale is off from Maya to unity, I'd appreciate it. Maya units are set to meter and transforms are frozen before export.

earnest pecan
#

Is there any references or workflows I can look at for optimizing clothing for characters/NPCs? I'd like to have a bunch of different clothing pieces for my characters to wear. Having a simple base mesh that's wrapped in clothing is the easiest but seems wasteful in terms of performance. I'd like to have the unseen polygons underneath the clothing removed but I'm not sure the best way to handle that.

feral cipher
#

Does anyone have any experience with "Animate Custom Properties" in the fbx importer? the lack of documentation is a pain and I'm currently unable to get mine to appear when exporting from blender and I'm unsure if it's a unity issue or blender one

feral cipher
patent crane
#

I don't think they just appear, you have to add them in the animator with the exact name/case you used when you created them in blender.

feral cipher
feral cipher
#

I've tried sorting this with some folks over on the blender discord but nada. Shapekeys driven by custom properties work fine, however the custom properties never display themselves inside the Animation View:

#

is anyone able to get this working using blender, or send me an fbx file created by another software which does work?

pale gyro
#

i need help with an issue i'm having with a mesh i decided to modify to fit a situation on my thesis, i have no idea why but the mesh itself refuses to show up despite putting materials in the mesh renderer

#

I'm mildly confused by this because the prefab view looks just fine

#

yet the in scene object refuses to render

#

seems like in my case it was actually an issue where my mesh was being scaled, and it didnt need to be

feral cipher
#

it seems to appear in game view in the bottom right

#

Otherwise it looks like it's a prefab so it could disappear if you changed the original mesh's hierarchy but I don't see why that would be done so doubt it

feral cipher
# feral cipher I've tried sorting this with some folks over on the blender discord but nada. Sh...

an update on this: no solution found yet and made a thread on it, for the meantime i'll use a hacky fix to read bone positions but if anyone does know it'd be greatly appreciated!
https://forum.unity.com/threads/animated-custom-properties-not-working-with-fbx-exported-from-blender.1500431/

simple sparrow
#

hi my question is how to set the pivot point of a 3D object which I made in blender to the center of the object in unity

misty lantern
simple sparrow
misty lantern
simple sparrow
#

tysm o.o

mint holly
#

Hi, I made this selector in blender. The cube in Unity is 1,1,1 in scale. The indicator in blender is also 1,1,1 but it occupies 4 units in Unity. How can I make the grids the same size?

misty lantern
#

Using Blender's N key menu you can view the "dimensions" of an object which tells you the actual size

mint holly
#

Ah I see, thank you very much! I am very new to this so sorry if it was a dumb question.

misty lantern
trail stag
#

does anybody know of a good tutorial that they would recommend for making anime eyes / faces like this?

untold widget
#

Hey, any tips on how to import a PSB file without losing image quality?

misty lantern
#

This means you shouldn't use that store a lot of empty space or semitransparent pixels, or layers at all when it's not necessary

#

The importer works best when each layer has an isolated part of a character, so those parts can be packed together tightly when the importer compiles the sprite sheet

untold widget
#

Gotcha. Thanks a lot for explaining!

#

Also, is it possible to solve the problem that whenever I apply changes in the skinning editor, I get this:

fluid oak
untold widget
#

😢

dire ember
#

I want to make text appear on this box here but when i add the whole stupid canvas element it formats to the whole screen and not the scale of the parent element

#

my end goal is to just make a different number display on each white box within the gray box there

mossy valve
balmy plank
#

Does anyone have a good idea on how I can implement this kind of art into Unity?
I am thinkg specificily the light with the half-transparent walls

#

Would a tilemap be most efficent for this and then just doing a second one without a collider for the 3d effect?

blissful relic
#

as for the glow, I think it's a shader

hardy ermine
#

I feel like I don’t know how to make good, texturally varied environments. I have good ideas for locations and areas, but they all have like the same textures. It’s metal. Rock. Concrete ground. There’s some blood, some lava, some mars rock, but I don’t really want to be reusing textures all the time. Do I just make a bunch of variations of the same thing?

#

The game I’m heavily inspired by is Doom Eternal, obviously, which has absolutely beautiful environments and textures.

#

How tf do they manage? (I’m doing pixelated textures by the way, Doom isn’t)

lime pollen
steel jay
#

For a PC game (action rpg in iso perspective) with stylyzed characters, what's a rough polygon range to aim for (naked character). Like, is 10k ok? Can it be higher?

lime pollen
steel jay
mighty musk
#

is there any way to convert this to a humanoid avatar to use it for mixamo animations?

steel jay
crisp ether
mighty musk
steel jay
hybrid gazelle
#

I have two meshes my artist just gave me. On one of the meshes, in the inspector, I have the option for 'on demand remap' of the materials. But, on the other, I don't. Why would this be? On the wierd one, I can still drag into scene and change the materials, but why can't i do it directly to the mesh in the project folder?

misty lantern
hybrid gazelle
vocal wing
#

Hey guys! Not sure if this is the right place to be asking this, but a friend of mine is looking to start making a 3d game. They wanted to ask about the workflow for a 3d Artist, namely how many hours they'd typically put in a week to create assets for an environment. Or how many hours a character model/avatar artist would spend. They're really not sure where to start with it and I thought to ask here just in case.

misty lantern
vocal wing
#

mmm then how about how much does a 3d artist get paid in average?

misty lantern
vocal wing
#

OTL i shall wish my friend luck then

misty lantern
# vocal wing OTL i shall wish my friend luck then

If they're making their own game, then they have to measure their own pace and relate the that to the number and complexity of assets that are required by the project within the allotted time
Reduce number and complexity of assets as needed
In that situation they don't really need to compare themselves to others, unless the projections indicate that it'd be much more efficient to hire someone else who can work at a brisk pace

#

If they're trying to sell their own commissions they need to determine how many hours they can spend working and how much they need to be paid at least for it to be profitable, and see if someone is willing to buy their work at that rate

vocal wing
# misty lantern If they're making their own game, then they have to measure their own pace and r...

It's definitely the former and they have zero experience in the entire thing so I want to caution them on their planning. But I don't know anything about art, just programming 💀, so I want to be able to relay a potential estimate that they can bank on. Like-- I'm ignorant about the process but something tells me that their estimate of a 3d artist working 15hrs a week to help make a demo in 6 months feels... low?

#

Like even the most experienced people can't possibly whip up environmental assets and customization options in only 15 hours a week right?

misty lantern
#

If they have zero experience it's impossible to make any estimate
They can't even start by working, they have to start by learning and studying
Beginners also hit unforeseen roadblocks all the time

#

If 15 hours a week feels like a doable time investment, that's good
If 6 months feels like a good goal, that's good as well
But it's not an estimate and they have to be ready to change their course and update their goals as soon as they get indications about how realistic the goal seems

vocal wing
#

man yeah that's solid advice. Okay thank you I'll let my friend know!

void scroll
#

I think this is the right channel for this. I'm trying to export some assets as Assetbundles (in order to import then into Tabletop Simulator). I've followed a guide but I can't seem to actually get things to work.

lime pollen
void scroll
#

thats quite fair

fluid oak
serene orbit
#

hey guys

#

anyone know how to import fbx animation

#

as i tried but the animation isnt playing?

winged obsidian
#

Show us the "Animation" tab of the inspector with the model asset selected

serene orbit
#

there

#

@winged obsidian

winged obsidian
#

Okay, so it does have valid animation data

#

And if you hit the play button at the bottom, does it show an animation?

#

Assuming it does, this asset should be producing two generic animation clips

#

assuming you haven't messed with the Rig tab

#

If you drag the model asset into the scene, you should get an object with an Animator component on it.

#

I don't think it will have an animator controller, though.

#

So it won't be playing an animation.

serene orbit
#

@winged obsidian

earnest pecan
#

You can't normally scale bones for Humanoid rigs, correct? Is that also true for tail bones? I'd like my characters to have adjust tail lengths.

#

Just want to make sure my workflow is correct before I deep dive into rigging.

fluid oak
civic field
#

Hi everyone! 🙂 I am not familiar with Unity at all and now I am participating in a project which uses Unity. We have a level and my task is to make textures for it. Could you please share some manual or video or tutorial (if there are any) about optimal ways of texturing levels and tools which Unity provides for that? I mean using additional UV sets, decals, tiles and so. Or maybe someone could explain me in personal about that?
Thank you in advance!

misty lantern
#

A project can use one of many render pipelines (Built-in Render Pipeline, Universal Render Pipeline and High-Definition Render Pipeline), there's some differences to look out for with the graphical features
For example each one of them has their own decal system

#

When exporting meshes with materials to Unity, note that the PBR standard is used and only materials that use texture maps, solid colors or values can be imported

#

Which means more advanced sahders/materials made for example using Blender's material editor will be lost on export
Although Unity does technically support a lot of the same features such as with the Shader Graph tool, they're not interchangeable and must be re-implemented

civic field
misty lantern
glacial vector
#

I'll give the same reply as I did to someone else last week

Essentially, there's no incentive for tutorial makers to make art related tutorials for Unity, because within a single years it's going to be outdated. Unity's scriptable render pipeline development has been so chaotic and volatile that it's been hopeless to make tutorials for it

#

If you're used to UE standards of learning content, you're going to be disappointed

serene orbit
#

anyone know why i have this error

#

it doesnt affect my animation or anything like that (at the moment) but its annoying i have no idea why its there

fluid oak
wide wasp
#

Also, if you want to use decals find out whether they are using deferred, forward, or forward+ rendering.

#

Unity themselves put out ebooks for each of the pipelines a while back; I don't have a link handy for them but I believe they were on the unity blog.

#

I can tell you that unity supports up to eight UV channels, but the second and third channels(uv1 and uv2 in shader) are reserved for baked and realtime lightmapping respectively.

strong nova
#

anyone here?

#

i wanna know if 125k quds for a column is overkill

misty lantern
strong nova
misty lantern
#

If you make game assets you'll be making them at whatever polycount the performance budget dictates, and LOD models for them on top of that

#

So efficiency and flexibility is what matters

#

If those details on the column seem like they could've been baked to texture and normal maps cutting the polycount by 90%, then it may be seen as a negative that you didn't

winged obsidian
serene orbit
#

I already found out why and yes it was the other clip

oblique crater
#

I want to make a material that resembles the visual style of the bullets from HEAVY BULLETS, but I don't know where to start since I can't import my material from Blender

#

I'm new at doing this sort of thing

lapis elk
oblique crater
#

@lapis elk Oh I meant I want to imitate this kind of look

oblique crater
#

Can anyone else help me how to create that kind of material/shader for my models?

vale plank
#

No idea where to put this cause there isn't a #video channel.

I'm loading in a video into videoplayer at runtime using a path to a file supplied by script.
That's all well and good.
Until it loops. When we hit the end of the loop (it's only a 4s video), we lag before restarting.
Looking at the profiler, our pre-buffered frames hit 0 when we hit the end of the loop.

The video file is a smooth 60fps as far as I can tell.

fading oar
#

why the bones of my blender objects are not imported?

spring magnet
#

Dumb question, can I use xref within Unity?

wide wasp
#

Like, it is a single cylinder with a slight bevel. It doesn't even seem to have a visible relief.

wide wasp
wide wasp
# strong nova i understand this,what i'm asking more specifically,is how much is too much,at a...

Unless you're actually adding relief details to it, it is hard to imagine what you're using so much geometry for. For most applications this would be overkill for such a simple shape unless you're gonna be getting really close to it.

It is true that at the moment geometry is relatively cheap; it is often better to add a few hundred verts than an extra texture map. That doesn't seem to be what's happening here, though. Like Spazi said, you could probably make the same result with 10% of the polycount, especially since you seem to be using textures anyway- especially here where that pattern on the surface seems to be repeating.

oblique crater
misty lantern
oblique crater
oblique crater
#

Ok. I'll have to take a look because I know nothing about them

#

@misty lantern Any good resources to find and look into for a start?

misty lantern
oblique crater
misty lantern
sullen herald
#

Hey guys, I'm realitively new to all this. These questions probably seem stupid but i need some advice. What is the proper approach for using multiple materials on different parts of a single player model? Should I export them from blender as separate meshes? Would doing that change how the armature interacts with the model? Maybe there is another approach i'm not seeing yet.

#

i know that you'd generally just use a uv map if you want an aspect of your material's shader to not affect the entire model but that just seems like a lot of work for one gameobject

misty lantern
sullen herald
#

its that seamless? for .fbx and .blend files?

misty lantern
#

Yes

#

It's generally better for optimization to use UV unwrapped meshes that only use one material slot
But in a lot of situations it might not make any practical difference

sullen herald
#

yeah i suppose so, in my case i was wanting to give a full-bright glow to only part of the mesh . good to know I can just use my existing materials. i appreciate the answers!

wide wasp
wide wasp
misty lantern
misty lantern
wide wasp
#

Where you basically paint a sphere texture with the stylized lighting that you want. The faceted look is created by calculating the normals of the mesh with no softening when you import it(or make all the edges hard in your modeling software).

wide wasp
wide wasp
cold egret
#

If anyone has feedback I would like that

waxen orbit
#

does anyone know of good tools to work on isometric pixel art? to make isometric tilesets easier to draw, for example (seamless wrapping)
currently only using Aseprite

misty lantern
magic lance
#

Hi! I've been interested in making 2D pixel art assets to put up on the asset store but I really don't know where to start. Are there any basic guides on what all is needed for a clean and well functioning asset pack? Like, what all is needed for a basic tilemap, how modular everything should be (down to saving a separate file for the eye or hair layer), sizes, should I be making rotated versions of every movable object so the pixels dont get jagged, etc etc.
Tl;dr I know how to make pixel art but I don't know how to make it usable for games. Are there any good resources for this? because everything i've found so far is for the people USING the assets

eager mist
#

Is it bad for performance to have objects moving in your unity scene? Would it be better for performance to animate them in a 3rd party program like blender instead?

fluid oak
# eager mist Is it bad for performance to have objects moving in your unity scene? Would it b...

Depends on the details.

Generally speaking, performance is just one metric and you'll usually have other reasons (gameplay) to choose one or the other.

There is some overhead to using the animator, so for extremely simple animation it is cheaper to animate via script but after a certain (fairly low) point of complexity the animator usually becomes more efficient. But for many situations the difference won't meaningfully affect your choice.

eager mist
long isle
#

Got fed up with my programmer art. AI does it far better than I could. Here's some of my favorite pixel art outputs

hidden yoke
#

I think i've somehow got two copies of the same mesh in each other, any ideas how to separate them?

long isle
# waxen orbit Midjourney?

ComfyUI's Stable Diffusion. It's pretty nice to run 200 batches overnight. Last night I tried some icon prompts for spells. Here's a few, honestly these are great and I can refine them myself to be usable.

unique temple
#

There is a bit of strange thing happening when I am selecting the bones I see no colour, and when I select headbone I see red colour, and when I am trying to paint nothing is changing. I am expecting different colours on other bones as well

misty lantern
#

You'll probably want to start by parenting with automatic weights, and then fine tune manually

#

Remember that the deform bones of a rigify rig are hidden on the deform bone layer, and to weight paint you must have selected the armature first, then the mesh as the active object

misty lantern
waxen orbit
long isle
dry geyser
#

If i want to work with multiple UV maps in Unity, do i need to make my own custom shader in Amplify to do this, or can I do this with the BiRP standard shader as well?

pseudo flume
dry geyser
#

basically, i have a 'wall piece' that uses a shader which has a material with a set of textures, i want to basically use the same mesh, but with new UV maps

#

like im using a trim sheet

#

and want the wall to use different UV's for another variant

#

in Amplify Editor, i see "UV Set" with a drop down 0-8

#

it would be nice to be able to get that value from the material somehow, or like a drop down in the UI to pick

#

without having to make a 'new shader' for each UV map

pseudo flume
#

how different are going to be the UVs for that wall? wouldn't a texture fix is not enough?

dry geyser
#

i just wanna be able to have UV Set a exposed dropdown outside the editor

#

sorta like how the "standard" Unity shader does it

pseudo flume
#

yeah ok I think I get what you want, in that case you have to do it through your shader editor, the standard shader is not prepared to do that

dry geyser
#

right

#

so how do i do it in the shader editor

pseudo flume
#

I'd create a custom function and have it called into the graph, there should be a node for that as it's available in unity's shader graph

dry geyser
#

yah im not seeing that, wish there was like a example somewhere i can just rip or use as a helper reference

pseudo flume
#

this is the node in shadergraph

#

and there you can attach any HLSL script, you could just ask for it to chatgpt

fading oar
#

why when i put bones to my blender model when i import it to unity the project is imported correctly but the bones not?

amber walrus
misty lantern
misty lantern
manic heron
#

Hi I have Problem with making my character humenoid, which channel should I post it?
Here is good or its related to another channel?

#

I post it to animation and physic but no one answered me! 😢
Where should it discus it??

misty lantern
#

It seems Humanoid users have a lot of questions but don't stick around to help each other

manic heron
manic heron
#

unfortunately im a noob , i just start to learn for my uni project or else i would have stick around to help 😁 😅

fluid oak
#

Though it looks like you might be trying to copy an avatar from a mismatched object?

manic heron
fading oar
lime charm
#

<@&502884371011731486>

Vulgar trolling

spark field
#

Im trying to open 3d models but nothing comes up on my screen and when I look at other videos on how to it just seems like it automatically comes up for others

wind carbon
#

Anyone know how I could get the Unity URP template in Substance Painter 3d? I tried this solution but the templates still don't show up after moving the files over

misty lantern
long isle
# misty lantern I'm not hostile towards you, but the erosion of art and meaning in our beloved m...

I've said it twice that it would be cleaned up. Your attitude was just to hate AI and have this odd belief that just because it was made through artificial means invalidates it. I'm sure there are those who hate CSG and believe real canvas is "true" art as the way you are describing how you feel about anything created through AI tools. Like I said, you don't have to like it but getting upset over a tool like a paintbrush is just an odd thing to do.

true fable
#

Does anyone know some good app for game design where I can plan my ideas and add pictures?

eager mist
#

making icons for spells, multi arrow, first attempt yesterday and second today, thoughts ?

unique temple
swift moat
#

is there any tutorial about how to convert your character from Built in render to Upr/Hdrp and somehow save it correctly in your scene so it can be used in asset store?(so customers could switch to them)
I saw videos where u just convert your materials from one render Built in to Urp or Hdrp but there was no info about how to correctly save your different render stuff (Urp Hdrp)?

eager mist
#

top left > Edit > render Pipeline (down in the option) > URP > Upgrade project or selected as you want

swift moat
#

yeah, thats I get, I dont understand how I can save properly the Urp or hdrp file with updated materials, because in built in Im using some shaders/material that is becoming pink in URP and I then in URP render pipeline change the shader in materials that supports URP. how can I save that one URP where I change shaders in materials so it will be in default for other users when they open my scene with character and switch from built in to URP (I mean so they do not have a need to change the shader in materials by them?

#

like I understand how to switch from one render pipeline to other, I dont get how to correctly save Render pipelines with material settings ready that I fixed

eager mist
#

i don't really understand that essay you sent, sorry

swift moat
#

Im sorry, its hard for me to describe it properly, my badUnityChanDown
I mean, I know how to change from Built in to URP in the scene. But how can I create a file with UPR package (where I have all materials with fixed shaders in) so this file can be imported in scene.
So then the procedure could be like this when you open scene with character: you open and import the URP package -> it applies, everything pink -> you change in project settings the render pipeline asset and chose URP -> done

daring token
#

Idk if this is the right channel for this question but should i keep all my textures the same size for example 32x32 or does it not matter if i have some that are 16x16 for example
because currently my player and all of his animations are 32x32 but my tiles are 16x16 and im wondering if i should do everything else as 32x32 or 16x16
or if i should even redraw my tileset

eager mist
swift moat
swift moat
eager mist
#

my pleasure, have a good day/night

trail schooner
#

Which is better, using singles or sprite sheets for furniture? And in the case of using sprite sheets, use 16x16 pieces in objects that are a little larger, or cut it so that it is a single sprite (32x16)?

I am worried that since the spritesheets are so large, they will have to be loaded when loading the scene, when I will only be using 3 objects from that spritesheet. What do they say?

oblique summit
#

Does anyone here have experience with PSB import and getting different sized images appearing correctly in the resolver? After slicing, the positions are lost (IE: different sizes beards and weapons no longer appear in the correct position when toggling between them in the resolver)

golden basin
#

Hi chaps, I have this leaf texture I wanted to apply to a simple mesh, however it comes out not as fully transparent but with white background, anyone know what might cause this?

https://cdn.discordapp.com/attachments/493511037421879316/1163759185201213502/image.png?ex=6540be33&is=652e4933&hm=86dde76eaf8ab6c352f28ff144d480f9a95c3492d434070c5b4560c50f9e2316&

material is set to transparent
smoothness and everything else set to 0
and the texture preview seems correct, as in not having any white weirdness...

https://cdn.discordapp.com/attachments/493511037421879316/1163759585451057162/image.png?ex=6540be92&is=652e4992&hm=8a33aed62fcfcbb821f03ce3005ba01fe08f38eaee20e8bcf0f58fa49c513b01&

#

Also, when I get closer to the tree, it is perfectly transparent

golden basin
#

I tried disabling mipmap but it seems still white in editor

misty lantern
golden basin
#

It only occurs at a distance

#

blue is the sky

#

that is not an issue haha

#

basically when I get closer to the tree it is perfectly transparent and normal

#

and I disabled the mipmap generation ,yet same issue still

snow current
#

Does anyone know why my ground is moving when the character interacts with it? It only has a 2D box collider on it.

The ground moves when the character jumps on it which makes it shake and when the character tries to continue to move when it hits a wall it moves the ground like u can see in this last image.

golden basin
misty lantern
golden basin
#

well this is the material

#

texture

#

the branch is simple one material object

misty lantern
# golden basin

I would try out "fade" and "cutout" instead of transparent

golden basin
#

oh_

#

yay

misty lantern
#

Transparent renders light and reflections even on the transparent parts iirc

golden basin
#

cutout seems to work

#

I am such a noob haha

#

let me build the thing and see if it work!

golden basin
sand marten
#

How can I stop the shape node from repeating at the top, in the left image. I want it to be like in this image on the right.

#

Substance designer btw

serene orbit
#

hey everyone, im new to pixel art and i made a character for my game (i think it is 24x24 or 16x16) anwyay how can i make the backround cuz obvously it wont be 16x16 but i dont want the pixels to be like bigger if yk what i mean
and this is prob a dumb question but i genuinly dont know

misty lantern
serene orbit
thin kiln
#

not sure if this is the right channel but is there a good way to duplicate and attach gameobjects like walls? So if I want my wall to be longer I have to duplicate and move by hand but I want that it automatically attaches to make the wall longer

misty lantern
thin kiln
misty lantern
#

Parenting is a way to "attach" gameobjects together but they will inherit transform scales in that situation

thin kiln
#

Oh that already sounds good, thanks im gonna try snapping!

dry geyser
#

When I make a shader / with a normal. I use it on a wall and then I use it on this other 3d part of the wall (seperate object) and it looks like this...

#

if i change the normal inport to something else, it looks like this

#

which is correct

#

but why do i need to change the normal to RGBAFloat in import for it to work? its just a normal texture....

#

a normal normal

#

seems weird right?

#

changed from Auto to RGBAFloat

#

it works on RG Float, RGB 16bit and RGBAFlooat.. does that mean its borked somehow?

#

also, if i import the SBSAR file from Substance Designer.. the normal looks like this...

#

which is totally wonky

#

does that mean its like texture packed or something?

#

and i dont want all the channels

#

that might explain it

#

looks like the B channel is completely black

misty lantern
wicked bridge
#
  • I have 2 images, they are both circles. Circle1 is 128x128 and Circle2 is 256x256.
  • I set the import type to Sprite (2D an UI) for both circles
  • I set the Pixels Per Unit to 128 for both circles
  • I set the Max Size to 128 for both circles
  • Both sprites are reported to be 128x128 inside the inspector
  • I place both circles in a scene as using a SpriteRenderer with a scale of 1
  • Circle2 is 2x as big as Circle1, even though I set the Max Size to 128.

Why is it like this? Shouldn't both circles be the exact same size visually because they are now treated as 128x128 by the engine?

fluid oak
#

It limits the resolution but in all other ways(or at least, most ways) it is treated as if it was the original dimensions. This is so that if you use the same sprite in builds for two different platforms with different max size settings, the sprite doesn't show up as half the size in one build.

#

(So you can use the same asset for your mobile, web, and desktop versions, for instance.)

wicked bridge
#

Then why does the sprites report 128x128 inspector when I select them?

#

It's so confusing and unintuitive.

north star
#

Is there a way to tell if a particle from a VFX graph is on the screen or not?

#

I need to apply a certain operation to the particle, but only if its on the screen

#

within the camera's view

north star
#

Or better yet, can someone just help me with my VFX lel

#

bet there should be a better solution for my problem

#

im very new to the vfx graph

misty lantern
north star
#

Oh i didnt see there is one, thanks!

#

i got a bit distracted so i couldnt describe what my problem was

split garnet
#

Any ideas why this Ghost I've made of individual Sprite parts looks different in-game than it does in the Scene view?

fluid oak
fluid oak
#

Via the ppu

split garnet
fluid oak
#

You can look into the pixel perfect camera for making a deliberately lowres game.

patent crane
#

In Maya, I set my prefs to 1 unit == 1 meter, and everytime I bring it in to unity it's scale is off... is it something in the fbx exporter settings I'm missing?

lime pollen
golden basin
#

Hi guys, how to achieve this material in unity? In blender it is nice, however in unity its shite even with normal and metalness maps

#

I have these settings

obtuse oyster
# golden basin

Bake some reflection probes so it actually reflects something meaningful

fluid oak
#

Or just change your skybox to the same one as you use in blender

minor shell
#

Hi Guys

#

what are pros and cons of Modular workflow in game industry

#

especially for mobile games

fluid oak
#

Cons: it takes planning.

minor shell
#

i know making modular assets is little bit tricky

#

but once u know the workflow and keep using the assets

#

i think it is easier then

#

but i want to know, if it is optimized and inteligent workflow for large city area if we want to show it in our game or should we just make a whole building in 3d tool and export it

#

with Modular approach u have to just import modular pieces and u can make alot of versions of building

#

but it increases the batches

lime charm
#

It makes sense to do, yes. It just takes more planning (which is a bit tricky, as you said)

It's up to you to optimize your workflow. It isn't inherently more or less optimized

minor shell
#

but the overall size imported in the unity would be small compared to all those buildings which u just made with those pieces (prefabs)

#

let me explain the background

#

it will help us in judging the whole scenario

#

I am making a city of about 4x4 km size in unity with alot of buildings

runic sluice
#

does anyone know what these 2 errors are? They keep appearing whenever I extract materials and textures from exported fbxs

minor shell
#

we have to drive in the game for civil service duties

#

but i want to let the user enjoy the real feel of cities, not just cubes with building textures on it

#

so thats why i was thinking to use Modular approach for better results

#

but in mean time, we dont want to put burdern on mobile devices

junior mauve
#

Yo so I am making a back room game and need help with the lighting and textures cause I just imported it from blender to unity and now it's all messed up can someone help please

#

Hears the blender and unity screenshots

serene orbit
#

Idk but adding some post preccessing will improve the look

misty lantern
cedar meadow
#

hello, so I have mutliple uv maps that I have made in blender, I imported the model to unity but there doesn't seem to be any option for using uvs

#

and in case you are wondering why I need those uvs, is because I am layering different textures on top of each other and their position in the uv spaces are all different

#

is it possible to have multiple uvs in unity or will I just have to find a workaround?

lime pollen
fluid oak
lament depot
#

guys i have a problem, bottom image is before importing to unity, while top image is in unity. the image viewer in unity has same gray spot above the eyes like in upper part of the image

#

i dont know why this happens..

lament depot
#

fixed idk why

misty lantern
lament depot
north star
#

Heya everyone! im a bit unsure where to ask, but i need some help with 3D

#

im using blender

#

im working on a 2D game, but i need a custom mesh for it

#

and the easiest way to make one is to just model one, as far as i know

#

its really simple, i just need around 32 quads in a line

#

but im not sure how to make it in blender

#

and im not sure how exactly blender units convert into unity units

#

i'd prefer if this whole mesh took exactly 1 unity unit in both dimensions

#

Something like that basically

#

but in a shape of a square

#

instead of a rectangle

misty lantern
north star
#

Reflective water

#

i'm gonna put a render texture on it, and i have a shader to make it wave

misty lantern
#

32 quads in a line, with each one shaped like a square or their combined shape a square?

misty lantern
#

So the square would practically be divided into thin strips

north star
#

Yeah!

#

thats a better way to put it

north star
misty lantern
#

You can make a new "plane" in Blender, use ctrl+R for the loop cut operation and define 31 cuts for 32 faces

north star
#

Hmm, thanks, i'll try

misty lantern
#

If you want it 1x1 you'd have to also scale the geometry by 0.5

#

As Blender uses 2x2 cubes, planes, etc as default

#

If you have "Apply Scalings: FBX All" and "Apply Unit" set in FBX export settings it should import with the correct scale

north star
#

For some reason it turned out really really tiny

#

Here's how it looks with x100 scale compared to a 1x1 tile

#

Besides that, it works really well

misty lantern
north star
#

But which one do i choose

misty lantern
#

And the "apply unit" checkbox in case you missed that

north star
#

Oh right, that went right over my head

misty lantern
#

Use Space Transform and Apply Transform checkboxes can also help, but I keep forgetting what each of them does precisely

#

Mesh import settings where you can find the additional scale factor is on Unity's end

north star
#

Okay, that fixed it, thanks a lot!

north star
strange loom
#

how do I properly export from blender to unity, keep in mind I have an armature id like to keep functioning, and I will later down the line need to export multiple different animations

#

I’m having millions of issues every step of the way

misty lantern
# strange loom how do I properly export from blender to unity, keep in mind I have an armature ...

Main things are
Your animation preview framerate in Blender must not be low, set it to like 60
Animations per-object or per-armature, so you can't have one clip with multiple separate animations moving together
I'd mark the actions with the shield icon or "fake user"
The scale of the mesh and armature should be applied
In FBX export settings "Apply Transform", "Add Leaf Bones" and Force Start/End Keying should not be checked, but Only Deform Bones should be

#

If you're using Rigify generated rigs, you should be using GameRigs instead

strange loom
#

animations arnt there right now I’m not worrying about them

strange loom
misty lantern
#

(Additionally if you're making Avatar configurations I can't help you
If you're making vrchat or vtuber characters or modding or using decompiled assets, no one here can help you)

fluid oak
#

Except by linking you to the vrchat server 😛

strange loom
#

lmao nah

#

I’m making my own assets for my own unity game

misty lantern
strange loom
#

hm alright

misty lantern
#

Hence the warning here

strange loom
strange loom
#

God

#

Why does everyone contradict each other here

misty lantern
#

Here? EyeCt

strange loom
#

Yes in this server

#

I’ve had a week of issues with wheel colliders and I finally fixed one and realized the other now

#

and every other person basically was trying to get me to fix my axis’ in Unity and all for my objects

#

Which never ended up fixing my issues

fluid oak
# strange loom Why does everyone contradict each other here

Well, it is hard to avoid. Everyone has their own workflow, using different versions of unity and different versions of blender, and are doing different things with them. Spazi's suggestions are generally good guidelines for animated characters using the current versions.

Wheel colliders have been a nightmare to work with for almost a decade now, last time I checked.

strange loom
#

my major issue is I’ve figured out

#

Is that my wheels are their own mesh

#

Which makes it a hell scape

strange loom
strange loom
#

It doesn’t seem those translate to Unity

#

Except like only a couple of my mesh’s

misty lantern
#

Hmm I don't recall being contradicted!

strange loom
#

I can probably find the message where they told me to turn on apply transformations Lmfao

misty lantern
strange loom
strange loom
#

I have my mesh’s parented to my individual bones as you normally have

#

Then I have all my other bones that arnt connected directly to my main bone parented to the main bone

#

But when I export to Unity it seems to be all in the same armature

#

Like it just doesn’t do anything with the mesh’s properly

#

The bones are all properly parented it looks like

misty lantern
#

I haven't had the opportunity to explore a good workflow to do doll or robot type characters with separate object parts connected to armature bones
But the easiest might be to export them all in a reference position, then parent the mesh objects to bones when you make it a gameobject in Unity

strange loom
#

and how the hell do I manage to do that now

misty lantern
#

Skinning a mesh to armature's bones is the smoothest way to export mesh with animation
But due to how blender's weight painting works it's actually super slow to weight individual parts to individual bones

strange loom
#

that went through one ear and forced itself out the other, so what now

#

I’m confused as shit right now

#

I’m not very experienced with this shit

misty lantern
strange loom
#

Would it be better if I can send screenshots?

misty lantern
strange loom
strange loom
#

They gave up on me and sent me to google, which as most people know is absolutely useless for most shit

misty lantern
strange loom
#

Alright I’ll send some of how my armature is set up

#

Gimme a bit I’m at lunch

#

I do but don’t have a split period, it’s weird

misty lantern
strange loom
#

I tried being as specific as I could with google

#

And I ended getting the same bullshit with like rigify or just general export

#

Or specifically only animations when didn’t even mention animations in my search

#

I tired google bing and yahoo

misty lantern
#

Animations and exporting are just a lot of steps and pitfalls so most of it is just practice and figuring out what not to do

strange loom
#

I hate this class is specifically unity

#

But I can’t drop it

#

@misty lantern

strange loom
fluid oak
# strange loom I hate this class is specifically unity

You seem to think that the blender way of doing things is 'normal,' when it actually does a lot of stuff that flies in the face of general convention. There are a lot of things where there is no single right way to do something, just 'the way x software does it'

strange loom
fluid oak
#

Well, Spazi and I don't work for Unity, we're just animation nerds trying to help randos on the internet. So please don't take your frustrations with your school and some corporation out on us. 😄

strange loom
#

Not trying to, sorry if it came off that way

marsh anchor
strange loom
#

Horrible workflow

#

lmao

marsh anchor
# strange loom Horrible workflow

not at all

but anyways, what are some of the issues you're facing with exporting from blender to unity? can you provide any specifics?

strange loom
#

It would take me a while to list and explain them all and I honestly don’t have for patience or time rn to do that on mobile

marsh anchor
#

what's the biggest issue here? is your armature/skeleton not working? as in not being able to rotate the wheels properly?

strange loom
#

my meshes parents to the bones arnt actually like transferring over

#

Plus I’m having issues with wheel colliders

#

And all that

marsh anchor
#

I'll admit i never used Wheel colliders so i may not be able to help there, but i would like ot think im p. good at blender and unity and the interactions between them

marsh anchor
strange loom
#

yes

#

Every last mesh

marsh anchor
#

do you have a way to show your blender heirachy?

strange loom
#

yeah

misty lantern
# strange loom

I can't see any clues here why it wouldn't work, but I don't see any glaring issues either
You're probably using a curve modifier for animating the treads, which will be lost (or rather applied) on export
If you have persistently rotating objects like wheels, it seems unintuitive to use animations for them

strange loom
#

Well I know what will happen with the tracks that’s something different

#

I’m not even in the realm of tracks yet

#

I just did a lot of my modeling first for one of my tanks

misty lantern
#

Anyway since they're parented parts they're not expected to remain parented when imported
The animations on the bone transforms should still work though

marsh anchor
#

ye

fluid oak
#

@strange loom also make sure that you aren't stripping out 'unused' bones/bone animations. Because when it says used it means 'skinned.'

fluid oak
#

Since bones are expensive, they typically strip out bones that aren't skinned to anything.

final edge
#

Has anyone here ever used Sketchfab before?

#

I want to import an assets that has a standard license on it into my scene. This legal?

misty lantern
strange loom
misty lantern
strange loom
#

uh

#

I confuse

#

I attached it via the like you select both go into pose and parent the mesh to the bone

misty lantern
#

Yeah, not that

strange loom
#

then how do I do it 💀

misty lantern
# strange loom then how do I do it 💀

Like I mentioned earlier skinning the mesh to the armature with weight painting is the smoothest / most standard workflow for attaching a mesh to an armature and will work when imported
But it also just kinda sucks to do for mechanical parts