#🔀┃art-asset-workflow
1 messages · Page 13 of 1
Simply because the tools are designed for weight painting a single continuous mesh with organic shapes
and how do I do that 💀
You can look up any mesh rigging tutorial to find out how it's supposed to go for those
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
Yeah this is harder than it should be ugh
The armature is there in Unity
It’s just only two of the mesh’s actually parent themselves when I import it
Only the main body mesh
And then the machine gun ball
Can't you re-parent them in Unity as I suggested?
did... did you not weight the mesh with your armature?
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
I didn’t know I was supposed to or that even was a thing
that's fair, but yeah, just parenting a mesh to a bone doesn't just magically "attach" it to the armature, as in if you move the bone, it'll move the mesh
are you parenting each bone to the part of the mesh it's suppose to control?
to the mesh itself yeah
what
hmmm
oh
it's just moving it by virtue of it being a parent, which is not exactly how a rig works
ah
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)
also, the work flow i've seen in blender is to make the shape the skeleton out, and then just parent the whole mesh to your whole armature
wdym whole mesh
Each part
Is a seperate mesh
To not have to deal with vertex groups
Each part, is it’s own seperate mesh
the body is a mesh
The turret body is a mesh
Each wheel is a mesh
the gun is 2 mesh’s
The turret mantlet is it’s own mesh
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
what
and then do the armature - mesh parenting
That to me sounds idiotic, and painful
that sounds horribly painful
and time wasting
Is there a ay to do it without joining all the fucking mesh’s together
that doesn’t make sense to me whatsoever
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
but either way
my model isn’t like a human or something that makes sense to have as one mesh
Mines a fucking tank
you are parenting all of your meshes to your armature in one fell swoop, whether they are together or not
So all to the exact same bone?
not each mesh to it’s relative bone within that same armature
I have each mesh parented to it’s respective bone in the same armature
no, not to the exact same bone, i mean to your armature as a whole
my armature as a whole? What good does that do
This is all fucking backwards
Why
Carby is just trying to help you...
I’m not trying to be mean sorry
I’m genuinely asking
What good does that do
It doesn’t compute in my brain
it’s like telling me 1 = 2
But idk why 1 would equal 2
nah Khorne is mad at the process, not at me
And what comes out of 1 equaling 2
I know. But the way they are responding is pretty over the top imo
Yeah I’m pissed that this thing is so complicated
why is it like that tho, Yk?
a very w3ird process, with a capital 3
it would fix your parenting issues, because you're gonna be weight painting your model to your rig
Get with the times /lh
It still doesn’t make sense to me
id like to understand why
im shitty at explaining things
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
that’s how I did every mesh
I followed some yt tutorial
I think so at least
link it
Perhaps im the one missing somehting
my experience with modeling only extends to a Unity Character and my VRChat model
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
Oh wait it wasn’t a yt video
Because bone shit doesn’t exist on yt anymore like at all
It was my friend who told me this he said that’s how he did it for his little unity game he made
There’s no blender bone tutorials on yt anymore basically
All are ancient
Relevant Blender help is very hard to come by on the internet
Well nothing has changed in a loooong time
Ancient as in 2.7 and below
shit that doesn’t exist anymore
Ok, well... that is just not true
There are tutorials that are current and relevant
I rarely find newer stuff
I have watched them
Yeah but they are hard to find
Most of those are for characters right?
I’m not doing a character so it’s different
Same process. Not different
excuse my language here but: Its the same shit
I’m not willing to join all my mesh’s into one
I honestly find that making more work for myself
unless it’s utterly impossible to do without doing that
I will try to avoid it as much as I can
well you're doing more work rn dealing with this parenting gubbins
you don't have to join all your meshes into one
that;s just what i did
They parent the vertex groups to the bones right?
you don't have to deal with vertex groups if you don't want to
all you're doing is combining your meshes to your armature as a whole
doesn’t it then end up having parts of the mesh parented to their respective bones
so doesn’t it become the same outcome? Or does the process do some really fucked up shit that needs to be done
what parenting the meshes to the armature as a group does it sorta set the armature in place within your model
Is there like some parent higherarchy
if you want your bones to move your character for animating
ya gonna need to weight paint
if parenting is causing you issues in unity, i would recommend to maybe follow a tutorial
My armature is in its perfect place within my model
i will find one for you
This is how my armature is within my model
no, rig it
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
rig it = weight painting
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
im trying not to use the term "vertex" here to scare ya
but weighting painting automatically deal with vertex groups for ya, you don't gotta worry about a thing
i would follow a tutorial
the tutorials I probably will never be able to find lmfao
the search terms i would use on youtube would be "how to rig in blender"
or "how to weight paint in blender"
I stg it’s going to pull up blender 2.1 from 1886
literally what are you talking about blender is the biggest fucking thing since sliced Mario Brothers, you will find a tutorial
I found one
perhaps your search terms could use improvement
Wait
sliced Mario brothers
Idk I doubt it
what are your search terms?
I know many people who have issues with google just refusing to give them what they asked for
I don’t know off the top of my head
And I’m exhausted
Or giving them highly irrelevant shit

I stg I was trying to figure out curve stuff before I realized bevel could do it
And google gave me
What I wanted
But from the year I was fucking born
actually
No
Older than I fucking am
adhd moment
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
take a quick breather and then follow the tutorial ya found
heheh, he's raising his hand
I can’t get anything done rn anyways I’m not at a pc lmao
I’ve been at this shit with unity and blender for over a week now
I’ve been able to get nothing done
and then it becomes irrelevant when I switch to godot 😭
iirc this is all for a class project, right?
experience carries over easily to any engine
when you know how to ride a BMX, you also know how to ride a mountain bike
Yeah it is
But how it works won’t
And so I’ll have to figure out how godot does all this shit
especially physics shit
its all the same
and if its that much of a stress, perhaps stick with Unity? Unity is a great engine with alot of support, community and otherwise
i would personally suggesting sticking with it, but i can't tell ya what to do
apologies for the late reply, im was playing gamez
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.
yeah, exactly
but on that same coin, once your figure out this issue, i assure you it applies DIRECTLY to your workflow in GoDot
i imagine the process is not too dissimilar
yeah but I’m not a fan of Unity as a company after the pricing stuff they are doing
and the even worse pricing shit they tried to do and failed due to community pushback
Sadly this was all after I could drop my Unity class
check #archived-pricing-updates-talk for the changes they made
its ALOT more better now
so Unity = gud
Still not a fan of them as a company for doing that
I know it’s a lot better
But I will not forgive what they tried to push
they have to redeem themselves in my eyes and just that doesn’t redeem them for me Yk?
yeah but the engine is still pretty damn amazing, look, after you figure this out im sure you'll have a blase
as well, this is a problem you're having with blender rather than Unity
id still rather switch to godot after my class
parenting in Blender goes a little stupid crazy
as i said
i can't tell you what to do
Yeah
only give you my advice and thoughts
either way
watch a tutorial or two
and im sure it'll all make sense
alright
all you're doing here it giving the bones a way to move the vertecies on your mesh
not just be a parent of it's transformations
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?
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.
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
OK thank you
Your problem is that you are insisting on eating soup with a fork and getting angry at the restaurant.
lmao
You literally could not use bones at all for this setup.
Unless the meshes nees to deform.
what about rotating the turret around a specific point that’s not the center of mass
What about it? That's what pivot points are for.
how do I use those then
I thought I needed an armature to be able to do this easily
An armature is only necessary for skinned/weighted deformation, and to export animations that have keyframes for multiple separate transforms in a single action
But after importing to unity the bones are no different from any other transform, like blender's "empty objects"
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
The animations are a placeholder mostly for having less advanced physics
it’s just going to be the tracks and the wheels and rollers on the tracks rotation
I don't really know what that means practically
If you have an animation clip that must move all tank parts in sync, then you do benefit from an armature
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
Well later on I’m going to have a physics nightmare and try to actually like make realistic tracks
Ima wait till I switch engines to do that probably but yeah
That doesn't really shed light on whether you actually want to be using animations for your vehicle
A gameobject can't be controlled by both physics and animation after all
Well yeah
It’ll be physics at that rate not an animation
I’ll have a few animations for sure
But a lot of it will probably end up being physics based in the end
That's extremely vague
For the sake of you not least of all I hope you end up with a clear plan
I wanna have like the entire track be physics controlled, like to the point where the sprocket had torque applied to it and it pulls the track along, which then turns around the road wheels and all that and actually pulls the tank along with it
not simulation though ofc, just something close to it that’s optimized well
You definitely don't need animation clips for that and I don't see any other part of the tank that would require them either
I know
I’m probably going to put in animation of the tracks moving with wheels moving it as a placeholder to the actual track system
Plus animations will still definitely be useful, for things like the exhausts vibrating from the motor and other small things like that
and maybe gun recoil on some tanks
Like recoil suppression and all
Knowing what you want to achieve is the important first step.
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...
I’ve seen that
Yeah, It’s probably not going to be all physics driven and all
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
You don't need realistic physics for that.
In fact, realistic physics will probably make that harder.
If I wanted to do tracks like that I'd cheat like hell.
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?
Well somewhat realistic
That's what "alpha is transparency" is intended to do, it should rather be called "defringe" or something
It doesn't make the alpha transparent, but fills those areas with color so you don't get black or white color bleed when you use it in a transparent material
So.. how can I get a transparent effect?
use it in a transparent material
What I mean is, you will USUALLY be better off with an approximation with the detailed mechanical elements as a cosmetic layer on top.
yeah
A simplification
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
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.
i think what khorne is saying is that the endgoal is to have a physics based movement system, where the tread physics will be moving the tank instead of just a simple "transform.position = go here" kinda code, but that for now, she wants the treads to move via animation and the movement will just be simple until she can figure out what she wants to do for that kinda system
Instead of transparent, try opaque with alpha clip or "cutout"
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
My point is that armature animation is probably not the best fit for this task in the first place, and also very difficult to do for tank tracks anyway
Yeah for now it’ll be wheels instead of a transform system
Yeeeaaaaa thinking about it I agree
that worked, thank you!
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?
You can approximate it with elaborate shader tricks but you are probably better off just using meshes. #⛰️┃terrain-3d
Hey you all
Is there no some sort of tool or methods to directly import batch assets from software like Blender into Unity with ease?
Most YouTube tutorials use the same FBX method of importing it and then manually adjusting the textures
No one wants ti listen to my song 😭😭
However, it's hard to do that with hundreds of materials, textures and assets
Yes
in that case, all good
Can u say how i can improve
It is my first game so it doesnt beed to be perfect but i want it ok
#archived-works-in-progress this isn't the place for audio anyway
I was told it was by a mod
Where?
They said #archived-art-asset-showcase my guy
And you just posted it in multiple channels
O woops, didnt know the difference
Ye cuz no one replies to me otherwise
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
Can unity import USD?
I tried to search in the package manager but it didn't find
https://docs.unity3d.com/Manual/pack-exp.html this one may help
I don't know if the USD library is still experimental
thanks
and I remember there are some stuff to enable
Figured out, they use terrain + seamless textures + pre-made cliffs and some platforms where they use maybe triplanar shader or maybe just two textures seamless sides and grass on top. Thanks
The only thing I don’t love that is 2023 but we still have terrain tools like 2001
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
When exporting from mixamo did you use the settings for Unity? In one of the fields, where you select format I believe you can select that you want the Unity version
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
Hi all. I'm making a 2.5D and for the terrain, will a splatmap like Microsplat help me at all here?
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?
And is there any asset/tools that'd help this artstyle in general?
any way to import materials into unity from blender without baking? my computer cant handle it 😦
Only procedural textures need to be baked, so you could stick to using texture maps from the get-go
It's also technically possible to utilize some tricks to bake with Eevee, but I'm not sure if that's really documented anywhere
so i can texture paint and export without baking?
Texture painted textures are just images, you can save them to files from the image editor
Procedural textures are the type that are made with nodes, particularly generative nodes like noise functions
Obj is a simpler format, so it may not retain all the data that fbx can
Though in some situations that might be more convenient
tysmj
was losingg my head over this
ill tackle nodes another time an djust texture paint for now
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?
It's a choice between categorizing by type or by relevance
The advantage of by relevance is, u can move/delete a folder containing all the relevant assets for "bob's house" for example
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
Use "extract materials" on the blend import settings, then modify that material in unity
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
I'm sure there's a reason, or situations where this is bad. Does it apply in ur case?
Making a unity prefab as the "import process" takes care of the cleaning up of the blend file's content
I dont know, I havent had to deal with this issue before, my folders were messy
The main advantage is ur edits to the blend file will just iterate very quickly, the prefab will update accordingly too
And yes in reality u won't have a 100% by type or by relevance organization in ur project
Some materials/texture will be reused elsewhere and u'll need a common "materials, textures, shaders" folder
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
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
That refers to working on the project
Which.. idk as an indie I'd prefer my team to use only blender rather than some using maya or others
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?
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
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
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)
sorry if this isnt the correct channel but im having a weird glitch with a model i imported from mixamo
the joints for this model seem to weirdly always be in front of the model or behind it
i downloaded the fbx for unity so im not sure if its my issue or the model being bad
One of the materials isn't correctly set up for this. I imagine that perhaps the body's material is marked as transparent
Or their render queues have been manually set
Both materials should be opaque with default render queues
is it these setting you are reffering to?
Yes
this probably happened when i switched to urp then im guessing
or maybe i did something
well setting it to opaque fixed it
thanks!
the coordinates arent on the object? why is this
Show this uncropped
You cropped the image. You can't see the whole screen
Show the hierarchy and inspector
Generally images should show the whole editor for us to help the most
So, the children are probably not at 0,0,0
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
hi does anyone know how to make a transparent material in unity
any tips on how i can make my walls look more like mossy and deteoriated
i have some materials but they dont really get it the way i want it
Show them
found a nice one, getting some zfighting on it tho
problem is the "walls" kind of need to overlap
for the maze algo to work
better view
problem is if i offset them it doesnt change much, and i cant position them much differently
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.
Whenever I bring in 3D models
they are never aligned
they either are backwards
sideways
I dont like having to redo my flying script or driving script every time I get a new placeholder
why does it do this?
is there an application that turns the model straight?
or does unity allow you to rotate visually only somehow?
I solved it, what I was looking for was Sort Group for whoever needs it, you can put the children on any layer, and they will all act as if they were on layer 2.
is it easier to make materials in blender, bake the image and import over or try and make them purely in unity
Don't crosspost please
sorryi wasnt sure what channel it was most relevant in
In that situation you pick one
You can write an asset importer script that will fix that, but getting it exported correctly in your modeling software is probably better.
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
tried maya's Send to Unity exporter and also doesnt work
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.
ah thats what it was, thanks!
Could someone help me? My mesh from blender FBX exports the model horizontal, rather than vertical
Google "blender to unity export"
I did, but none of them fixed it for me
Must be some issue with how you export the model.
Did you try just importing the .blend file?
I exported as FBX, because it's a rigged/animated character
the mesh imports sideways for some reason in unity
You don't export it properly.
The one on the left is the skin mesh rendered, the one on the right is the actual mesh
So if you use the skined mesh renderer it's correct?
Yea, but the mesh imports side ways for some reason, it's supposed to import like the one on the left
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...
@eager mist https://polynook.com/learn/how-to-export-models-from-blender-to-unity
Here's a full breakdown of how the coordinate systems differ and what steps you would have to take to correct it
There also might be some scripts to do it automatically
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
Idk why i have two meshes?
Which one should I be using?
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
If you want it to be animated you need to use the one on the left.
Oh
why does the outerbox rotate like that?
How do i fix it?
Why do you need to fix it?
The issue is with mesh collider, i need to attach the mesh, but the mesh is rotated weirdly.
what mesh?
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
- There's no point in using a mesh collider with an animated object.
- Either export the model properly from blender, or assign the collider to a child object rotated properly instead.
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
With skinned renderers you'd usually use a capsule collider. Not a mesh collider.
how many polygons is recomended for a man like game character
As few as are needed to get the style/quality you want
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
ok, thanks for the well answer i will profile and test whats fits the game, and try to join some flat areas to make it less dense.
Probably too much for THAT head.
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.
oh i didn't think of that
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.
how can i give the inside of a sphere a texture (sphere with reversed normals)?
Invert the sphere's normals
Seems too obvious so maybe I'm missing something from the question
Yeah I did, I wanna give the inside of the sphere a texture
UV mapping doesn't care about normal direction
Do you mean that you want the inside to have a DIFFERENT texture?
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!
If I'm on unity 2d can I use both pixel sprites and regular objects
Yes, there is no real such thing as 2D in Unity. It's just 3D deep down.
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
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.
Is there a way I can build the walls for the curved parts of the track without placing them all manually?
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
Are you asking about how to make curved walls in the first place or how to avoid having to attach the curved walls to each instance of the curved road, or something else?
Its fine, I just made some really bad walls
I mean, it would be trivial to make a scriptable object with a color. Though as Spazi said, using some sort of manager that sets the renderer colors would probably be easiest.
The spline package probably can manage that.
As long as you're not using the urp 2d renderer.
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)
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?
No, they only work inside Painter
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
Like this
Should they not be in the same position?
Or am I being silly
The position and other Transform properties are relative to the hierarchically inherited Transform values
The Hierarchy window which is not visible in the screenshot may provide some clues
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
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
Depends what you need to do with it
Generally it only matters for if you need to move those objects at runtime or in editor
But in that case note that rotations and scales are also inherited
I dont need to move them they are just stored to guide my car through the checkpoints so it uses the position of the checkpoints
When getting or setting transform positions from script they're in world space unless otherwise stated
Im using the position for an observation in mlagents
And im trying to figure out why it isnt working
Are you able to help with mlagents?
Nope
You'd ask in the #🤖┃ai-navigation channel for that stuff
Alright thanks
Anybody know when the $20 asset sale ends?
I wanna buy stuff but I also want to think a bit through 😄
take your time, it will disappear from the store when it ends
trying to export a hard surface model but i have got some weird dofrmation going on? any clue?
This happens when you have non-uniform scaling in your hierarchy
No crossposting
Should a sprite sheet have ALL sprites, or only the sprites for a single object (i.E. Player, Projectile, Enemy all have different sheets)?
Depends... but it's way cleaner, if they are separated and labeled.
And so you won't get lost on which sprite to add in to your game and etc.
Okay, thanks!
Could you tell me what the texture is called to add this decal? that also has its normal map
Anyone knows why there's a line around my 2d object? It is red in scene view and white on game view
the one in the scene view is probably the selection highlight
thoughts?
Make sense, but is there a way to remove the white line around my object? It is a Png
oh, go to the sprite properties in your files, and change it from "bilinear" to "Point"
Thank you very much 💗
Any tips on how to get started with Low Poly world/terrain design?
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.
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.
did you install any asset preprocessors that might be interfering?
@fluid oak nop. I actually ended up reinstalling unity and that fixed the problem ...
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
first of all you wanna add some basic shading
the top should be brighter
but if this is a single tile, that's pretty big for a pixel art tilemap
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)
Tilemap color bleeding form adjacent tile sprites
The sprites should have padding between each other since there's at least 1 pixel of inaccuracy
Sprite editing programs are often able to add padding, but also Unity's sprite atlas function has the option to add it also
thx, that fixed it 🙂
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
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.
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.
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.
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?
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
well, if you look close, you see that your graphics look also jumpy on the Y-Axis. Its not only the X-Axis
yeah a bit
I thought it was just my shitty wall sprite quality, but dunno
so how do I fix this?
try this article:
https://www.unity3dtips.com/unity-fix-movement-stutter/
thx 🙂
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.
Padding the sprites fixes color bleed problem, but edges can also appear between tiles in the form of gaps due to rounding errors or hardware AA
I talked about the topic earlier here: #🖼️┃2d-tools message
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
what is MSAA? that's not on my camera?
setting the camera projection to perspective actually solves my issue and it seems smoother as well
but for some reason my characters leg is in another place?
ah nvm, just had wrong z value lol
Multi-Sample Antialiasing, you can see a field for it there in your camera properties
Orthographic camera uses Z position for sprite depth sorting, perspective camera uses it for actual depth axis position
Using a perspective camera with sprites may add unexpected perspective distortion and will break Z-position based depth sorting in some places
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
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?
Sounds like something that's related to your camera movement
yeah it's just following my player, any tips on proper camera movement?
haven't looked up any tutorials for it yet
Don't mix up Update, FixedUpdate or LateUpdate, and study how Time.deltaTime is meant to be used
A lot of beginner tutorials mess those up
Continue in #💻┃code-beginner if there's no art asset questions
You'd use whatever technique you're comfortable with
I'd probaly use extruded planes and then make a cut running along the length and move the newly created vertices outward
If you search for "3D fleur de lis" or "metal fleur de lis" you can find three dimensional / real world examples of the shape of the ornament
this is probably a simple fix but why are my tiles so small
nvm i just had to change my pixels per unit
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
You'd need blender
I mean, you could do it with #🛠️┃probuilder but blender would almost certainly be easier.
Rundown:
Middle click to move
Left click to select
G to grab selection
R to rotate selection
S to scale selection
Ctrl+B to bevel
Ctrl+R to loop cut
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
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?
Confirmed that there's no pixel line in the texture itself? Is the image from a multiple type sprite sheet?
Yes, check and there is no pixel on the layer. I'm working on it from photoshoop
And my second question?
No, the image is totally alone
I'd check that the wrap mode in import settings is "clamp"
do you mean the photoshoop or the unity?
Texture import settings in unity
okay thx
How could I round the line renderer at the end of the tongue?
anyone know what to put in the obligatory sample scene for my unity store pack if I only have 2D Icons and such?
fair enough, thanks!
You can't change the geometry of the line, but you should be able to place an end cap sprite of the tongue at the tip, and use constraints or a script to ensure the position and rotation remain aligned with the line
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.)
Blender is the go to free tool nowadays, yes. They also made an interface overhaul at some point so it's less weird
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.
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
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...
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.
how to get better at writing sprites?
Practice
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
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.)
Ah I see, ty!
what do you think about this? how can i improve it?
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 💀
watch a basic tutorial and just start drawing stuff - practice makes perfect. You should start with a small resolution, like 8x8 and you can increase as you get more confident
Aight thanks
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?
its a png
I think it isn't really viewable in tgat format =p
I've always struggled trying to create decent looking hair. Anyone got any tips or anything?
hey, does anyone know any free asset to make roads?
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
hi, guys when i import from blender to unity i get the objects but no color any idea ?
do you use textures or materials?
the file i downloaded it contain only blender.exe but it got textures in blender
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.
Corrosion?
It sounds like you are looking for texture atlasing
I am trying to place a blender rock I made into Unity. The faces are missing but Blender says normals are correct. Any ideas?
Figured it out, had to merge vetercies by distance
Exactly
I downloaded the Texture unpacker software, but when I compress it, I can't open it in Unity.
Can you give some background information, like why do you need both sprites and textures of the same images
Yes, I am developing a 2D game, and in order to be a basic responsive page, I need to place the image in the UI, and for this I click the sprite option, but my image is once rendered as a texture when outputting the image.And once again it saves to sprite mode even though I only need one of these because My image is a single image and does not require sprites.
How can I reduce the densuty if a terrain painter brush?
it's way too many right now than intended
"Rendered as a texture when outputting the image"? This is not something I've ever had to deal with when using images and sprites
Are you rendering to an RT texture and saving texture assets at runtime or something like that?
I think brush settings had a density slider, or some similar setting
You should ask in #⛰️┃terrain-3d
will do thanks
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.
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"?
Oh sorry, I totally forgot to fill it out.
How would I convert this to be used for Unity? I tried baking the image texture but it gives a really weird output
By baking the image texture
Did you UV-Map the Mesh correctly?
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
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
I've tried this document from blender https://docs.blender.org/manual/en/latest/addons/import_export/node_shaders_info.html but doesn't help much
You can edit normals manually
You must ensure they're identical where vertices of adjacent modules come into contact
Alt + N for manual operations, and you can also use Data Transfer modifier to get and set normals systemically from another mesh
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.
Automatic smoothing tends to do that
/ automatic normal calculation in general
It's not relevant to Unity because Blender nodes can't be exported to Unity
Bake the nodes into textures, and import the textures separately
Or pack the baked textures into the mesh and extract them in Unity, some prefer to do it that way
Appreciated, I know I need to extract the image texture but doesn't know what to look for
Extracting is only necessary if you've embedded the image texture into the mesh file
Did you bake the nodes into an image texture?
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?
No
UV maps use normalized coordinates (0 to 1)
Target texture dimensions and bake quality affect the baking process
so I can say that the both methods will do with the same image size?
Thanks, I found the options within Blender to rotate the normals upward, there are no longer any seams ❤️
Which two methods? There's only one method which is to bake
Whether to import textures separately or embed and extract after the bake is up to you
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
I don't know what "map it in Unity" or "a big UV map" mean
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
I've found some tutorials, I know how to do it now thanks for the reply
Really appreciated
Yo
where do i find free texture for buildings
I'd try the internet first
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?
What is "it"? If you use physics collisions then it depends on what collider you put on the object
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
Again, depends on the collider
thank you
actually
wait yeah thank you i have an idea
i am going to test something
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
What does your metallic map alpha channel look like?
the wood uv is all in the black area
Am I looking at the alpha channel here or the rgb channels?
it's a png texture map
it's grayscale, so no rgb channels or alpha in the image itself
In your material you are using this texture map for metallicness, not roughness/smoothness
Which is why your wood is all shiny
but the smoothness is a slider, have no input for metallic map.
Okay, look. The alpha channel of your texture is used for smoothness, and there ia no alpha data in your texture map.
Look here for more info : https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html
The slider is a multiplier
The texture was generated/baked in Blender. So there is an extra step to have the metallic map as a TGA with alpha channel? I did that, updated the slot but still the same. What I'm missing?
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
Either that or use a custom shader, yeah.
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
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.
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?
For the same level of quality/quantity certainly yes
The tradeoff is that asset packs are used by many, look generic and are unlikely to fit your purposes precisely
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
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
Another option is to collaborate with someone with artistic ability, split the creative responsibility and potential profits
Or to put something together yourself, in which case it'd certainly be unique and fit the purpose
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
i tried a lot but they are not compatable with the 3durp and i searched all through the unity asset store
Textures are just images, they have no "compatibility"
Materials do, but as long as you have the textures you can just create the appropriate materials
They are using URP, you are using the Built-In Renderer
This isn't exactly a simple thing you're asking, but it looks like you're early on, so it shouldn't cause too many issues.
Follow this guide
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/InstallURPIntoAProject.html
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
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):
You said filter is point, but it isn't in this picture
oop srry it was when I took that screenshot of the spritesheet I believe lemme double check
yes
bilinear looks like this
yeah, you definitely want point, just making sure. can you show the CURRENT settings?
enabling mipmaps made it work, here are the current settings anyway for anyone w a similar issue later:
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
good to know, thanks
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.
You really just need to have it in place each frame and the same size for each grid spot so you can splice by count.
Alternatively, you can purchase a tool that helps with all of this. This is a good one:
https://www.codeandweb.com/texturepacker
TexturePacker creates and optimizes sprite sheets for your game engine
I believe that Aseprite2unity has a pivot exporter for that very purpose.
Made an electric pole tool to make placing and adjusting easier on me.
@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.
@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.
Yeah, I guess there's no real way around it. Hopefully, I won't be editing the said animation too much afterwards (so I won't have to repeat the whole repositioning process).
Thanks again.
Something like the shoebox tools pivot tool can help a lot with that
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
I haven't looked into it but probably skinned mesh renderer, or something similar but entirely procedural
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
sure but the length varies so you'd have to copy paste each sleeper then merge to one single mesh at the end
looks good by far
how can i make the circled part translucent
Make the material transparent and change the alpha of it
I turned my model prefab into a normal prefab and now the animation is broken
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.
i dragged in an fbx and everything works from the get go, but i cant apply any changes to it. when i change it to a prefab, that animation stops working for some reason
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
It has to match the name of the target. Its string based.
yeah
when i extracted it it changed the names for some reason
It says because it contains invalid characters.
Did it have any special characters? | $ % ~ etc?
no it was just punctuation marks
like .
Hmmm, that maaay be an issue since c# uses dot notation, but I dunno for this
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 ?
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?
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?
what does the model look like in blender?
Like 75% of my lightmap has these huge grey texels that aren't being used (no blue uvs over it.) What gives?
it looks normal
but i js figured out the normals were flipped
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.
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
some stylized water foam
Kinda edgelordy, but that might fit the character well 😄
That is likely the best solution, short of actually making multiple versions.
It's actually a tattoo on the back of a werewolf
Well, I mean humans get tattoos of humans on themselves all the time so fair is fair
hey! I am looking for the equivalent of Top down projection in Unreal engine for unity
UV top down projection material
There's two ways to go about it
Either you're projecting mesh UVs while scaling it, which you can use ProBuilder or Blender for, or you use a shader that maps the textures using a projected direction without any UVs
For that you could use Triplanar node in Shader Graph
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
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 ?
You would need to re-create the material in Unity, by writing a custom shader or using Shader Graph
You can't. You need to recreate it entirely in Unity.
Sorry that was answered above whoops
Thanks guys 🥲
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.
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
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?
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
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
If you are using the standard shader, you can add a detail texture with a different tiling, which will break up the repeating pattern.
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.
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 ?
Thanks . I know Polyhaven. That wheel chair is mine.😁
Are you sure it is a UNITY bug and not a blender bug? What do the files look like in other software?
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
Oh dude, screw Eevee render. Also, I had already figured it out in #💻┃unity-talk. Turns out, the scale of the model was negative.
So it wasn't a bug after all. It's just that I searched everywhere online for an answer and never found anything.
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
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.
understood.
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?
- Meshes must have a reasonable poly count, look for "game ready" asset guides
- Rigs work, constraints don't, which means Rigify doesn't work properly but with GameRig it could
- Blender's nodes are a shader language that's not supported in other engines. Bake procedural materials to textures or use solid color materials. Import textures separately
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?
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
Why would the mesh transforms affect unrelated code or components
Usually you'll want meshes to be child objects that are not responsible for anything but rendering themselves
well when I use my laser rifle, the laser points towards the blue arrow
If I completely make a new shape and point the arrow forward the laser works as intended
Make your laser not rely on the mesh orientation
For example by placing the mesh as a child
ok it worked
ah ok, thank you :D
Is there a good tutorial somewhere for whatever GameRig is?
does anyone know why fbxs exported by the fbx exporter extension crash every model view I have
ah
beacause it has no geometry
compression and filter on the asset. You can set them as default import options as well.
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
It it's pixel perfect you need to set filter to point, no need to superscale resolution
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?
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 😬 😶
how should you design your 2d sprite files in unity for the most versatility? Should they be white as a base?
maybe shape keys / blend shapes, but am not sure how that works with skinning exactly
hmm blend shapes and shape keys, I am not familiar with those, I will google that 🤔
Oh googling it it appears to be morph targets 🤔 morph targets can be stacked ontop of skeletal animations, but I am not sure how to morph target the entire mouth out of existence
you'll need to somehow make the mouthless blendshape as seamless as possible while maintaining the same topology, it may be easier to simply swap out the mesh which is probably what most productions would do
@eager mist There's no promotion outside of Asset Store channel
Ok sorry
yeah mesh swap was my first attempt but it caused me all kinds of headaches because all mesh and rig changes had to be doubled
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
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?
Your normals are flipped and you're seeing the back of those faces. Flip them in Maya.
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
Fixed it, had to enable read/Write
I'm working on a 3D model - and I have the same issue as this person. Is it possible to fix it?
Environments: Blender: 2.93 Unity version: Unity-2019.4.29 OS: Windows 10 Description: I have made a model in Blender containing blendshapes (specifically ARKit iPhone blendshapes). I export it from Blender as an FBX. I then import the FBX into Unity as I use Unity to convert it to a VTuber format using UniVRM. I am aware of the issue with b...
How do I fix the body part overlapping the head part problem? I am using this package https://assetstore.unity.com/packages/3d/characters/6-x-3d-cute-toy-models-105033#reviews
set material to opaque
how is this type of art called pls?
I doubt this style has a name, or I've never heard it
It looks like the type of 3D renders that ad and marketing agencies commonly do
okok thanks
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
They might do it in a shader, they might do it manually, it's impossible to say without internal knowledge
thats fair, I'm moreso looking for possible ways to do that rather than how they actually did it
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
yeah they can be in water at different depths in sea of stars (top example)
Or an invisible mesh that parallels the object's shape, or a depth map drawn onto a secondary texture
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
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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• ht...
and the way it moves around the door mesh would indicate that they've probably defined some 3d shape for it
yeah, in places where the water moves I think they use 3d models for collisions fs
hold on I'm gonna record soemthing rq
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
That would certainly work, I'd just wonder whether it'd be easiest to paint that manually or author it with a 3D render
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
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
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
you may also be able to make tooling to do some fancy 2D tricks
Then you can do centerline of the top half and the bottom half, and so on
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
This is not "usual" 2d sorting, which suggests the characters are indeed 3D or using the depth for sorting also
In one frame you can see the character sprite peeking through the cracks of the stone, which is not normally possible
that you are going through
But you don't have to do the exact same thing they did if you just want a similar water effect
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?
Perhaps they've made a talk or resource describing their workflow
or if you rotated your camera what could a scene that achieves a similar affect to that potentially look like
I looked so hard for the past 2 days 😭
In that case you have to find out what they did precisely
In my opinion something that gets you close enough result should be good enough
so what could get me close enough?
Using the mesh or depth map techniques we've been describing
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
They're two different ways to similar results, you'd choose one or the other
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
Sprite depth sorting is 100% a separate thing from the water effect
You could potentially use meshes or the height texture for depth sorting in similar vein, but that's totally optional
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
Probably
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
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?
looks good!
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?
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I have so many materials from this 1 fbx , is there a way to automatically assign the textures to materials when porting from blender?
Embedded materials look for their textures from the /assets/textures/ folder as well as the folder where the mesh asset resides
Additionally to be able to modify the embedded materials you need to choose "extract materials" from the mesh import settings
You can also write a script to do it
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)
Are you trying to modify the asset itself? Asset are generally immutable. You should create a prefab/animator controller outside the asset and configure it instead.
This is probably the issue. So I don't want to drag the actual aseprite file into my scene?
I'm dragging it into the scene then editing the animator tab
and when i save the transitions disappear
You do. That would create an instance of it in the scene.
Can you take a screenshot of the animator component in the scene?
is that not the ss i sent?
No. I don't see anything selected in the hierarchy/inspector.
i think it's part of the object so it doesn't show up in the heirarchy, i tried to show everything by opening the asset in scenes at the bottom
Can you scroll down the components list?
Is there no animator component?
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
That's what I'm asking about
The animator component in the inspector
it's already in the second ss no?