#🔀┃art-asset-workflow

1 messages · Page 13 of 1

strange loom
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uhhhh

misty lantern
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Simply because the tools are designed for weight painting a single continuous mesh with organic shapes

strange loom
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and how do I do that 💀

misty lantern
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You can look up any mesh rigging tutorial to find out how it's supposed to go for those

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Personally I'd rather figure out how to stop the unweighted armature from getting stripped out and parent the parts back in Unity
But all of this is harder than it should be if you're not familiar with basic rigging and animation exporting

strange loom
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Yeah this is harder than it should be ugh

strange loom
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It’s just only two of the mesh’s actually parent themselves when I import it

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Only the main body mesh

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And then the machine gun ball

misty lantern
strange loom
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yeah probably

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idk if unity will be happy with that though

marsh anchor
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yeah, as Spazi said just look up a tutorial on how to do all that in blender, it won't take too long is all

strange loom
marsh anchor
marsh anchor
marsh anchor
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hmmm

strange loom
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When I move the armature

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The mesh’s move

marsh anchor
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well, not what i meant

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the armature isn't "controlling" the mesh

strange loom
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oh

marsh anchor
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it's just moving it by virtue of it being a parent, which is not exactly how a rig works

strange loom
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ah

marsh anchor
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yeah, you're either gonna have to mess with weight painting (recommended) or see if you get lucky with automatic weights (very hit or miss, mostly misses)

marsh anchor
strange loom
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wdym whole mesh

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Each part

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Is a seperate mesh

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To not have to deal with vertex groups

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Each part, is it’s own seperate mesh

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the body is a mesh

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The turret body is a mesh

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Each wheel is a mesh

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the gun is 2 mesh’s

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The turret mantlet is it’s own mesh

marsh anchor
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The way i do it ( and have seen most other artists do it) is that when they're done with the model, they just join all of the meshes together

strange loom
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what

marsh anchor
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and then do the armature - mesh parenting

strange loom
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That to me sounds idiotic, and painful

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that sounds horribly painful

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and time wasting

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Is there a ay to do it without joining all the fucking mesh’s together

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that doesn’t make sense to me whatsoever

marsh anchor
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i mean, the tutorials i followed have the character/model being rigged as one whole peice, i don't think you need to do that

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but either way

strange loom
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my model isn’t like a human or something that makes sense to have as one mesh

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Mines a fucking tank

marsh anchor
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you are parenting all of your meshes to your armature in one fell swoop, whether they are together or not

strange loom
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So all to the exact same bone?

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not each mesh to it’s relative bone within that same armature

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I have each mesh parented to it’s respective bone in the same armature

marsh anchor
strange loom
strange loom
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This is all fucking backwards

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Why

lime charm
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Carby is just trying to help you...

strange loom
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I’m not trying to be mean sorry

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I’m genuinely asking

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What good does that do

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It doesn’t compute in my brain

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it’s like telling me 1 = 2

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But idk why 1 would equal 2

marsh anchor
strange loom
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And what comes out of 1 equaling 2

lime charm
strange loom
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Yeah I’m pissed that this thing is so complicated

marsh anchor
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it does seem kinda weird to be fair

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but that's how modeling is

strange loom
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why is it like that tho, Yk?

marsh anchor
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a very w3ird process, with a capital 3

strange loom
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Nah bro

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A capital 5

marsh anchor
# strange loom Why

it would fix your parenting issues, because you're gonna be weight painting your model to your rig

strange loom
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Get with the times /lh

strange loom
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id like to understand why

marsh anchor
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im shitty at explaining things

strange loom
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what issues arise out of parenting each mesh to the bones, like selecting the mesh, then the bone, then going to pose mode, then parenting

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that’s how I did every mesh

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I followed some yt tutorial

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I think so at least

marsh anchor
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link it

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Perhaps im the one missing somehting

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my experience with modeling only extends to a Unity Character and my VRChat model

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This is the Unity character, what i did was have the model/meshes be all in one group, made the armature, parent the mesh to the armature, and then weight painted and animated

strange loom
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Oh wait it wasn’t a yt video

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Because bone shit doesn’t exist on yt anymore like at all

marsh anchor
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wat

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whatta mean "bone shit"

strange loom
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It was my friend who told me this he said that’s how he did it for his little unity game he made

strange loom
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All are ancient

marsh anchor
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...

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huh?

strange loom
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Relevant Blender help is very hard to come by on the internet

lime charm
strange loom
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shit that doesn’t exist anymore

lime charm
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There are tutorials that are current and relevant

strange loom
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I rarely find newer stuff

lime charm
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I have watched them

strange loom
strange loom
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I’m not doing a character so it’s different

lime charm
marsh anchor
strange loom
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I’m not willing to join all my mesh’s into one

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I honestly find that making more work for myself

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unless it’s utterly impossible to do without doing that

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I will try to avoid it as much as I can

marsh anchor
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well you're doing more work rn dealing with this parenting gubbins

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you don't have to join all your meshes into one

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that;s just what i did

strange loom
marsh anchor
strange loom
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Yes

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But they parent parts of the mesh to the bones, correct?

marsh anchor
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all you're doing is combining your meshes to your armature as a whole

strange loom
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doesn’t it then end up having parts of the mesh parented to their respective bones

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so doesn’t it become the same outcome? Or does the process do some really fucked up shit that needs to be done

marsh anchor
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what parenting the meshes to the armature as a group does it sorta set the armature in place within your model

strange loom
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Is there like some parent higherarchy

marsh anchor
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if you want your bones to move your character for animating

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ya gonna need to weight paint

strange loom
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so

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All I need is weight paint

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I don’t need to reparent everything

marsh anchor
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if parenting is causing you issues in unity, i would recommend to maybe follow a tutorial

strange loom
marsh anchor
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i will find one for you

marsh anchor
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rig it

strange loom
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rig it?

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Rigify?

strange loom
marsh anchor
strange loom
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The big central bone is the parent of all of the other unconnected bones, and is the parent to the main body mesh and the exhaust mesh

marsh anchor
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rig it = weight painting

strange loom
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OH

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how though

marsh anchor
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yeah, rigging is the process of adding bones to your model and having them being able to move certain vertices on the model, not by parenting but by... rigging

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im trying not to use the term "vertex" here to scare ya

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but weighting painting automatically deal with vertex groups for ya, you don't gotta worry about a thing

marsh anchor
strange loom
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the tutorials I probably will never be able to find lmfao

marsh anchor
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the search terms i would use on youtube would be "how to rig in blender"

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or "how to weight paint in blender"

strange loom
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I stg it’s going to pull up blender 2.1 from 1886

marsh anchor
strange loom
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I found one

marsh anchor
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perhaps your search terms could use improvement

strange loom
marsh anchor
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what are your search terms?

strange loom
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I know many people who have issues with google just refusing to give them what they asked for

strange loom
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And I’m exhausted

strange loom
marsh anchor
strange loom
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I stg I was trying to figure out curve stuff before I realized bevel could do it

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And google gave me

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What I wanted

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But from the year I was fucking born

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actually

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No

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Older than I fucking am

marsh anchor
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look

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you need to slow down a bit here

strange loom
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adhd moment

marsh anchor
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obviously this whole thing has you in a tizzy, you're not gonna get anything done in this frenzied state, i only wanna help you here

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take a quick breather and then follow the tutorial ya found

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heheh, he's raising his hand

strange loom
strange loom
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I’ve been able to get nothing done

marsh anchor
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Its all a learning process

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that is okay, its fine

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you'll get it

strange loom
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and then it becomes irrelevant when I switch to godot 😭

marsh anchor
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iirc this is all for a class project, right?

marsh anchor
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when you know how to ride a BMX, you also know how to ride a mountain bike

strange loom
strange loom
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And so I’ll have to figure out how godot does all this shit

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especially physics shit

marsh anchor
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and if its that much of a stress, perhaps stick with Unity? Unity is a great engine with alot of support, community and otherwise

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i would personally suggesting sticking with it, but i can't tell ya what to do

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apologies for the late reply, im was playing gamez

lime charm
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While you're SEEING the issue in Unity, it's really blender you're fighting with. You would most likely have the same problem in Godot.

marsh anchor
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yeah, exactly

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but on that same coin, once your figure out this issue, i assure you it applies DIRECTLY to your workflow in GoDot

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i imagine the process is not too dissimilar

strange loom
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and the even worse pricing shit they tried to do and failed due to community pushback

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Sadly this was all after I could drop my Unity class

marsh anchor
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its ALOT more better now

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so Unity = gud

strange loom
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I know it’s a lot better

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But I will not forgive what they tried to push

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they have to redeem themselves in my eyes and just that doesn’t redeem them for me Yk?

marsh anchor
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yeah but the engine is still pretty damn amazing, look, after you figure this out im sure you'll have a blase

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as well, this is a problem you're having with blender rather than Unity

strange loom
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id still rather switch to godot after my class

marsh anchor
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parenting in Blender goes a little stupid crazy

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as i said

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i can't tell you what to do

strange loom
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Yeah

marsh anchor
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only give you my advice and thoughts

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either way

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watch a tutorial or two

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and im sure it'll all make sense

strange loom
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alright

marsh anchor
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all you're doing here it giving the bones a way to move the vertecies on your mesh

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not just be a parent of it's transformations

deep temple
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Hi! I'm trying to export a pole+skull mesh i have to unity from blender. Image1 is what it looks like in blender. Image2 is my export settings. Z Forward + Y Up as thats how unity works. Image3 is how it looks in unity. It's rotated incorrectly and lying down instead of standing up, you can see the weird rotation in image 4. Can anyone help me understand whats going on here?

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Thing is, if i just set the rotation to 0 in unity, the object is still on the ground facing up, just the other way around.

misty lantern
# deep temple Hi! I'm trying to export a pole+skull mesh i have to unity from blender. Image1 ...

The process would be something like "rotate the mesh 90°, apply rotation, rotate it back 90°, export with very specific export settings"
https://polynook.com/learn/how-to-export-models-from-blender-to-unity this article details how and why, and there may be blender scripts out there to do it
My advice is you don't need to bother getting it right
You can just use the mesh as a child gameobject in Unity and fix its rotation there

fluid oak
strange loom
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lmao

fluid oak
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You literally could not use bones at all for this setup.

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Unless the meshes nees to deform.

strange loom
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what about rotating the turret around a specific point that’s not the center of mass

fluid oak
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What about it? That's what pivot points are for.

strange loom
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how do I use those then

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I thought I needed an armature to be able to do this easily

misty lantern
strange loom
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ah

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so

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If I’m not deforming

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regularly

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I don’t need an armature then?

misty lantern
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Do you need animation clips that have motion for multiple parts in one action?
You have not shown what the animations need to do, so we can only assume it's necessary

strange loom
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The animations are a placeholder mostly for having less advanced physics

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it’s just going to be the tracks and the wheels and rollers on the tracks rotation

misty lantern
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I don't really know what that means practically

strange loom
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huh

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Oh

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Ugh

misty lantern
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If you have an animation clip that must move all tank parts in sync, then you do benefit from an armature

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But usually with mechanical parts that are not intrinsically connected and may need to be moved persistently (like the rotation of wheels, or a turret direction) then working with an armature may hinder you instead

strange loom
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Ima wait till I switch engines to do that probably but yeah

misty lantern
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A gameobject can't be controlled by both physics and animation after all

strange loom
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Well yeah

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It’ll be physics at that rate not an animation

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I’ll have a few animations for sure

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But a lot of it will probably end up being physics based in the end

misty lantern
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That's extremely vague
For the sake of you not least of all I hope you end up with a clear plan

strange loom
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not simulation though ofc, just something close to it that’s optimized well

misty lantern
strange loom
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I know

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I’m probably going to put in animation of the tracks moving with wheels moving it as a placeholder to the actual track system

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Plus animations will still definitely be useful, for things like the exhausts vibrating from the motor and other small things like that

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and maybe gun recoil on some tanks

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Like recoil suppression and all

fluid oak
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Knowing what you want to achieve is the important first step.

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I feel like you might be going a bit far with the 'fully physics driven' setup but it is certainly possible. I mean, look at https://www.youtube.com/watch?v=RKT-sKtR970

Quite possibly the dumbest project I've ever undertaken, this was an odyssey but well worth it in the end. It's hard to fully explain the depth of the rabbit hole that I was led down and I ended up having to study things like fluid dynamics, physics and chemistry. As the title suggests, this is a physically realistic (or at least, somewhat reali...

▶ Play video
strange loom
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I’ve seen that

strange loom
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But I wanna at least have the tracks and all like be what’s pulling the tank along, and also have them be able to deform with the suspension and all that

fluid oak
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You don't need realistic physics for that.

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In fact, realistic physics will probably make that harder.

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If I wanted to do tracks like that I'd cheat like hell.

nimble lance
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I have a model which uses a texture with transparent pixels (area not circled in red), but when I tick "Alpha is Transparency" after converting the texture to a sprite, I get the second image, where the previously uncircled areas just seem to randomly sample a non-transparent part of the texture. Anyone know why this happens?

strange loom
misty lantern
nimble lance
misty lantern
nimble lance
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Gotcha

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Thanks

fluid oak
nimble lance
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I've set the texture for this object to use a shader with surface type transparent but i get this graphical error now where these circled studs keep flickering over and under the plane out front which is transparent is some parts

marsh anchor
# strange loom Ima wait till I switch engines to do that probably but yeah

again, i can't tell you waht to do and this is a bit outta the scope of this channel, but if you do plan on switching to godot, you're probably gonna even more issues, considering godot is still very much in active development and is missing ALOT compared to unity. If this tank stuff is giving this much trouble, i feel it would be a bit unwise to switch to an engine that does less for ya. But again, you may do as you wish.

marsh anchor
misty lantern
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Transparent faces cannot be depth sorted accurately so they work fine if you've got flat transparent geometry in front of opaque geometry, but not when you've got multiple non-flat or intersecting transparent faces

misty lantern
strange loom
marsh anchor
nimble lance
nova dust
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Hi guys, I’m looking for some advice is there a way to use terrain tools to have cliffs like in this screenshot from Fortnite, or they just use a separate mesh on top of terrain?

serene orbit
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not sure how to impove

fluid oak
humble frost
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Hey you all

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Is there no some sort of tool or methods to directly import batch assets from software like Blender into Unity with ease?

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Most YouTube tutorials use the same FBX method of importing it and then manually adjusting the textures

serene orbit
humble frost
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However, it's hard to do that with hundreds of materials, textures and assets

humble frost
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2D game, I am guessing?

serene orbit
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Yes

humble frost
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in that case, all good

serene orbit
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Can u say how i can improve

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It is my first game so it doesnt beed to be perfect but i want it ok

lime pollen
serene orbit
lime charm
serene orbit
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And i think there is multiple places its allowed

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In unity talk a few hours ago

lime pollen
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And you just posted it in multiple channels

lime charm
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They did not say here

serene orbit
serene orbit
lime pollen
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Well you'll just get bonked by the mods for spam

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So don't do that

misty lantern
# humble frost Small bump here

You can make your own editor scripts and asset pre/postprocessors
There may be some third party assets that do a similar thing but usually each projects's workflow and assets are too different for anything generic to work

proven salmon
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Can unity import USD?

proven salmon
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I tried to search in the package manager but it didn't find

neat field
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I don't know if the USD library is still experimental

proven salmon
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thanks

neat field
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and I remember there are some stuff to enable

nova dust
nova dust
icy saffron
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can anyone help me with a blender-mixamo-unity issue? i rig the model i exported from blender using mixamo then import it to unity but a mirrored object (done in blender) has flipped normals even though the faces looked ok in blender and mixamo

tame matrix
# nova dust

yeah, I would definitely go with modular meshes.

tame matrix
feral cipher
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anyone have any tips for dealing with an IK setup like this? I've found a 3 chain solver which may work but was curious if you could do this with the default animation rigging stuff. So far haven't been able to constrain it properly though

sacred grotto
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Hi all. I'm making a 2.5D and for the terrain, will a splatmap like Microsplat help me at all here?

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Also, these are made with ground types and linked duplicate, but then there'll be thousands of these and i'd probably want to join and merge the vertices, but then i'll lose the "per block" UVs, thus losing the texture atlassing
This was why i considered a splatmap. But maybe not having them merged is fine too?

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And is there any asset/tools that'd help this artstyle in general?

dreamy saddle
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any way to import materials into unity from blender without baking? my computer cant handle it 😦

misty lantern
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It's also technically possible to utilize some tricks to bake with Eevee, but I'm not sure if that's really documented anywhere

dreamy saddle
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so i can texture paint and export without baking?

misty lantern
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Procedural textures are the type that are made with nodes, particularly generative nodes like noise functions

dreamy saddle
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cool

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and is it better tto export as fbx or obj

misty lantern
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Though in some situations that might be more convenient

dreamy saddle
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tysmj

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was losingg my head over this

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ill tackle nodes another time an djust texture paint for now

runic sluice
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What a good file structure for models? I see alot of people having different structures for storing models and materials+textures for them models.
Should I be making a folder for the prop's blender, fbx, texture files + material? or make a cenetalized area where all props have 1 folder to go to which contaions all materials and textures?

sacred grotto
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The advantage of by relevance is, u can move/delete a folder containing all the relevant assets for "bob's house" for example

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I also like the "no export fbx" approach. Only have n work on blend files, but then make prefab containing just the relevant mesh/formations from the blend file

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Use "extract materials" on the blend import settings, then modify that material in unity

runic sluice
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Im trying to think of a good structure that keeps all assets of a prop together and seperate props maybe? like Im thinking of
prop1 folder
├ prop1.blend
├ prop1.fbx
├ prop1.materialname.pictype.png
└ prop1.material
then repeat for each prop, or maybe shove the texture and materials in seperate folder under said prop
also I heard that you shouldnt exactly use .blend files and instead should export as fbx? or is that some confusion

sacred grotto
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Making a unity prefab as the "import process" takes care of the cleaning up of the blend file's content

runic sluice
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I dont know, I havent had to deal with this issue before, my folders were messy

sacred grotto
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The main advantage is ur edits to the blend file will just iterate very quickly, the prefab will update accordingly too

sacred grotto
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Then you'll also have the gameplay related data files. Say ur prop is destructible, and u use scriptable object, then will u put that data in the relevant prop's folder, or all data in it's own folder?
But u can also prefab each prop and have the data stored in a component of the prefab, that's also an option

runic sluice
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Reading on the cons of blender is that other people will need blender not sure if thats refering to working on the project or to run the game with?
either way, its a solo project to get the hand of stuff like importing fully from blender to unity and organization

sacred grotto
runic sluice
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using blend files as props, how would unity take the custom material data? like the colour/normal/roughness and retaining all detail from the work in blender shader tab. Video I saw said to bake colour/nomal/roughness as a texture then export material in unity and assign them textures to the material then apply the material to the .fbx or .blend in inspector
does this still imply? also if it theres multiple materials in blender for different faces, am I going to have to bake colour/nomal/roughness for each material aswell?

sacred grotto
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Unity will try its best to make an equivalent material, but don't rely on it. U should make ur own material in unity
That's why i mentioned from the import setting to "extract materials" and still keep the material reference linked
But if u have a prefab as the intermediary, then that prefab can be the one taking some material, extracted from the blend/fbx or fresh new

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Multiple materials for submesh? Again it depends on why u have those multiple submesh in a single mesh. A common reason is for modularity, u can assign a different material for just the transparent glass for example

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U just need 1 texture per material, or a texture atlas for the different sub mesh uvs to reference different parts of that same texture, just different material for the specific look (opaque vs glass, etc)

tacit owl
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sorry if this isnt the correct channel but im having a weird glitch with a model i imported from mixamo

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the joints for this model seem to weirdly always be in front of the model or behind it

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i downloaded the fbx for unity so im not sure if its my issue or the model being bad

obtuse oyster
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Or their render queues have been manually set

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Both materials should be opaque with default render queues

tacit owl
obtuse oyster
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Yes

tacit owl
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this probably happened when i switched to urp then im guessing

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or maybe i did something

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well setting it to opaque fixed it

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thanks!

trail nest
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the coordinates arent on the object? why is this

lime charm
trail nest
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uncropped?

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wdym

lime charm
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Show the hierarchy and inspector

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Generally images should show the whole editor for us to help the most

trail nest
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sry

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wait

lime charm
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So, the children are probably not at 0,0,0

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The coordinates in the inspector are in LOCAL space for child objects. You have the paren object, and the children are offset from it in local space

trail nest
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ah i seee

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thank you

trim hazel
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hi does anyone know how to make a transparent material in unity

verbal bay
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any tips on how i can make my walls look more like mossy and deteoriated

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i have some materials but they dont really get it the way i want it

verbal bay
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problem is the "walls" kind of need to overlap

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for the maze algo to work

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better view

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problem is if i offset them it doesnt change much, and i cant position them much differently

trail schooner
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I need 3 child objects to all have the same pivot and location, and to all be in the same order in layer. How do I order them then?

I say all this because I need everything to be in a single order in layer for the Y ordering of my Top Down game to work.

dim marsh
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Whenever I bring in 3D models

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they are never aligned

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they either are backwards

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sideways

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I dont like having to redo my flying script or driving script every time I get a new placeholder

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why does it do this?

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is there an application that turns the model straight?

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or does unity allow you to rotate visually only somehow?

trail schooner
dreamy saddle
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is it easier to make materials in blender, bake the image and import over or try and make them purely in unity

dreamy saddle
misty lantern
fluid oak
burnt vessel
#

hi, im trying to bring fbx's from maya to unity. im exporting them and extracting materials but cant seem to get the materials to show, despite them showing as mapped in the inspector. anything that im missing? first time using unity, and just part of the team for the art so havent touched it before

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tried maya's Send to Unity exporter and also doesnt work

outer halo
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Custom materials from Maya (or any modeling program) will come in as basic materials. You need to create new materials in Unity and then assign them to the mapping to override them.

burnt vessel
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ah thats what it was, thanks!

eager mist
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Could someone help me? My mesh from blender FBX exports the model horizontal, rather than vertical

potent wraith
eager mist
potent wraith
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Must be some issue with how you export the model.

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Did you try just importing the .blend file?

eager mist
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the mesh imports sideways for some reason in unity

potent wraith
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You don't export it properly.

eager mist
potent wraith
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If you import the .blend file it should wotk though

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probably

potent wraith
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Is it a different asset?

eager mist
potent wraith
#

So if you use the skined mesh renderer it's correct?

eager mist
potent wraith
#

Must be something with your bones

#

Blender and Unity have different coordinate systems

#

If you use proper export settings it should work

#

But .blend file should be imported correctly without any extra manipulations. That's the third time I say this btw...

misty lantern
#

I don't bother with any of that though since you can rotate the mesh upright in the transform hierarchy
As long as you always export with the same settings and assume the same rotation, it'll work just as well

eager mist
#

Which one should I be using?

misty lantern
# eager mist

This is way too cropped to see for sure what we're looking at but most likely the one on the left is the imported mesh, including the mesh data, armatures, materials and whatnot, and the one on the right is the mesh data itself

potent wraith
#

If you want it to be animated you need to use the one on the left.

eager mist
eager mist
#

why does the outerbox rotate like that?

potent wraith
#

Probably because your (skinned)mesh renderer is rotated

#

It's "bounding box" btw.

eager mist
potent wraith
#

Why do you need to fix it?

eager mist
#

The issue is with mesh collider, i need to attach the mesh, but the mesh is rotated weirdly.

potent wraith
#

what mesh?

eager mist
#

The skin mesh renderer is standing up straight, but the actual mesh is sideways, so when I select the mesh in mesh collidor it shows the mesh sideways

potent wraith
#
  1. There's no point in using a mesh collider with an animated object.
  2. Either export the model properly from blender, or assign the collider to a child object rotated properly instead.
eager mist
#

it seems i fixed it

#

My goal was to put the penguin on an iceblock because the ice block is animated. The penguin's mesh collider needed to be correct so that when the ice block floats around, the penguin follows that motion

potent wraith
#

With skinned renderers you'd usually use a capsule collider. Not a mesh collider.

fast wave
#

how many polygons is recomended for a man like game character

lime charm
fast wave
lime charm
# fast wave Is 20 000 to much for a head?

From the internet I found:
"Drake in drakes fortune 2, drake was 30k, main characters were 15-30k, basic enemies were 12-15k

in gears of war Marcus was 15k

Alyx in halflife 2 was 8k, back in 2004

shepherd in mass effect is 20-25k depending on the weapons and armor."

You should be fine with that, especially because these games are quite old by now.
You're gonna want to test multiple models and see how they look and feel in game, and ALWAYS profile

#

Also, you probably could join some of those polygons on more flat areas like the cheeks and sides of chin, while keeping the smaller polys around the rounded areas

fast wave
fluid oak
#

Not a knock on the quality or anything, just that you have a lot of polys in places that aren't actually adding any details.

#

In fact most of it seems to be the inside of his ears which is silly

#

Since the hair seems to be a separate mesh, I have to wonder if there are a TON of wasted polys under there too.

fast wave
#

oh i didn't think of that

fluid oak
#

Any area which does not have a silhouette(that is, flat or concave areas) or a need to deform in a highly detailed way don't need extra polys.

#

Even your 'low poly' version has a ton of wasted high density areas, which could be used in important places like the eyes, mouth, or silhouette.

pliant moss
#

how can i give the inside of a sphere a texture (sphere with reversed normals)?

misty lantern
pliant moss
misty lantern
fluid oak
#

Do you mean that you want the inside to have a DIFFERENT texture?

twin narwhal
#

Does anyone have any suggestions on the best way to organize tile palettes and and organize sprite sheets for different places....?

Like should i take the time to pick and choose only the ones i will use for that dungeon and make its own tile palette specifically for that 1 dungeon

Im also wanting to do rule tiles like in the grasslands on TopDownEngine

And am just getting lost on a good way to organize it instead of having different tiles I might now use??

Hope this aint too confusing appreciate any advice in advance!

storm grail
#

If I'm on unity 2d can I use both pixel sprites and regular objects

outer halo
#

Yes, there is no real such thing as 2D in Unity. It's just 3D deep down.

timid latch
#

im tryin to move an asset, but when using hte move tool, its like stuck to my mouse on the object, i cant go to the arrows. the move tool isnt in the centre of the object

#

does someone know how to get the move tool to go back to the centre of the object instead of stuck to my mouse

#

nvm i found it

#

vertex snapping

lime plank
#

Is there a way to create a reusable color asset in unity? The goal is to take multiple sprites and change the color on all of their sprite renderers at the same time from a single source in the Unity editor.

lusty egret
#

Is there a way I can build the walls for the curved parts of the track without placing them all manually?

misty lantern
# lime plank Is there a way to create a reusable color asset in unity? The goal is to take mu...

A "color asset" alone won't help you much since you need some way to actually swap the color of sprites
There's a few ways to do it, but I expect the easiest way to do it in Unity is to use a palette swap shader
Then you can store the color in a global shader property and/or a scriptable object or anything like that
*This is assuming you only need to change some colors of a sprite, otherwise you can simply change the sprite renderer color based on your stored color variable with a script, no shaders needed

misty lantern
lusty egret
#

Its fine, I just made some really bad walls

fluid oak
fluid oak
fluid oak
wispy lodge
#

not sure if this is the best place to ask this but can anyone please help me find the full sprite sheet of this character? I can't find it anywhere.. (ping me)

stable olive
#

Does anyone know if you can import Substance Painter Smart Materials into Unity. I know you make SBAR files from substance designer and import those, but can you do the same with Substance Painter Smart Materials?

glacial vector
lusty egret
#

Why is it that when I have a gameobject at a certain position, and create a new one the new game object is not in the same position at all

#

Should they not be in the same position?

#

Or am I being silly

misty lantern
lusty egret
#

Oh

#

So if im storing the position of the checkpoint, would it matter if its a child of an empty object or would it not make a difference

misty lantern
#

Also when creating gameobjects they are placed in the invisible focal point of your scene window camera, the thing you rotate around with alt + left click and zoom into / out from with scroll wheel
That is unless you create gameobjects by duplicating an existing one or right clicking one, in which case it is created with the same transforms as that gameobject

misty lantern
#

But in that case note that rotations and scales are also inherited

lusty egret
misty lantern
#

When getting or setting transform positions from script they're in world space unless otherwise stated

lusty egret
#

Im using the position for an observation in mlagents

#

And im trying to figure out why it isnt working

lusty egret
misty lantern
lusty egret
#

Alright thanks

lusty beacon
#

Anybody know when the $20 asset sale ends?

#

I wanna buy stuff but I also want to think a bit through 😄

grand coral
olive birch
#

trying to export a hard surface model but i have got some weird dofrmation going on? any clue?

glacial vector
misty lantern
#

No crossposting

spice linden
#

Should a sprite sheet have ALL sprites, or only the sprites for a single object (i.E. Player, Projectile, Enemy all have different sheets)?

tame jacinth
spice linden
#

Okay, thanks!

fluid sierra
#

Could you tell me what the texture is called to add this decal? that also has its normal map

visual coyote
#

Anyone knows why there's a line around my 2d object? It is red in scene view and white on game view

gilded helm
#

thoughts?

visual coyote
gilded helm
#

oh, go to the sprite properties in your files, and change it from "bilinear" to "Point"

visual coyote
#

Thank you very much 💗

arctic belfry
#

Any tips on how to get started with Low Poly world/terrain design?

sullen herald
#

Do you guys think it’s best practice to use multiple materials on one mesh or use one material that has a shader script that uses uv map textures to define the different areas?

#

In terms of both performance and convenience.

tepid topaz
#

Hello,
I'm having a problem. Unity suddenly stopped importing FBX assets. I have a project, everything was working fine and suddenly it simply won't work. No error, just the asset won't show even though it's in the folder. There is also no *.meta file in the folder. I assume it's simply not importing the object.
A workaround is to restart the engine. Then it imports. Also, if the object is already imported manually reimporting it works. But for a first time import it only works on engine restart.
Anybody have ideas what can be causing this? I restarted the engine, restarted my computer, nothing helped ..

EDIT: Unity won't import FBX in general, not just on one project.

agile musk
#

How about my design?

fluid oak
tepid topaz
#

@fluid oak nop. I actually ended up reinstalling unity and that fixed the problem ...

fading bluff
#

can somebody help me with this perspective of my tile map? I need to make this kinda like 2.5d

#

similar to that

#

also that tilemap is just a basis

blissful relic
#

the top should be brighter

#

but if this is a single tile, that's pretty big for a pixel art tilemap

steel oyster
#

Why are these yellow lines appearing in the middle?
(You need to full size the video to see it, in the middle of the blue)

misty lantern
steel oyster
#

thx, that fixed it 🙂

snow star
#

so, dunno if is the right channel.
In my isometric game, made with tilemaps, i have some sprites actually big only 1 square and other spites bigger then 1 tile.
For various reasons divide the sprite into smaller ones isn't possible.
So, how can i let the tilemap know that the sprite take more then one square?
Cause later, in scripting, i must do some operations based on where the tilemap is filled or not

lapis elk
# sullen herald Do you guys think it’s best practice to use multiple materials on one mesh or us...

If you have something small like a road sign, and you have 30 different textures for it, use just one material with a special shader for this.
If you have something like a prop or building, use one material for the whole mesh. I use mostly 1k or 2k textures. If you realize, that the texture becomes to pixelated, you could think about splitting the texture into two materials. (For example the face of a Charakter one mat and the body a second mat)
Hope that helps, if you have questions, don’t mind to ask.

obtuse jay
#

I’ve been working on developing a dungeon crawler for a while now and need someone to do the art/animation for the game. Currently the project is in its very early stages so I will no be able to pay you initially but plan to as soon as the game gets released. I do not have any real preference to the art style. It’s a 2D game.

distant abyss
#

Hi, does anyone know Auto blendshape creator? I have a large number of models with blendshapes already created, such as mouth up left, and I want to add mouth-oo and so on for Lip synch.
I tried using SpeechBlend LipSync, but it didn't work on my project.

steel oyster
#

Is this the right place to ask this?
Why do my graphics look laggy/jumpy when moving left to right? How can I fix this?

lapis elk
steel oyster
# lapis elk Maybe you move them in to big steps

Maybe, but how would I make the steps smaller?

  Vector2 newPosition = rb.transform.position;
  newPosition += new Vector2(horizontal * moveSpeed, - fallSpeed) * Time.deltaTime;
  rb.MovePosition(newPosition);```
moveSpeed is 10 and fallSpeed is 12
horizontal is just the direction, left or right
lapis elk
steel oyster
#

yeah a bit

#

I thought it was just my shitty wall sprite quality, but dunno

#

so how do I fix this?

lapis elk
steel oyster
#

thx 🙂

steel oyster
#

Why? 😦
How do I fix this?

outer halo
#

Move the slider at the top of the game window all the way to the left.

#

That will be the true scale of your game.

steel oyster
#

how do I still have black edges in between my tiles sometimes?

misty lantern
#

MSAA specifically can try to blend geometry edges with whatever's behind them, meaning the dark void in this case, but it's only one of the possible causes

steel oyster
#

ah nvm, just had wrong z value lol

misty lantern
steel oyster
#

yeah turning off MSAA actualy fixes it, but then the entire walls are jittery

#

so I'll just leave it in perspective, it doesn't break anything

#

actually it's jittery no matter what I do hmm, but it's not really that bad

humble bobcat
#

Any people good at modelling who could give me tips on how I could possibly model something like this? 😭

It's the whip from Castlevania Nocturne and I've got most of it finished but these gold bits are really giving me a hard time. I'm sure sculpting would be a way to do it but I've never successfully sculpted a model before. If I need to I could start learning for this. A good idea for a base shape to scuplt from would be helpful. Like should I just start from a cylinder and sculpt or should I edit the cylinder to match the shape more before sculpting?

misty lantern
steel oyster
#

yeah it's just following my player, any tips on proper camera movement?
haven't looked up any tutorials for it yet

misty lantern
misty lantern
warped wing
#

this is probably a simple fix but why are my tiles so small

#

nvm i just had to change my pixels per unit

dry shard
#

I need to cut a whole inside of here,this is a prefab btw,so that i can make a trunk,not my model!

#

I also need that part of the trunk texture to be on another object,while there is a whole behind the object

#

aka a trunk

#

is it possible to do this? or do i need blender for this

glacial vector
fluid oak
dry shard
#

i don't even know how to move in blender lmao

#

il try to see

mossy gull
#

Tab to switch between object mode and edit mode

#

Shift+A to add a mesh, including primitives
Ctrl+A in object mode to apply transformations (always make sure to apply scale

sage snow
#

Hi, I have a problem with the UI of my video game and it is that I have a horrible line that I don't want and that I can only notice when I start the game, does anyone know why?

misty lantern
sage snow
misty lantern
sage snow
misty lantern
#

I'd check that the wrap mode in import settings is "clamp"

sage snow
misty lantern
sage snow
#

okay thx

south kayak
#

How could I round the line renderer at the end of the tongue?

dense latch
#

anyone know what to put in the obligatory sample scene for my unity store pack if I only have 2D Icons and such?

neat field
#

put them on a canvas ?

#

all tidy in a grid/list

dense latch
#

fair enough, thanks!

misty lantern
severe elk
#

Hey, I'm a long time graphics programmer and former indie dev returning to indie dev. Last time I was indie, I used Maya LT for all the tech art tasks (I don't make my own art, but do need to cut up, re-UV, change pivots and hierarchies, and generally fix up assets all the time. Maya LT no longer exists, which means Maya is $2500 a year. Has Blender come far enough that it's worth learning to do general tech art fixup.

#

I pay for Photoshop because photoshop is so much better than GIMP, but Maya always felt shonky anyway (strugles with multi-million poly models) and Blender felt like it had some dev speed behind it the last few years. But if Maya's still the one true way, maybe best to stick to it. Plus, Blender's interface seems weird. (Maya's interface is weird too, but it's weirdness I already know.)

lime pollen
severe elk
#

Since typing that, I've found out about Maya Creative. I've no idea how much it really costs, but it seems much cheaper and like it replaced LT and isn't that badly priced.

#

But maybe should give Blender a shot, just because some things (rigs, bindposes...) are super weird in Maya if you come from a dev background. If blender works these days. The problem used to be that if someone sent you a rigged FBX, and you imported it into blender, modify it a bit (say re-UV some of it), and export, that never seemed to quite result in a working character in Unity. If lots of people are using Blender these days, hopefully it works well.

lime pollen
#

Autodesk uses a headass token system nowadays and are frankly a terrible company so I would encourage avoiding Maya if you don't need anything crucial from it

severe elk
#

Heh, they've improved. You used to HAVE to deal with a reseller. Then they had an online subscription interface that was so terrible we actually had a separate company credit card just for Autodesk because it was easier to cancel the card than try to modify subscriptions. So their token system is forward progress...

fluid oak
#

Houdini has largely been taking over the stuff Maya used to be used for in tech art it seems.

#

But Blender has been growing in leaps and bounds.

#

So Maya's been getting squeezed from both sides.

lavish token
#

how to get better at writing sprites?

outer halo
#

Practice

nova coral
#

What's the best way to make sandstone-like rocks that don't have too much geometry but also UV nicely for textures? I've made some rocks but they have way too much geometry and don't unwrap well at all

nova coral
#

Like is this too much geometry?

fluid oak
# nova coral Like is this too much geometry?

I'd say that the problem is that the detail is in the wrong place; you need it along the silhouettes, not in the concavities that can be handled with a normal map. Whatever method of poly reduction you're using doesn't seem to be taking into account edges at all; Like, you have triangles cutting right across what should be straight edges, causing all sorts of funky artifacts. (Some of that is just how Unity shadows are, of course, but good geometry helps a lot.)

lavish token
ancient copper
#

Anyone know a good way to learn pixel art I’m making a 2d game and plan on having it a pixel art style but don’t know how to do pixel art 💀

blissful relic
ancient copper
#

Aight thanks

lavish token
#

i am trying to make a sprite of a bird, but that bird has a black mouth and i want to make the edges black as well. how can i do it?

blazing kindle
#

its a png

fluid oak
lavish token
fluid oak
#

Looks nice. Kinda small wing.

#

Just don't rename it X and you're good.

ornate shale
#

I've always struggled trying to create decent looking hair. Anyone got any tips or anything?

sinful cedar
#

hey, does anyone know any free asset to make roads?

surreal silo
#

Hey, lets say I buy something like this: https://assetstore.unity.com/packages/2d/textures-materials/200-stylized-textures-bundle-rpg-environment-210085 how would I be expected to actually use them? Import the textures into blender, UV map and then put back into Unity? Are these just for terrain painting? Supposed to be used with probuilder or something that will let me edit UVs in engine? It seems like assets like these are pretty popular, but I dont know if I know of anyone actually using them

tropic hornet
#

hi, guys when i import from blender to unity i get the objects but no color any idea ?

potent thicket
tropic hornet
solid pecan
#

Hello friends, I have a problem with saving textures when outputting. When I get corrosion, my textures are saved in two modes, texture and sprite, and this doubles the size of the game. I know I have to compress some images to reduce the size, but I don't want to compress some images.Is there a way to save it in just one texture or sprite mode? I would be very grateful if you could help me.

marsh summit
#

It sounds like you are looking for texture atlasing

untold flower
#

I am trying to place a blender rock I made into Unity. The faces are missing but Blender says normals are correct. Any ideas?

untold flower
#

Figured it out, had to merge vetercies by distance

solid pecan
#

I downloaded the Texture unpacker software, but when I compress it, I can't open it in Unity.

misty lantern
solid pecan
tribal gorge
#

How can I reduce the densuty if a terrain painter brush?

#

it's way too many right now than intended

misty lantern
misty lantern
tribal gorge
#

will do thanks

solid pecan
# misty lantern "Rendered as a texture when outputting the image"? This is not something I've ev...

No In order to be able to use the images on the page I convert them to ( sprite 2d and UI), all my assets are 60MB but when outputting they are 110MB.I re-inverted the save file after outputting and noticed that the images were saved twice, once in texture mode and once in sprite mode. It doesn't matter to me which one I use because my images are the same, I just want to know how to stop one of them.

misty lantern
# solid pecan No In order to be able to use the images on the page I convert them to ( sprite ...

I'm quite puzzled tbqh
Is the "page" your Canvas or something else entirely? What's the "( )" you're converting them to? Why do you need to "convert" them? Are you measuring asset size in project or build and are you measuring storage size or size in memory? What does it mean to "re-invert" and what "save file"? Why do you need to use a sprite unpacker in the first place?
What is "corrosion"?

solid pecan
quartz bough
#

How would I convert this to be used for Unity? I tried baking the image texture but it gives a really weird output

lapis elk
verbal harbor
#

Sorry for probably a very basic question, but I'm trying to understand why I'm getting lighting artifacts when importing modular Blender meshes into Unity:

When I create a ramp mesh and snap it to a flat quad or a cube, and the normals at the edge of the ramp are not pointing perfectly up, I get a visible seam when lighting my scene.
If I extrude the edges of the ramp as if it were an attached cube, I don't a lighting seam, even though the normals aren't going straight up. (Not preferred solution as it's not really modular)

My current workaround is adding a loop cut before the ends of the ramp and set the vertices flush with the edge so normals go straight up.

Is there some setting or trick in Blender I should apply to avoid lighting seams?

Settings I use:

  • Realtime lighting
  • Using a Triplanar material for uniform floor look
  • Tested with cast shadows off, ambient occlusion off, no lights baked
  • Tried forced smooth-shading, auto-smooth shading with different settings
  • Removing the faces between the two meshes makes no difference
hollow harbor
#

Asking a basic blender export question. Is there a optimal way of exporting textures made from node based shader?

#

I have constant issues that when output our model to both .blend and .fbx files, the textures fails to export and not linked when import in Unity

misty lantern
#

Alt + N for manual operations, and you can also use Data Transfer modifier to get and set normals systemically from another mesh

verbal harbor
#

What I don't understand is why this is fine, with no seam on the lighting, but as soon as I separate it into two meshes, it gives a light seam.

misty lantern
#

/ automatic normal calculation in general

misty lantern
hollow harbor
misty lantern
hollow harbor
#

by the way does the model size affect the baking process? I'm working on the texture of a building, do I bake the textures separately then map it in Unity or bake it into a big UV map?

misty lantern
hollow harbor
#

so I can say that the both methods will do with the same image size?

verbal harbor
misty lantern
hollow harbor
#

I mean bake the textures separately then map it in Unity or bake it into a big UV map as one texture I guess we are at the same page? or am I misunderstanding

misty lantern
#

There aren't that many different ways to bake (that you'd normally have to worry about) so maybe it becomes clear once you practice the process

#

There should be plenty of tutorials about how to bake shader to texture and then how to import that into unity
Maybe tutorials about both in one

hollow harbor
#

Really appreciated

full siren
#

Yo

fickle crescent
#

where do i find free texture for buildings

misty lantern
meager sonnet
#

just moving this question over to here

#

If I made a massive torus in Blender, and the center hole was larger than the player model, could i have it where the player model goes through the hole, or does it consider it all as one solid object?

woven dome
#

What is "it"? If you use physics collisions then it depends on what collider you put on the object

meager sonnet
#

the "it" would just be the situation

#

ok ok

#

no

#

the actual object would be collideable, but im asking in the situation that the object has a gap or a hole in it, could i move something through that hole, or would it stop me because it considers that entire thing as 1 singular object

woven dome
#

Again, depends on the collider

meager sonnet
#

thank you

#

actually

#

wait yeah thank you i have an idea

#

i am going to test something

thorny root
#

Hello all. I'd appreciate if anyone could give me a light regarding PBR materials inside Unity.

I have a horn mesh object. It's Uv mapped so there are wood and metal. I have a metallic texture where wood is in black, and metal has white and gray parts. Metallic map is assigned in object material. Why the wood is shiny if the correspondent UV is in black area?

#

Here's how it looks in scene view

#

In blender the wood looks matte as it should

misty lantern
thorny root
misty lantern
thorny root
#

it's a png texture map

#

it's grayscale, so no rgb channels or alpha in the image itself

humble lynx
#

Which is why your wood is all shiny

thorny root
humble lynx
#

The slider is a multiplier

thorny root
#

Nevermind, got it, thanks! I see the adjustments to the map needed now. It must have alpha in either albedo or metallic map and settings must be specified

fluid oak
#

Either that or use a custom shader, yeah.

dim laurel
#

Hey, are there any hobby game devs here? Where do you buy assets? I just don't know what I can expect for a given price.
For example, if I would want a simplistic 2d game (think isaac style or something), I'd need at least a few characters with a few attack animations as well as walking, then also quite a few monsters and a tileset for the environment. How much should I expect to pay for this? And how do I get these things so that they fit to each other?

#

Paying an artist upfront seems like a dumb idea as the game probably won't even be finished or make money. I'd be happy to spent 200-300 bucks or something, but don't really know where to start or if this is just unrealistic

outer halo
#

You find an artist who has an art style that matches your vision and you reach out to them if they're open to commissions.

dim laurel
#

I actually just checked the asset store and it seems as if I can get everything I want for 200-300 bucks

#

an artist would probably be more expensive right?

misty lantern
#

Even something custom-made in a very short time would be unique to you, whereas many can spot generic assets a mile away

#

Unity Asset Store, Itch.io and Humble Store are where I'd look for asset packs if I were so inclined
OpenGameArt has free stuff

dim laurel
#

yeah, I mean if I ever make money from gamedev I'd love to pay an artist, but as long as it is just a hobby maybe some well-made asset packs are a good middle ground for me

#

I can have it look nicer than with free assets and a bit less generic without having to invest very much money

misty lantern
dim laurel
#

haha yes it would be extremely unique

#

no I actually tried to learn blender, and it honestly is fun, but I also see how I just don't progress at all when I am constantly doing so many things, since I am just jumping between tasks and learning about them

fickle crescent
misty lantern
#

Materials do, but as long as you have the textures you can just create the appropriate materials

hidden cloak
#

Why does the youtuber have the "base map" category while i don't ?

lime charm
hidden cloak
#

how to use URP ?

#

package manager?

lime charm
#

Usually you would want to START the project as URP, but if you don't have a bunch of custom materials/shaders, converting will be fine

fast drift
#

hiii does anyone know why my pixel art is getting messed up when i import it?

#

one of the frames of the original spritesheet:

#

the spritesheey imported into unity (filter is point):

lime charm
# fast drift

You said filter is point, but it isn't in this picture

fast drift
#

oop srry it was when I took that screenshot of the spritesheet I believe lemme double check

#

yes

#

bilinear looks like this

lime charm
#

yeah, you definitely want point, just making sure. can you show the CURRENT settings?

fast drift
#

enabling mipmaps made it work, here are the current settings anyway for anyone w a similar issue later:

misty lantern
# fast drift

It's not the mip maps, but the compression
With pixel art you want compression: none
You're not seeing the problem in this image because you're looking at the sprite editor, not the sprite preview

fast drift
#

good to know, thanks

errant iris
#

Hello, all
I have a question about 2D animations and sprite sheet importing into Unity.
I have made an animation (in Aseprite):

#

Currently (in the animation software) the character is animated together with the movement (because that way it's easier to get the feel right).
But in the end the plan is to have Unity do the sprite positioning, so sprite animation would only change the frames and not actually move the character.

So, what would be the best approach to export/import sprite from a scene like this?
If I export individual frames from character layer and auto-crop empty pixels, the end result in Unity jumps all around the place (because the image shape changes and there is no set width/height for all the frames, so auto-splitting of the sprite sheet is wonky). Other than manually repositioning every frame in Unity, are there any clever ideas to get this done?
If possible, I would like to avoid the manual-repositioning process, because the animation is still work-in-progress, so I'd like to set things up so that I can just replace the sprite-sheet and everything works.

outer halo
fluid oak
solemn urchin
errant iris
#

@outer halo @fluid oak
Ok, thank you for your answers! I'll look into those tools.
For now, I think, for the final animation I'll have to make a manually positioned animation file, from where constant size sprites can be easily exported/imported.

fluid oak
#

@errant irisAnother easy method would just be to lay out the sprites using constant size, set the pivots accordingly, and then pack it into an atlas after deriving the pivot positions.

errant iris
fluid oak
#

Something like the shoebox tools pivot tool can help a lot with that

pliant halo
#

how do games generate rail tracks along splines, are they copy pasting every sleeper as a different mesh? seems rather extreme but not sure how else to do it

misty lantern
#

If you've got a section of the track, each group of vertices along the length can be moved to match the corresponding point on a curve

pliant halo
#

sure but the length varies so you'd have to copy paste each sleeper then merge to one single mesh at the end

lofty spade
#

looks good by far

cold musk
#

how can i make the circled part translucent

outer halo
#

Make the material transparent and change the alpha of it

cold musk
#

I turned my model prefab into a normal prefab and now the animation is broken

outer halo
#

There's only one concept of a prefab. Dragging a scene object into your project folder to create a prefab doesn't change how it works.

#

If your animation is broken, then it could be some reference that isn't assigned correctly.

Impossible to tell from the lack of info.

cold musk
#

lemme record a vid one sec

#

this animation clip only has the torso in it for some reason

#

why is it saying these bits are missing? they aren't, you can see them in the hierarchy

#

never mind i see the issue, dots have been turned into underscores for some reason

outer halo
#

It has to match the name of the target. Its string based.

cold musk
#

when i extracted it it changed the names for some reason

lime charm
cold musk
#

like .

lime charm
wise osprey
#

Hey! I am working on modular level kit like doors, walls , floors , windows etc. I want to ensure that all pieces I create snap. Any resources on sizes and grid setup I can have a read throug ?

sacred grotto
#

Hi all
So i have a .blend file in the project. It has some objects, some are linked objects i.e they share the same mesh
This all work fine. Multiple objects sharing same mesh (in this case Earth Floor copies only have 1 mesh for them)

But this one time i duplicated the Cliff_Bottom_Middle without duplicate linked, and that created a new mesh data in blender. I then saved and as expected there is this Cliff_Bottom_Middle Mesh.001
I corrected this object to point to the existing Cliff_Bottom_Middle Mesh, but the .001 variant is still there
I restarted blender to delete its cache, which it did, but in Unity the .001 is still there
Deleting all the Cliff_Bottom_Middle objects, would remove the 001 mesh copy
But now duplicate link on this Cliff object, even tho it points to the same shared mesh data, is still seen as a 001 in Unity and won't get rid of the unique copy. So i'm suspecting there's a cache, based on naming, that keeps the prefab's reference and takes the mesh data in the cache to use the linked namin

Is there a way to delete this cache?

granite sphinx
#

hey
so i imported my fbx from blender to unity, but this happened

#

i have done the same thing before and it didnt happen

#

anyone knows how to fix this?

scarlet isle
slender fossil
#

Like 75% of my lightmap has these huge grey texels that aren't being used (no blue uvs over it.) What gives?

granite sphinx
#

but i js figured out the normals were flipped

dry pilot
#

Feedback on this logo? A friend's art he's asked critique for. It's a tattoo that may go on a character in my game.

kind glade
#

if i wanna have a circle in pixel art, i can make an asset for it that's roughly circular. Let's say it's kinda like 🛑 (but circle) in the sense that it also has an outline of roughly fixed length.

If i want to be able to scale this to different sizes (think bigger bullet), one problem that arises is that as the asset scales up, it obviously looks blocker because it's just upscaled. I'm not an artist at all but is the solution here to just do the circle programmatically / with shaders instead? That is, take a circle, apply any styling like outline and then make it pixel art?

#

i guess depending on the scale it might also be more sensible to just make alternate copies of the asset for small/medium/large

eager mist
#

some stylized water foam

fluid oak
fluid oak
dry pilot
fluid oak
#

Well, I mean humans get tattoos of humans on themselves all the time so fair is fair

wise osprey
#

hey! I am looking for the equivalent of Top down projection in Unreal engine for unity

#

UV top down projection material

misty lantern
#

Or if you just need the shader for projection from one axis, you can use any two world or object coordinates as the texture Uvs

granite skiff
#

Hello everyone,
Quick question (I'm a complete beginner with a good level in blender), is it possible to transfer blender materials to Unity ?

#

I know you can bake them, but if my material are post processing the lightning, like a toon shader, how could I do so ?

eager mist
#

You would need to re-create the material in Unity, by writing a custom shader or using Shader Graph

outer halo
#

Sorry that was answered above whoops

granite skiff
#

Thanks guys 🥲

grave wyvern
#

Hi all, sorry if this is a stupid question, but I'm trying to learn how to paint textures. Does anyone have any advice on how they'd go about making the floor look less obviously tiled? The mesh is made in probuilder.

eager mist
#

texture variation and also limiting the amount of dark and bright colors on the texture (make it more uniform in color) is a good start

grave wyvern
#

I think the uniformity in color is probably a great call. Is there a built in way in unity to add variance on a texture or would I need to split up the mesh and move the UVs to achieve that?

eager mist
#

for a flat plane you would probably need to split up the mesh and uv the faces to different textures, a texture atlas is handy for that. but if the ground was made up of tiles connected to each other you could randomly set the uvs of each with some code, a texture array could be used for that

grave wyvern
#

I'll do some reading about texture atlases, I've never heard of them. I normalized the color and that change alone made a massive difference. Really appreciate you taking the time to respond

fluid oak
proven dock
#

Okay, I have a very SERIOUS bug to report. In Blender, my model looks just fine, even with backface culling enabled. However, when imported into Unity, the normals are automatically flipped when they shouldn't be. Also, when I DO flip the normals in Blender and then export THAT, the MATERIAL becomes the problem, as it looks incredibly weird. Can anyone explain this to me, and how to fix it?

#

What it looks like in Blender:

#

What it looks like in Unity:

#

And yes, like I said, I had backface culling enabled in Blender.

#

I basically gave up in trying to create my VRChat avatar because of this one problem.

#

Well, I'm actually gonna go to bed now, so I might ask again later. It'd still be nice to get an explanation on this so I can read it later.

wise osprey
#

Hey! I am looking for a place to source textures from. Just albedo is fine.
I have textures.com
Any other Large libraries I can look through ?

wise osprey
eager mist
#

Character textures be like:

#

Gregory

#

with outlines (in unity) bald

fluid oak
misty lantern
# proven dock And yes, like I said, I had backface culling enabled in Blender.

If you're using material preview /eevee render engine you have to ensure that every material has backface culling enabled so that the visuals you see in Blender will match what you'll see in Unity
Also confirm there's no overlapping geometry and that there are no inverted normals where there shouldn't be, using the solid view mode's face orientation overlay

proven dock
#

So it wasn't a bug after all. It's just that I searched everywhere online for an answer and never found anything.

misty lantern
#

Inverted transform problems manifest in weird ways so they're hard to search for

#

Eevee is usually your best option for previewing materials meant for a game engine, as it's the most similar to them

obtuse oyster
#

Hi, we have just removed our art-assets-showcase channel so people can't use this server for non-Unity-related assets.
If you're making a Unity game and are authoring assets for it, please post in #1180170818983051344. Otherwise, you will have to publish assets on the Unity Asset Store for them to have a place here #1080140002849214464.

weak badge
#

Sorry in advance for the mini essay here, but I am not sure if this question/thought is more Blender or more Unity focused, but what is the general method/pipeline with making a model in Blender, coloring/texturing it, and importing it into Unity and having it work properly in Unity?

I've made characters and rigs and stuff in Blender but they don't seem to transfer over well, like maybe the mesh is goofy in poly count, the rig is there in the Hierarchy but doesn't actually work, and especially the colors/textures since I think the Blender nodes aren't compatible or something

What would be a better method to texturing/coloring as well as I guess rigging or setting up the rig properly to export to Unity? Is there like a specific tutorial series or something I can watch or some helpful info I am missing out on?

misty lantern
craggy aspen
#

I'm having an issue using the Aseprite Importer package. When I'm creating a sprite that has linked layers, the generated animation clip in Unity keeps having the final frame have the sprite renderers on all of the linked layers turned off. Has anyone run into this, or have a workaround?

warped latch
#

anyone able to help me fix this?

#

The blue arrow is not facing front causing my laser to shoot sideways

#

I tried exporting twice with blender telling the Z axis to be front but nope

misty lantern
#

Usually you'll want meshes to be child objects that are not responsible for anything but rendering themselves

warped latch
#

If I completely make a new shape and point the arrow forward the laser works as intended

misty lantern
warped latch
#

ok it worked

weak badge
desert mango
#

does anyone know why fbxs exported by the fbx exporter extension crash every model view I have

#

ah

#

beacause it has no geometry

umbral bison
#

how do i put my sprite in unity without blurring

#

sorry nvm i found the problem

sullen plank
#

compression and filter on the asset. You can set them as default import options as well.

umbral bison
#

I accidentally sent it at a resolution of a whooping 32x32 so I scaled it up to 1024x1024 then it got clear thanks for the help anyway

sullen plank
#

It it's pixel perfect you need to set filter to point, no need to superscale resolution

mental seal
#

Hey, might be a noob question, but I'm trying to export my model with animation to Unity, but when I do it in rest mode, the animations doesn't work, but it works in pose mode. Shouldn't the rest mode be the default when exporting my model?

dense oar
#

How can I seamlessly hide this mesh's mouth in engine without building and maintaining two nearly identical rigs

#

I have a bunch of tech art stuff im doing to this mesh and one of them is I want to be able to hide the mouth visually, as if its a seamless mesh without a mouth at all

#

but thusfar I havent found any way to actually do that which doesnt require swapping out the mesh at runtime with or without a mouth

#

and to do THAT I have to build the entire rig and skin weights and everything twice

#

How do I NOT do that?

#

How do I remove something's mouth, to make it look like this without doubling all current and future work on this creature as it gets more development?

#

like a mouth is a pretty seamless part of the rest of the face and head

#

so its not like something I can just turn on/off that isnt part of the mesh seamlessly

#

and the creature is too organic to just chop it out without ruining the normals

#

not really sure how to achieve this visual look technically mechanically

#

without doubling all current and future work maintaining the mouth/no mouth version split

#

its already a pain in the ass to debug 😬 😶

pallid swan
#

how should you design your 2d sprite files in unity for the most versatility? Should they be white as a base?

misty lantern
dense oar
dense oar
lime pollen
sullen plank
#

@eager mist There's no promotion outside of Asset Store channel

dense oar
#

I am tthinking maybe I can overlay geometry over the mouth perfectly overlapping and just turn off that one element instead of the entire head perhaps

river solar
#

hello, I made some models of furniture in Maya. but when I put the models in Unity, there's missing parts. While if i open it in the 3D viewer, the model is intact. Does someone know how I fix this?

outer halo
#

Your normals are flipped and you're seeing the back of those faces. Flip them in Maya.

dense kiln
#

Working on a 3D model, everytime I move the shapekeys, the shadows distort a little bit on the edges. Dont know if this is a unity lighting setting i need to change, or if its a modelling error

#

Does it with every shapekey, despite the fact there is no weight assigned to the things distorting

#

using 2022.3.6f1

dense kiln
grave bane
#

I'm working on a 3D model - and I have the same issue as this person. Is it possible to fix it?

https://blenderartists.org/t/blendshape-smoothing-not-being-imported-correctly-from-fbx-blender/1345092

obtuse haven
high knoll
#

how is this type of art called pls?

misty lantern
tribal trellis
#

how do games that have this look make the water like this?

#

so that it countours the sprite

#

Im not sure if this is the right place toa sk since im not asking about the water shader itself, but how the sprites that are being countoured are implemented

obtuse oyster
tribal trellis
obtuse oyster
#

If it doesn't have to be very dynamic they probably just make a waterline mask for each sprite that interacts with it, and have a shader that does the rest

#

If they can be in water at different depths that might require a more advanced mask, or just more masks

#

The sprites in the bottom image are probably just manually authored that way

tribal trellis
#

yeah they can be in water at different depths in sea of stars (top example)nooo

misty lantern
#

Or an invisible mesh that parallels the object's shape, or a depth map drawn onto a secondary texture

tribal trellis
#

so can a depth map give a sprite that much information? so that the water warps around it and it intercepts with other sprites to mimic a 3d space

#

I don't really know anything about them

obtuse oyster
#

Sure, but generally sprites are just 2D planes, but some authoring techniques have you making meshes for them, which would help with this

#

https://youtu.be/rteOGF6gwWk?si=9sNKAVCV3thNUY31&t=509 there's definitely a plane with a shader on it doing the work

Walkthrough for Sea of Stars' water temple stage, with pipes and all. Also, big reveal past the door.

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▶ Play video
#

and the way it moves around the door mesh would indicate that they've probably defined some 3d shape for it

tribal trellis
#

hold on I'm gonna record soemthing rq

misty lantern
#

I'm not sure if depth maps any kind of industry standard concept
If you use a pixel color value to indicate how high or low that pixel is meant to be, all you need to do in the shader is to mask the effect using that map with an arbitrary thershold

#

Hard to say if it's more or less work than making meshes additionally for every sprite
If it's just a secondary texture you can save some time by authoring it less accurately for less important object

obtuse oyster
#

That would certainly work, I'd just wonder whether it'd be easiest to paint that manually or author it with a 3D render

tribal trellis
#

so if I used depth maps like that, how would I prevent something like the character walking in front of an object and decapitated

#

well

#

thats kind of a non issue since I canj ust have the character above it

#

but for situations where I have alot of overlaps

#

I feel like its impracticla to have them all on different z axis levels

obtuse oyster
#

Everything's still normal 2D, they just have an additional texture that defines the height per pixel

#

the only question is how you'd author that texture, and seeing as they also have normal map lighting it could be a 3D model

misty lantern
#

In this case the height would only be used for the water effect
It's technically possible to also use it for depth sorting but I see little point in it

#

Having a 3D base to work from would make it easier to make such a height/depth map, and does make it easier to make normal maps too if needed, but if the point is to avoid making meshes they could simply be drawn by hand

#

You'd make a gradient palette and paint each sprite over with it, with the centermost color of the palette representing the middle depth or waistline, most likely

obtuse oyster
#

you may also be able to make tooling to do some fancy 2D tricks

misty lantern
#

Then you can do centerline of the top half and the bottom half, and so on

tribal trellis
#

so when going down this stair and running into the wall, my character overlaps with the environment accordingly

#

if it was a depth map, it would be not like that, right?

#

since its multiple sprites

misty lantern
tribal trellis
#

that you are going through

misty lantern
#

But you don't have to do the exact same thing they did if you just want a similar water effect

tribal trellis
#

I kind of want to learn how to do the exact same thing, I don't have any concrete decisions to implement these features as I'm just starting making my game, which is why I'm trying to learn all the ways to structure the world so I can decide what suits me the best

#

by " kind of want to learn how to do the exact same thing" i mean how could you mix 3d and 2d to make an affect like that?

obtuse oyster
#

Perhaps they've made a talk or resource describing their workflow

tribal trellis
#

or if you rotated your camera what could a scene that achieves a similar affect to that potentially look like

tribal trellis
misty lantern
tribal trellis
#

so what could get me close enough?

misty lantern
tribal trellis
#

so like a combination of the two

#

ig

obtuse oyster
#

A secondary texture that has a greyscale map that defines the height, read in the object's Y position, add it to the heightmap value, and when rendering water to the sprite compare it against that height

misty lantern
tribal trellis
#

although

#

if it wasn't a mesh, how would objects on the same layer interact? I feel like they would clip into eachother, right? since the lightest part on one rock will try to render over the rock in front of it

#

same thing with the character

misty lantern
#

You could potentially use meshes or the height texture for depth sorting in similar vein, but that's totally optional

tribal trellis
#

yeah fs but Im referring to if I wanted to make sprites overlap with eachother like that

#

would I have to use meshes for that

misty lantern
#

Probably

tribal trellis
#

icic

#

tysm for the answers

#

sorry to bring it back, but if i were to use a mesh for the colission, would this be like

#

how the scene looks?

#

since I want the pillar to not look like the texture is wrapped around a cylinder

#

nvm it definitely would not look good like that

fluid oak
#

I believe that there was a video with the guy who made the water temple of that game and while he doesn't go into a ton of tech detail he does give an overview of their process. I think it was on Second Wind?

snow raptor
#

looks good!

dry geyser
#

i am making a gun that has a large glass canister filled with liquid. I was UV mapping things out and thought, do i really need / want a giant UV for the glass canister, or should / could I get away with making it a single pixel / dot / tiny UV and just doing a solid glass color on it... anyone have experience with glass and do you use a larger UV? do you use it for scratches and other effects on the glass or do you make it its own mesh and or just make it a small UV?

pulsar nebula
#

!blender

lilac edgeBOT
pulsar nebula
#

I have so many materials from this 1 fbx , is there a way to automatically assign the textures to materials when porting from blender?

misty lantern
fluid oak
#

You can also write a script to do it

frosty quiver
#

Hello y'all, I exported my sprite/frames/animations from Aseprite to Unity, and I am able to add transitions in the animator within unity. When I save, however, the animator reverts to what it originally was and I lose the transitions. Additionally, I get a console error that "failed to load file may be corrupted or was serialized with a newer version of unity" this has happened across multiple sprites and after duplicating within unity

#

i can't find an example of anyone running into anything similar online, and i exhausted the extent of what i could think of (checking all the perms on the files)

potent wraith
frosty quiver
#

I'm dragging it into the scene then editing the animator tab

#

and when i save the transitions disappear

potent wraith
potent wraith
#

No. I don't see anything selected in the hierarchy/inspector.

frosty quiver
potent wraith
#

Is there no animator component?

frosty quiver
#

if you mean in the heirarchy, that's all there is, but in the inspector on the right there's an animator component

#

i'm just exporting from aseprite and importing into unity and this is how it bundles it

#

and it works when i play it, i just can't save it

potent wraith
#

The animator component in the inspector

frosty quiver
#

it's already in the second ss no?