#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 14 of 1

potent wraith
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No?

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I only see sprite renderer and colliders

frosty quiver
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sorry im clueless, but i figure you mean this

potent wraith
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Oh yeah, I didn't notice it. Sorry.

frosty quiver
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no worries

potent wraith
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So, you see how it references the controller that is part of the asset?

frosty quiver
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yes

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and that's immutable?

potent wraith
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Yes

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You can create a new animator controller drag it into the animator and modify it as much as you want.

frosty quiver
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just did that and its working, thank you!

potent wraith
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Might be able to actually duplicate the one on the asset too. Not sure about it.

frosty quiver
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yeah that was my next question, if there's a way to copy as opposed to re-enter everything

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while I have you, should I be doing the same with the entire object/sprite frames? Or is there a way to refresh if I add another frame to the original file and want to get it into unity?

potent wraith
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Probably not much you can do without some custom import code.

frosty quiver
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Iโ€™m not exactly sure what the happy path is supposed to be since what you import isnโ€™t really what youโ€™re supposed to use 1-1

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Mainly I just donโ€™t want to have to redo the entire unity portion if I add a single frame in asesprite to an existing file

potent wraith
wraith loom
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Heya, guys, can you guide me to a tutorial or a solution that would use GPU instancing to place grass and stuff on objects that AREN'T Unity's Terrain object? I'm not sure yet if I won't be assembling my levels outside of Unity.
I only found one solution which uses a c# script to just place the instance at every vertex, but IDK how efficient it is (and I want more density-based solution anyway), I wonder if there's option where you could just apply a material to any mesh and it would spawn grass automatically, or something like this.

pulsar nebula
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thanks for the response.
Yeah I did carry over the textures in a folder with the model file, tried to port them together into unity but it only put some of the textures on materials.
I had to create a script that stores textures in a dictionary then an editor function to find each material name as key for texture Dictionary which did work but seems like an ugly work around.

The Fbx does export properly with textures with smaller object, maybe there are too many materials :\

misty lantern
pulsar nebula
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also tried that Copy button which does work for some FBX but not this one for some reason

misty lantern
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Ah, ripping issues

pulsar nebula
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no trying to do any copyright infringement this is strictly testing. I need my maps in unity as I suck mapping in Probuilder ๐Ÿ˜…
it does work in blender though , must be something wrong in unity

misty lantern
pulsar nebula
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after running my custom script though

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guess I'm on my own for the stigma of doing something outside of unity ๐Ÿคทโ€โ™‚๏ธ I just prefer making my maps in a different software and happens to be owned by valve lol

misty lantern
pulsar nebula
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hmm perhaps I need to give another try to probuilder if it does create a problem. or just use my script to asssign textures manually

eager mist
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Hi! Im a newbie to unity and I have a few questions about importing trees from blender into unity (they don't have any colour). I ve looked everywhere online and couldn't find anything helpful. I tried making a separate material but it does not correspond with a tree, extract them, re import, literally everything but it's not working. Please help me out

near goblet
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Because you could have the setting on where you don't view any colors

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Or textures idk

eager mist
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I did not use blender ever before but i tought since i downloaded the trees and they have everything they need in there i could just use them like that, also strange is that in both blender and unity, i only have this part coloured

near goblet
near goblet
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Then it's an issue with either the file or the texture settings (don't really know anything else because it's been a while since I worked on a 3d game)

eager mist
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when i import the full folder, the leaves gets the first 3 materials i have in the folder (and they don't correspond), i saw that people are having some problems also, but never found a solution ๐Ÿ˜ฆ

near goblet
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I guess if that's a free model tree then you could just look around for a similar model and use it instead

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Because this is prolly an error made by the creator of the tree

glacial vector
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In unity just import the textures and create the materials you need

near goblet
glacial vector
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The materials will be assigned but there's no guarantee that they will be set up with the correct colour and textures

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That depends on how it was exportd

near goblet
glacial vector
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That depends on how they're set up in blender

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In the import settings you can apply the materials you want in unity you want in the different slots

near goblet
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Makes sense

eager mist
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ok after like 4 hours of trying to do it right......... it's the trees, i imported a chair from a different creator and it work just fine -.-

unborn saddle
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Does anyone have any suggestions on the best way to generate a depth map for 2d scenery that's not prerendered? Almost all resources I can find about using depth maps assume your scene is prerendered from 3D and can just export the depth map, but my scene is pixel art. The only other resources I can find are depth map generators that are more for photos and way too inaccurate to be used for what I need. To specify I have buildings and other objects with somewhat complex geometry that isn't easy to just generate by hand like I would if I were working with things like cubes/walls. Here is an example of a scene I need to have a depth map for:

misty lantern
# unborn saddle Does anyone have any suggestions on the best way to generate a depth map for 2d ...

What you're asking for is not directly possible
You need some data, like a 3D mesh, to generate from
A drawn image doesn't really have any of that
You might be able to use meshes with color references to get the height values for drawing them on the sprite, but at that point it'd be much more practical to work directly off of a mesh
There are options for rendering geometry "pixel art" style in terms of colors and outlines

unborn saddle
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I actually do have meshes made as that was my first method I went with but I find it hard to align the meshes exactly with the pixels(since this will be used for layering a pixel off means weird issues like the player being rendered behind a wall + a single pixel of floor if that's how the mesh aligns)

verbal cedar
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Does unity have any built in runtime sprite cropping tools? E.g. say you have a sprite padded with transparency, is there a way to crop it down to the minimum size to contain that sprite?

fluid panther
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I always get far in development but always struggle with the art part and get demotivated
Should I learn blender or else? Where to start? I have 0 art skill

trail imp
dreamy saddle
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is it better to material meshes in blender or unity. Of course I would still uv unwrap them in blender first before exporting but I am not sure which is more efficient/easier

trail imp
dreamy saddle
trail imp
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Painter is smarter about connecting them

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if it misses, no problem - just have Unity search for the materials or assign the manually

trail imp
dreamy saddle
trail imp
# fluid panther Wut

also keep an eye on humble bundle. You'll see sales on unity assets and get tons of free stuff for 20 bucks

trail imp
fluid panther
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Ok ok thanks

trail imp
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For example - metal/smoothenss is a swizzled texture that Blender doesn't easily make. So you have to then switch your Unity shader to one that has them separate

trail imp
dreamy saddle
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not really, game dev is a hobby and im 17 lol

trail imp
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no probs we all start somewhere

dreamy saddle
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maybe i could look for an alternative to substance painter?

trail imp
dreamy saddle
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if unity doesnt have good capabilities for texturing

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ah

trail imp
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unity is not a Content Creation Package

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your job is to find content elsewhere, or create it yourself, and then put it into Unity

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Export 3d models from Blender 2.83 to Unity with textures and Materials.

โœ…Asset Used: House Model
https://bit.ly/2DssWPb

โ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌ
๐Ÿ’Ž Watch advanced tutorial on Patreon ๐Ÿ’Ž
http://patreon.com/uguruz/
โ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌ
๐Ÿ“ฑSocial Links:๐Ÿ“ฑ
๐Ÿ”ธ Discord https://discord.gg/BmYJC34
๐Ÿ”ธ Twitter: https://twitter.com/U_Guruz
๐Ÿ”ธ Facebook: ht...

โ–ถ Play video
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Try watching a few tutorials to see how others have done it

dreamy saddle
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thanks, will do

trail imp
# dreamy saddle thanks, will do

See if you can get Adobe to send you Painter on a student license. It'd be worth the time if you're dedicated to being a 3D artist

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Also, if you make this your career, you'll know how to use the industry standard

dense horizon
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Hello. Does anyone know why unity renders an other mesh in gameView? On the left side my platform has som wobbles. InGame on the right side it doesn't have this details??? It's a simple Mesh which I made in Blender and the Modifiers are applied

dense horizon
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Ignore me! The mesh is rotated ๐Ÿ˜‚

timid atlas
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why is my sprite like this?

arctic wyvern
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try to get down your pixel per unit

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maybe 10, but you have to know the resolution of your sprite before

arctic wyvern
timid atlas
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thats my idle one in unity

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same everything

arctic wyvern
# timid atlas

this image have exactly the same resolution as the other image you show ? if you have two same image witht the same resolution, you should expect the same result on unity right?

misty lantern
fluid oak
misty hamlet
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I need help making a coin using paint.net there is NO turtorial on it

outer halo
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Find a pixel coin on google and reference it

misty hamlet
outer halo
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Find a 3D model coin and reference it

paper tree
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if you're wanting a 3d type rather than 2d i'd use blender. but if you're looking for pixel style aseprite is the way to go.

misty hamlet
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i want to make it like this

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like that perspective

paper tree
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oh! well you just would have to up your resolution. that's why i definitely recommend Aseprite. Theres so many tutorials and it's super easy to use.

misty hamlet
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But photoshop has ALL tutorials in the world like i HATE Adobe that they have to be the best of the best like no one cares adobe

outer halo
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Sounds like a lot of excuses. In your eyes, what is the solution to your problem?

paper tree
# misty hamlet but i dont want to spend money on a tool and there is also no tutorial on GIMP

Can you change your canvas size? that'll give you that quality but mainly the perspective is all on how you draw it. thats the tough part of using programs that you actually draw rather than using something like blender where you get all perspectives. Unfortunately its hard to find tutorials on free tools just because alot of people dont them ๐Ÿ˜ฆ i used to use paint.net a little back in the day but switched to aseprite to make things alot easier and actually have tutorials on things.

outer halo
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Not sure why paint can't make a pseudo 3D look considering that example is done in 2D.

misty hamlet
paper tree
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perspective is one of the hardest thing for 2d drawing in my opinion

outer halo
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Hence, what is their ideal solution to what is clearly a skill issue.

sullen plank
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Sometimes it's simpler to render the 3d object and process it in the 2d app

paper tree
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^ that also. i don't know how to do all that but that is also another option.

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if you can't draw it yourself best thing to do is find out simpler ways around it.

misty hamlet
paper tree
outer halo
misty hamlet
sullen plank
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Very basic tutorial away to be able to do that

misty hamlet
sullen plank
misty hamlet
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But the shading is hard

paper tree
sullen plank
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You setup shading in 3d, can't be easier

paper tree
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Okay so I have my own question now. I painted my grass but it has no texture. how do i add the texture? it's not allowing me to drag the texture i have onto the grass anywhere.

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its saying something about mismatched textures but i just wanted to add my texture in unity rather than going through all the bs to make it export from blender

misty hamlet
sullen plank
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If you use basic material with texture, when you import it you would only need to instance it to modify in Unity

paper tree
outer halo
paper tree
outer halo
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!mute 1118073170499473431 2d Spamming

lilac edgeBOT
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dynoSuccess ander507 was muted.

paper tree
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๐Ÿ˜‚

trail imp
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I was going to tell the bloke that Krita is also free... Has vector tools and perspective for him to fake it...

outer halo
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I particularly like how they deleted the post they made as a reply to me that got them the mute to make it look unwarranted.

coarse shore
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Not sure if this is the right place to ask, so let me know if not. Iโ€™m having an artist create a texture for a ship model, he asked if Unity supports UDIM. From what Iโ€™ve found itโ€™s not standard and doesnโ€™t work, or if it does, itโ€™s not very performant. If anyone has any insight Iโ€™d really appreciate it

pastel junco
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Hi everyone, I really like the art assets used in games like raft. More minimalistic but still detailed in places. Right now I'm learning how to create 2d assets of this style but I'm unsure how to start making assets like this in a 3D world. Does anyone have any tips for creating something of this style, any beginner tutorials would be a massive help. I'm really new to the art area of game dev.

outer halo
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Look up some beginner courses on Blender?

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CGBoost was really good

drowsy wadi
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Can I use submeshes as multiple meshes for colliders?

cyan lynx
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Hello EveryOne! hope so you are doing well! Guys I'm facing a problem regarding workflow of blender and Unity.... First thing is when we duplicate an object in unity actually that object become the link of main object (in term of blender Alt+D). And same thing happens in blender by pressing Alt+D but when I duplicate an object in blender by using Alt+D unity doesn't pick up the materials. Can anyone or @misty lantern please help me regarding this. Thanks

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In Blender everything is fine

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In unity duplicated objects's materials are gone.

unborn ridge
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Hello, how do you guys do 2D sprites (assets?) Pixel art or a other way? ๐Ÿ˜„

misty lantern
cyan lynx
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It means I should work of duplication in unity neither in blender?

misty lantern
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Which are the same as "linked duplicates"

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It's possible to make a system that automatically replaces specific meshes with corresponding prefabs after importing, but it probably needs custom editor scripting

cyan lynx
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Hmmm! ok I've gotted the point and I've sorted the problem by changing the blender version and now its working fine but your suggestion is important to me thanks @misty lantern ๐Ÿ‘ โค๏ธ

misty lantern
cyan lynx
cyan lynx
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Any how Thank you very much for your Response.๐Ÿ‘

misty lantern
ruby moss
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I have a minecraft skin applied to a model but when I reimport it as a VRM it looks like this, any ideas ?

spark vigil
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Hi can you make textures for terrain in texture atlas or it is suppose to be single pngs?

gray hill
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does anyone know whats wrong with my blender? Im trying to mirror a half of the cube but instead it makes two cubes inside each other that mirror

blazing canopy
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Hey all, hope I'm not overstepping by asking this here. I want to create a paid online course and provide the assets to the students so they can build a long with me. What is my best option for doing this without breaking the license of a purchased asset. Am I restricted to paying artists on fiverr?

misty lantern
misty lantern
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Public domain content is always safe to use and share, but maybe noncommercial use licensed content is also an option

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A lot of courses I see are using Kenney's free assets

eager mist
misty lantern
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It can also be adjusted here, but usually the dynamic clipping works just fine

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Often 3D skyboxes are rendered with another camera (or in another pass) in smaller scale to avoid having to use such far out clipping planes

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If the near and far planes are too far from each other, you get z-fighting issues meaning the flickering you see on the houses

eager mist
misty lantern
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This has no effect on your game camera

eager mist
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Found it buy sadly still flickering, even in play mode

obtuse oyster
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the flickering is two things on top of each other, ie. z-fighting

eager mist
obtuse oyster
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Unless you have placed two things on top of each other

eager mist
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yeah, the mesh had a strange thing in it and removing it resolved my problem. Thanks!!!

dreamy saddle
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how can i make a bullet in blender without it becoming a "model prefab" that i cannot add scripts or components to?

misty lantern
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This way the mesh object and its transform are separate from any scripting and physics, and can be swapped at any time without affecting anything else

dreamy saddle
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omfg thats actually so smart

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i love this discord

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thank you so much

hollow harbor
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Is there a way to pack this kind of texture into fbx then import to Unity?
I've looked up tutorials but they seems do not work.
Then the only way to do is to bake texture, isn't it?

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I've been avoiding to do baking is that the model is complicated, or is it doesn't matter?

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but the flaw on the model itself stops me from doing anything

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What could be the optimal solution to this situation?

misty lantern
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There's not much benefit to using a procedural texture as it's entirely repetitive anyway

hollow harbor
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or output it into a texture image will work? but stretch issues is a factor isn't it?

misty lantern
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If you want to bake you need an UV unwrap that supports it
But if you use a repeating brick texture you can cut a lot of corners by using "cube projection" uv unwrap

hollow harbor
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so I'm using cube projection on the brick part then the rest remaining default?

misty lantern
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Here's an example of how sloppy UV maps can be if you're using texture maps from the get-go

hollow harbor
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hmm my knowledge stop from unwrap -> smart UV project

misty lantern
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If you were to bake you'd need something like this instead, where nothing overlaps and nothing is outside of the 0 to 1 UV region

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Bake only if you have a complex non-repeating procedural texture
(or sculpted details)

hollow harbor
misty lantern
hollow harbor
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then if I solve this problem, what should I do? separate the different part of the model by the texture they're using and creating their own UV map, assemble them afterwards?

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It shouldn't matter, right?

misty lantern
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I'm not sure what separate and assemble means in this case

hollow harbor
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hmm ... I mean selecting the model parts by texture and separate it into a different UV map, then it'll import as a part of the model and assemble the pieces in Unity

misty lantern
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Unwrap and texture everything in Blender that you don't have to use procedural textures for
Get repeating brick textures and use manual unwraps and box projection for
Learn to unwrap meshes and to texture them before the previous step
Alternatively unwrap the whole mesh for baking and bake the procedural textures, which will be more work and a waste of texture space
Alternatively2 use triplanar mapping in Unity instead, which is similar to the object coordinates you're using

misty lantern
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If you have multiple material slots you don't need multiple UVs

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(and you wouldn't need them anyway)

hollow harbor
misty lantern
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Maybe in this case it will help to study what UV unwrapping really does

hollow harbor
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let me keep searching for now

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I'm not the person doing the model in the team but I gotta learn these I guess

misty lantern
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If it's at all an interesting topic I'd also look up "trim sheets" in addition to the rest

hollow harbor
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OK understood, appreciate for the help โค๏ธ

elder oriole
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Question;
I'm doing a sprite-based game, and I wanna make some UI assets RN; I plan for this to be on mobile devices, but I don't know what is the typical resolution to aim fro with these assets, given they're sprites and this is mobile

sacred grotto
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Hi all. I'm not sure if this is the correct way, but i set the screen res to 400x240 as that's gonna be the pixel resolution for a pixel art game
I have to set the scale to 1.6 and.. this means the build/webgl screen willa ctually take 400x240? Or can the window be always resized to full screen and keep the resolution of all the gameplay units to this?

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There are a lot of placeholder graphics here, but the pixel art main character on the center of the screen is the intended graphics

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The pixel art res for tilemap/sprite purpose is 16 px per unit
400x240 screen size means there should be 25x15 unity units in screen

lime pollen
sacred grotto
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Will a webgl build have a 400x240 size tho?

misty lantern
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And if someone is playing on a screen that has more resolution than yours, 400x240 will be much smaller than you may anticipate

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If you're worried about keeping pixel sizes correct, you'll probably want to use the Pixel Perfect Camera component

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That can pick the resolution and scale closest to user's screen or game frame while keeping the pixels perfect

severe gust
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Every time i try to apply my slice settings, it resets. What am i doing wrong?

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ah damn, found out. Apparently, slices arent supported in the aseprite importer

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or nvm, apparently its the "slicing" feature of aseprite thats not supported and slicing in unity should work. Okay, im back to not knowing what the hell i am doing wrong

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Found the error.

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I had to set "Import Mode" to "Sprite Sheet" instead of "animated sprite"

hollow harbor
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Question: I tried to pull this material I found from the asset store to the wall of this model but it become pure brown
What did I do wrong? It should be simple isn't it?

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Is it the problem of stretch? because I pull the texture to the ground it looks fine

misty lantern
hollow harbor
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I'm in ...... Unity? is it the same?

misty lantern
robust mason
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I imported my blender model from Blender, I setup the axis stuff as advised, the animations an orientations are correct however, the Y rotation is effectively a -Z rotation and as such I lost an axis of rotation

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All the bones behave like this but the meshes work fine

gleaming trail
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does unity have a similar feature to roblox with it's mesh union & intersection

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or is that a plugin

trail imp
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There might be an asset you can download/purchase from the asset store but I've never needed one. Blender does that for me.

misty lantern
gleaming trail
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I'll just make it in blender

rancid karma
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anyone know the game hawked or boarderlands. i wanna get that kind of art style for my survival game. anyone know what i should do?

outer halo
desert lion
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I've got a decent amount of Blender and Unity experience, but very little using the two together. Does anyone have a link to somewhere with general advice on preparing assets that look good in Unity? Things like baking reflection and lightmaps in Blender, that sort of thing (or anything else that is good advice, I am very inexperienced in this)

misty lantern
blissful relic
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yeah but I think using a cel shader should bring you pretty close

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since thats what people usually mean by "borderlands look"

misty lantern
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People are usually mistaken about that

misty lantern
# rancid karma anyone know the game hawked or boarderlands. i wanna get that kind of art style ...

Hawked utilizes a type of post process rim lighting that mimics fresnel, but is more even in width and multicolored, likely with the help of normal and depth buffers
It also uses "halftone"-style patterns both in screen space and on textures to try to go for a "printed cartoon" look
But with both games most of what you see is pure artistic muscle using traditional texturing and modeling techniques

quick ocean
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does anyone know how to fix this

misty lantern
errant iris
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Hello, all.
I'm using Aseprite sprite importer and it works amazing.
I found out the way to add animation events directly in Aseprite as well, but is there a way to add parameter values for these events?

foggy steeple
#

If I wanted to model and texture something like a deck of cards along with an individual playing card model. How would I go about doin that? I'm trying to make it at least relatively efficient while persevere as much quality.
I figure the "high quality" option would be to have different textures for each card at 53 textures (extra texture for the rear face of a playing card.)
And the "most efficient " being a standard texture for a playing card deck with the front and back face on the same texture and maybe overlay the actual card values on top somehow? But I'm not really sure how to tackle it tbh.

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Guess I'm just asking the ideal way to skin a cat here

weak nimbus
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I know this is not really blender discord, but i currently have a problem when applying a subdivison modifier when i fill the bottom with quads and then apply the subdivision modifier i get a wierd almost shadow looking border around the cup and i dont know why, has anyone else had this problem or knows how to fix it?

misty lantern
vocal solar
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Question: does Unity have a Deferred Decal material / shader setup like the one in Unreal? I'm trying to replicate a workflow where we used to have floating geometry decals on buildings etc and then there was a "Deferred Decal" material that we would use for that... in Unreal. Unity have anything like that? cheers.

pastel junco
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what is the best software to use to paint 3D models made in blender?

misty lantern
pastel junco
misty lantern
pastel junco
misty lantern
dry bone
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Is there a way to automatically map project materials to imported FBX assets? My team is using Maya and Blender
Creating a material with the same name in Maya only creates a new material in the fbx file

lapis elk
dry bone
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Alright thanks, ill check if it is possible to assing them with an asset post processor script.
I've noticed that you can search with the material name in the On Demand Remap dropdown

dry bone
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For anyone that is curious, just call SearchAndRemapMaterials(ModelImporterMaterialName.BasedOnMaterialName, ModelImporterMaterialSearch.Everywhere);
In a asset processor script๐Ÿค˜

misty lantern
fluid oak
woeful pagoda
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What's the best format to use between Blender and Unity for 3D assets? Should I use .blend for everything? Or only for static meshes?

heavy vector
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No matter what I do, the thumb always always always is bending the wrong way.

  • rotating bones in blender
  • bake axis conversions
  • moving bones in a subtle curve
  • removing bone twist
  • adding extra bones

All the things I've tried and it still doesn't work.
How can this avatar generation be so wrong every time?
This is driving me nuts.

misty lantern
snow flower
#

Iโ€™m having this issue where certain parts of the floor/ceiling get their textures stretched in build.
Any idea whatโ€™s causing this?

simple hound
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im looking for an animation for being dragged anyone know of one i can use?

snow flower
pastel junco
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what is this art style called?

frank tide
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Hi, I'm still pretty new to unity, and was curious what the recommended workflow for importing assets and getting them game ready should be? I modeled and imported some assets from blender only to find that some of the materials didn't work but some did, and was curious if one should just model in blender and do materials in unity, and what good practices where for doing so?

pastel junco
frank tide
pastel junco
#

Hi again. Is it ideal to sculpt every game object or is this a bad idea? I want a lot of detail in my models and this is the only way I know how to add detail but I'm worried about the vert count or the lag that could cause

misty lantern
pastel junco
misty lantern
pastel junco
hidden yoke
#

is there anyway to get my texture paint to look like the grease pencil?

misty lantern
hidden yoke
misty lantern
hidden yoke
#

so is there a way to gain greater control over the paint then just the properties tab? Like I can actually change the shader

misty lantern
#

If you're in blender's Solid View mode, then the painted texture is previewed on the mesh but with some specular lighting that makes it appear kind of dull
If you instead use Material Preview with a material that has no shading (such as texture directly into emissive shader) then it'll be just as dark

misty lantern
hidden yoke
#

ok thanks!

hidden yoke
#

Is it possible to texture paint at a consistent size despite distance from target in blender, similar to grease paint?

obtuse oyster
#

Probably worth asking !blender

lilac edgeBOT
normal tide
#

hm

rough relic
#

Hey guys! First time posting in here, but I've come across an issue I can't seem to google my way out of. I've got these planes in my scene with a png applied to them. I applied transparent/vertexlit-2sided to them, but they both have black lines at the top of the plane. Sorry if this is the wrong place to ask.

#

I suppose I could make the png really tall so its out of player's viewbox if I need to lol

junior lintel
#

this is more a question about Blender, but... how fix?
Blendshape 'Shape3' on mesh 'Body' has 50 (out of 26429) invalid vertices (NaNs). They will be assigned value (0,0,0).. The list of vertices: 24139, 24140, 24142, 24143, 24195, 24196, 24197, 24198, 24303, 24304 and so on...

lilac edgeBOT
gritty raft
#

I am in need of a plugin that can 'Bake' shape keys. for example, i have a character mesh that has hundreds of shape keys. after the player set the shapes/design they want, i need to bake that to a new mesh, of that shape, without the shape keys present (pretty sure you all know what i am saying here). Which plugin is the one to use for this?

#

Due to wording, i cannot determine if Skinn Pro is capable of it or not. Also, a bit out of date, and people are saying it does not work with the newer Unity versions anyway

#

I also cannot determine if Mesh Baker can do it with Skinned Meshes (Not yet sure if Skinned Meshes are called something different in Unity vocabulary) or not

#

For all i know, all of this is built in already, and that is why i am having trouble finding it in plugin form :/

junior lintel
#

I'm there and I'm just getting ignored soooo

#

after some narrowing, my best guess is Unity importer not liking something about some sort of attribute order or something... it imports perfectly to other game engines so

wide yew
#

how to achieve such a art style like in league of legends for environment

misty lantern
gritty raft
# misty lantern Bake in which way?

in this sense, bake would mean, create a new mesh from the current shape of the mesh you moved the sliders of the morph targets on. that new mesh does not have all the 600+ morphs that the original did.

#

So, you've got a character creation screen. it has a Very heavy mesh with all the morph targets you can use to change the appearance. at the end, when you press start, it needs to create a new mesh from that chosen shape, but without all the morph targets it had to allow you to make that shape.

junior lintel
#

So when importing an FBX, "keep quads" seems to literally double the number of materials, assigning said materials to like a few random tris on the mesh... is this just an FBX importer bug? or?

gritty raft
#

out of curiosity, why would you try to use Quads only in the Engine?

misty lantern
#

I'd assume Unity can technically do it with the procedural mesh reading and writing methods

gritty raft
#

I may have gotten previous conversations crossed, myself

#

Fingers crossed for that! ^^

misty lantern
#

It's usually pretty easy to get in touch with asset authors so you may be able to ask about it

gritty raft
#

Yeah, i am going to have to try. sadly no responses for months on the store, or his Itch.io page, but i will see if i can track down a way to contact him

misty lantern
#

Non-triangular meshes have mostly only specialized uses so I'm curious about the use case here

junior lintel
#

why create new mat slots though? it only has 4 anyway... so why make it 8 slots? and it would've been something to do with making the meshes more... proper? I mean, if nothing else, it's good to do on like, pretty much anything that's been modelled with quads.

misty lantern
#

Submeshes are doubled because as I said tris and quads can't coexist in a submesh

junior lintel
#

oh! ... huh!

pulsar fractal
#

Hello, what would you guys recommend to use for making vector hud element and icons for a game (apart from Photoshop)

lime pollen
pulsar fractal
fluid oak
rough relic
novel garden
#

Hey there. So my concept artist provided me this image, which represents a generic room within our game. I'm looking on how to best recreate this look in engine, as well as establish a workflow for the artists so it's easy to build these levels.

#

The style is mostly flat coloring, with a heavy emphasis on linework. Do you think this outline should be handled by some shader/post processing effect, or built into the texture itself?
As for creating these assets, I assume we would establish some grid size, and make floor/walls models that conform to this grid? The end goal would be to have some bank of modular assets.

lyric vapor
#

how do I removethis? I deleted it on my asset but it still causes error due to dependecies installed with this package

obtuse oyster
lyric vapor
obtuse oyster
fluid oak
#

That sort of art style is actually quite a focus of research, and there are a lot of competing approaches towards it. There was a Unite talk a while back on one popular approach to it, but the devil is in the details.

nocturne summit
#

hello! im making a game in unity with my brother. Hes doing the coding im doing the modeling in blender., so almost all of my questions will be specifically about blender. Is this a good place to ask? or is there a more specific server for my needs

by that i mean questions about blender related to game development and importing to unity

lilac edgeBOT
obtuse oyster
#

If you have questions about importing, here's fine

nocturne summit
# obtuse oyster !blender

okay. what about modeling specifically for video games? because it seems the population of game devs in the blender discord is next to none. no one can ever answer questions about low poly, optimization, etc.

obtuse oyster
#

๐Ÿคท give it a shot and see if there's any interest or if people feel it's on-topic enough to bite

nocturne summit
#

would this be the correct channel? or no. And is there a better discord server for that?

obtuse oyster
#

Yes, and no idea

nocturne summit
#

okay thanks

#

but first question would be how do i get textures from blender into unity? For my one image texture, i brought it in by just literally dragging the png over. But for ones thats a solid color im not sure how. I tried just remaking the texture IN unity, same hex code/metallic settings/everything but it looks pretty different

#

youtube videos have been no help

novel garden
#

Or do you have some keywords I can search for?

fluid oak
#

I don't remember the name because it was named after the game it was based on

#

Some kind of roller derby type game, iirc

#

...might have been a GDC talk actually. But it was definitely about unity

novel garden
fluid oak
#

Sorry. I watched the talk but can't remember the game's name.

#

But on the bright side google has about thirty thousand results on the subject!

#

For your particular sort of needs I'd say that a combination of textures and a full screen shader should cover most of it, especially if you are using sprites for characters.

novel garden
#

You think a combo would do it then? Just draw out the outline within the texture for markings on the floor and characters, and then for 3D objects use a screen shader?

fluid oak
#

Have you decided on a rendering path?

#

It won't change the approach but will heavily effect the technical details

novel garden
#

Or... I guess planning for implementing the concept art ๐Ÿค”

fluid oak
#

You can probably limit the shader outlines to silhouettes, with interior ones being texture based. One thing to bear in mind is that most outline techniques need to take the use of sprites into account since the default sprite shaders don't interact with depth. You can get around that pretty easily as long as you keep it in mind.

blissful relic
novel garden
supple acorn
#

Will merging faces increase performance? For example, 50 faces into 1
Also, removing faces that are not seen, will it increase performance? Like the bottom of a rock

#

Should I bother doing this? For mobile:

misty lantern
#

It looks like you've made a few quads and tris into an n-gon with several vertices

#

All faces will become triangles when rendering so all that will happen is that the face will be triangulated and get the internal edges back

#

So by doing that you're barely saving verts in the single digits

nocturne hatch
solid roost
#

is there any way to get blenders fine detail with bump into unity i've exported it and put the height map into the material but when i use the slider it just makes a black border instead of adding detail like blender does

misty lantern
#

If you have a height map that you want to use as a normal map, import it, set its type to Normal Map, check "normal from greyscale" and then assign it as a normal map

solid roost
#

Oh, so i should use bump in the normal slot

#

Seems to be working, thx for the help

misty lantern
solid roost
misty lantern
nocturne summit
#

How can i add metallicness to an image texture?

misty lantern
supple acorn
#

I have an object with a editor generated mesh, and when I save prefab it loses the mesh reference, how can I save the mesh?

lapis elk
misty lantern
humble lynx
#

Is it normal to create an entire level in a 3d modeling software? And not making the level in unity with probuilder or modular meshes? Im talking an entire, fps indoor level, made in a 3d modeling program like blender(props and details will be added in unity)

#

Im talking about the basic level geometry like walls, floor, roof, shadow proxy mesh, steps, windows, etc

misty lantern
#

Note that you may still want to split parts of the level into different objects in blender, so the parts can be culled when not in camera's view

#

You can even use blender's "linked duplicates" so the mesh will be imported once even if multiple objects use it

#

I think newer unity editors have the option built in to replace objects (or at least imported mesh instances) with prefabs, so it's feasible to also include props and details before exporting

lapis elk
humble lynx
lapis elk
humble lynx
#

Makes sense, i think i will block out my scene in pro builder first then make the final thing in blender to avoid this.

lapis elk
#

(How big will your Building / Indoorscene be?)

humble lynx
lapis elk
#

yeah sure

humble lynx
#

That big

lapis elk
#

okay. when you think about portal, it would be smart to keep every room a single mesh i think.
You can make the whole part in blender, sure.
But i would recomment like @misty lantern said, to keep the rooms seperate, so they can be culled when not used.

calm pewter
#

so, i have some nurbs path in blender, is there anyway i can export them to be loaded into unity as either some blank game objects or something?

small stream
#

idk why, i cant import my blender asset. when i imported it , it give this file but it doesnt contain any model

#

and im sure that i imported the blender file

#

this goes to all my blender file not jsut the bow one

obtuse oyster
small stream
#

on steam

obtuse oyster
#

I wouldn't use Blend files in Unity btw, it's almost always better to export to FBX

small stream
#

ok

#

oh

#

let me try

obtuse oyster
#

Check in Explorer that blend files are actually set to open with Blender

small stream
#

ok

misty lantern
small stream
obtuse oyster
small stream
small stream
small stream
#

i dont see any FBX file

#

nvm im blind

#

it jsut in lower case

#

thank

#

it works now

mighty sleet
#

I imported Quixel Megascan Assets last time and they worked fine. Now, after a restart, when I add a Megascan Prefab to the scene it's without any Textures. The Material in the materials folder is default white. Any Ideas what happened?

mighty sleet
#

When I export again the Assets are fixed

polar tree
#

How to enable boolean in blender?

#

It gives me an Error: Boolean is disabled. Then I enabled in preferences but nothing change

outer halo
#

!blender

lilac edgeBOT
solar ruin
#

Hi Guys,
I'm trying to make a Metroidvania level using a premade tile palette. The tutorial I am following uses Unity's Tileset objects, which is going alright, but the character walks ON TOP of the ground instead of ON the ground (see picture)
I have "Foreground", "Background", and "Ground" Tileset objects in the scene. I can imagine having a very simple "Ground" tileset with collision and no-collision Front and Background tiles stradling it. However, I am concerned about performance.
Does anyone have a suggestion for how I can achieve the effect I am going for optimally without significant hassle?

#

the character should be walking a few pixels lower on the ground

#

This 2.5D effect is what I want, but I need my workflow to be performant

#

How do developers normally handle this effect? I haven't found any tutorials on this style of tileset, or tools on Unity store

misty lantern
#

With the first method you need to manage your ground and wall sprites in pairs of foreground and background, but with the collider technique you'd have to modify each of the tile's collision shape

#

There isn't any quick way to automate either process out of the box

solar ruin
#

do I need to make some primitive shapes for collision into a kinda "graybox" Tileset sandwiched between foreground and background layers?

#

Since it's not going to be seen, I wouldn't want to render this layer if I can avoid it

misty lantern
#

No need for separate collider gameobjects or components, but they're technically an option also

solar ruin
#

she's walking ON TOP of the polygons generated by the silhouette

misty lantern
solar ruin
misty lantern
solar ruin
#

you are telling me to draw my own tileset

misty lantern
#

No, change the physics shape in the sprite editor

#

Unity's sprite editor, not some external one

solar ruin
#

I can offset it in the y-direction, but then the ceilings are messed up

misty lantern
#

No
When I say unity's sprite editor I mean unity's sprite editor

solar ruin
#

yes, I tried offsetting these

#

but the collision is still based on the sihouette

misty lantern
#

When the component is assigned, a polygon collider reads the sprite's physics shape for the collider shape

solar ruin
#

I see now

#

yes, thank you

misty lantern
#

If you are using sprites rather than tilemaps, you will need to reassign it

solar ruin
#

this is helpful

misty lantern
#

Tilemap renderers with tilemap colliders update it automatically

#

The physics shape (and sprite outline) by default are generated from the sprite's visual outline

#

But they can be changed

#

The only downside is you can't tell the sprite editor to "automatically cut the physics shape in half for each of these floor tiles"
So, some use sprites that are already cut in half, with the lower half using automatic colliders and the upper half none at all

#

But then you need some method to keep them together so the two ways are roughly equal in inconvenience

solar ruin
#

the tile palette I have is less robust, but I can edit the physics shapes on the tiles I need to

#

thank you @misty lantern

novel garden
#

So right now I'm working to slowly replicate this level concept within Unity. Mostly this involves developing an actual asset workflow for my art buddies and I to follow. We're looking to go with something tile-based, with most of the rooms being rectangular or octagonal.

#

What're the best practices involved with developing 3D tile sets/modular assets like these? I assume defining a grid size, and how they scale to Unity units is a good starting point. I've been looking at other games like Death's Door as a reference, and it seems to do a damn good job at building a world from simple pieces.

misty lantern
novel garden
misty lantern
#

If you're making them in a grid, then grid modules are useful
But you might also want to give specific predefined areas for each room to use, with connection points at particular coordinates
Or maybe any room could be of any shape and size, so you'd simply use empty objects or something similar to mark where a connection point can be

#

Then you block out some basic room shapes, and when you're at the point of adding detail to the connection points, you could create linked duplicates and line them up together in various ways, so you have a realtime visualization of how the seams look

#

Sometimes "connector parts" are used to make it easier to mask the seams and create transitions, but whether to use them and how they work is totally up to your needs and preference

#

Usually you choose between grid, predefined connection offsets and connector marker objects

#

There's also vertex snapping in Unity and most modeling programs that lets you easily plug two modules end to end, but only if they have geometry that match perfectly well

solar ruin
#

@misty lantern I manually adjusted the Physics Shapes for all the tiles used in my tile palette, but the collision hasn't changed in my Tileset. Do I need to do something else to use these changes?

#

Also, I was using Composite Collider 2D (which comes with the Tileset component iirc) with Geometry Type set to "Polygons". Changing that to "outlines" wasn't the solution as they weren't the same as the Physics Shape and my character just slid around

misty lantern
#

Composite collider is used to "glue" other collider components together so they work seamlessly

solar ruin
#

should I not do that?

#

The tilemap part of the tutorial is a little slapdash tbh

#

I'm happy to do it differently

misty lantern
solar ruin
#

which one

#

the tilemap?

misty lantern
#

TilemapCollider2D

solar ruin
misty lantern
#

At least if the collider type is Sprite

#
  Sprite: The Tilemap Collider 2D component generates a Collider shape based on the Sprite assigned to the Tile. The Collider shape is based on the Custom Physics Shape set for the Sprite.
Grid: The Tilemap Collider 2D component generates a Collider shape based on the shape of the Grid cell, which is determined by the selected Cell Layout of the Grid component.```
solar ruin
#

:D looks different now

solar ruin
#

I have confirmed this is true

#

thank you, you have been very helpful

#

um...you know the secret to steep stairs?

#

I don't have a Unity-generated character controler and the stair tiles are really steep

#

pretty stylized

#

I can get my hands dirty and adjust them in Photoshop but I think I remember Aldadin on the Genesis running up some steep stairs, and I kind of like the aesthetic

misty lantern
solar ruin
#

roughly

#

here's what they look like in photoshop

#

they're 32x32 tiles

#

and a little jank

#

so I WILL redo them a little

#

the tileset I was given may be missing pieces

misty lantern
#

Usually you make the collider a ramp, and add a condition to the character controller to detect the changed normal of the ground to change animation and/or movement mode

solar ruin
#

I'll look for a tutorial on making a character climb steep ramps

#

Maybe I can even just have a tileset layer just for stairs and give those super-friction-y materials

solar ruin
solar ruin
#

@misty lantern sorry to bug you again, but I am just wondering: is there a way to move these stair tiles from the Ground Tilemap to the Stairs tilemap?

#

(I googled this yesterday and couldn't find an example)

solar ruin
#

In this tutorial I will show you how to make sure that your dynamic rigidbody driven character can handle slopes in Unity 2D.

Do you want to improve the way you write code for your games on the example of a 2d platformer? Check my video course:
https://courses.sunnyvalleystudio.com/

Is your character using kinematic rigidbody for movement? May...

โ–ถ Play video
#

I may run into trouble a little later depending on how complex things get with knockback, etc.

plucky wraith
#

beginner here needing some advice. i'm trying to build a vehicle that will fly around a level while letting players move around freely within the vehicle as it's flying around the level. so i went into Blender and built out a box with 6 sides and cut some entryways in them, joined all the walls into one single object, checked that my normals were all facing the right way (blue), and exported the FBX for Unity. after importing it into Unity, adding RigidBody and MeshCollider with convex OFF, the vehicle just fell through the floor. turning convex ON prevented it from falling through and allowed me to stand on top of it, but i'm unable to enter the vehicle through its doorways, clearly they've been blocked by the collider around the entire object. am i wrong in assuming with convex off, the MeshCollider won't actually calculate for the hollow interior of the vehicle? does it only do simple shapes like tubes? am i supposed to refrain from joining my walls in blender, export all 6 walls of the vehicle seperately into Unity then add box colliders to each piece individually for me to achieve what i need?

bronze spear
bronze spear
# plucky wraith beginner here needing some advice. i'm trying to build a vehicle that will fly a...

I have never tried it, but it may actually be possible to have a dynamic rigidbody with a convex collider to drive the actual motion of the vehicle, then have a child kinematic rigidbody to have proper collisions with players / other things that need to enter the vehicle. So, the idea is: you could put that convex collider onto its own layer, then tell it to not collide with players via the collision layer matrix. If you then added another rigidbody as a child, made it kinematic, and gave it its own collider that is non-convex, it might have proper interactions with players. Both colliders would reference the same mesh, one would just be convex (for the dynamic rigidbody) and non-convex (for the kinematic rigidbody).

#

Like I said, haven't tried it myself as generally it's not ideal to have nested rigidbodies, but it may be worth a shot in this case?

queen rock
#

I am currently making a 2d top-down game and am using conventional 2d hand-drawn sprite sheets for my character. I just watched a vid on youtube saying I can replace the labour intensive process by using Blender and meshes. Can someone give me some recommendation? Should I learn Blender? Will using 3D meshes significantly affect the performance of my game?

lime pollen
queen rock
#

Since I am a programmer, I want someone to handle future animation and drawing for me, knowing the basics of drawing could help me illustrate my ideas. The workload would be too heavy to be the main coder and also illustrator

lime pollen
#

If you're planning to work with an artist I suggest just looking for one now instead of investing time into a brand new art pipeline

queen rock
#

I just got my hand on blender

#

it's not hard, it just takes your sanity away

#

I can make a donut now, how long will it take me to learn how to create character models?

young sleet
#

https://youtu.be/yloupOUjMOA?si=roYr4GSV-odsqtdE

Hello, ive followed this tutorial but noticed a little problem, as soon as i only have a img texture my models look incredibly flat because theres no normal or roughness map

How can i properly export while keeping the detail? Thanks

Let's learn about how to take your models and materials from blender, and how to properly export them into Unity!

๐Ÿ‘พ Join the Discord! https://discord.gg/MYAujpE4xG

๐Ÿซถ Access Code Files and Projects! patreon.com/RigorMortisTortoise

~ Contact ~
๐Ÿ“ท Instagram: @rigor_mortis_tortoise
โฑ๏ธTikTok: Rigor_MortisTo...

โ–ถ Play video
queen rock
#

I have been studying Unity and Blender for the past 10 hours, I still don't know whether I should draw 2d Sprites or make 3d Meshes then convert them to pixel art to easily animate things but with low quality

young sleet
#

ayo help, my texture is the wrong way despite smart UV unwrap in blender??
wth

half field
#

Hi how is sprite atlasing done in 2022? Everything in the docs leads to the Sprite Packer which is legacy so it is confusing!

#

But I guess you just create individual sprite atlases now?

tulip spade
#

I wanted to know what was better, whether it was better to create a 3D model or a 2D one that looks at the camera, and if the 2D option is better, how would I go about it?

#

to make grass

lime pollen
misty lantern
# half field Hi how is sprite atlasing done in 2022? Everything in the docs leads to the Spri...
    Unity User Manual 2022.3 (LTS) / 2D game development / with sprites / Sprite Atlas / Sprite Packer
"Please note that Sprite Packer is deprecated for Unity 2020.1 and newer, and will no longer be available as an option from Sprite Packer Modes. Existing Projects already using Sprite Packer will still be able to continue using it, however any new Project created in 2020.1 onwards will default to the Sprite Atlas system when packing Textures."
#

Use the sprite atlas

icy grove
#

why is the gizmo upside down?

misty lantern
icy grove
#

its not

#

i had to apply all transforms in blender

misty lantern
#

Because Blender and Unity use different axial systems

proud willow
icy grove
#

how to open shape menu when creating a probuilder shape?

#

nvm

lone kelp
#

how do i make it so i can change the colour of one particular part of a tilemap

fair crystal
gritty raft
# fair crystal

Just want to press the Compression issue again, and make sure my meaning was clear. You've adjusted settings in this screen to turn off compression?

fair crystal
#

it doesnt matter anyways because i used the eyedrop looking thing and it is the same

gritty raft
#

That's a strange one. hopefully someone has seen it before and knows the solution. good luck!

fair crystal
#

i fixed it

#

u have to edit the tmp shader

tribal pivot
fair crystal
#

instead of return c

#

i write

#

#if UNITY_COLORSPACE_GAMMA
return c;
#else
return fixed4(GammaToLinearSpace(c.rgb), c.a) * c.a;
#endif

tribal pivot
fair crystal
#

i think it's either that or something to do with hdr

#

very hard to notice but for some reason there is actually still an outline

tribal pivot
fair crystal
#

ive got no shader for hdr

#

i am not using any render pipeline

#

out of the box, TMP does not render colors correctly and they should rly fix it

tribal pivot
#

this is a travesty

#

how is that not fixed after being in unity for so long. and its a simple fix in the shader, just having to type a few words?? how have they not done it

fair crystal
#

i dont know

#

this could be an issue for just me

#

but u can try it

tribal pivot
dense oar
#

tech art question I am have been struggling to wrap my brain how you'd physically create
I want to model a crystal that looks like its re-facetting itself

like picture hard edge voronoi noise cells 'flowing' over the crystal surface to form angled cuts/facets, so that its not just a static crystal sitting there but a morphing flowing shape made of sliced away surfaces ๐Ÿค”

#

I cant concieve of how to even attempt to do this, shader alone I dont think can do it, and surface modeling doesnt like to change that dynamically, its not just a matter of pushing vertexes around

#

like if you scrolled something like this across its surface, and used this kind of data to reshape the mesh surface UnityChanThink but I'd want it to look like hard edge crystaline cuts, not just deforming blobbily

#

its hard to describe what I am going for, am I making any sense?

#

how do I produce an art asset of a crystal that reshapes itself over time, not morph targets but like a flowing surface of cuts

#

like something like this except real time in unity?

#

and I want to move all the slices, in real time

#

maybe this is just impossible

#

if its impossible to make it dynamic, how do I just FAKE this exact appearance? I am not sure how you'd fake it either

misty lantern
#

@dense oar Sounds like you may want procedural meshes using the same math used by modeling programs for boolean operations
or an "intersection" shader

dense oar
#

it just ripped the mesh apart and kind of looks like trash instead of like a cool fluid perfect faceted crystal whos facets can flow along its surface

misty lantern
dense oar
#

the mesh was made with tons of subdivisions in advance but I think maybe to make this work the voronoi needs 3d coordinate data in it

#

but yeah like you said shader probably cant do this

#

but i dont know how you'd model this because its not one single fixed hard surface model, its more like a described thing that has to change and reshape itself along intersections

#

its not one model so how can I possibly model it UnityChanThink

#

its been a long day and im burnt out, I recognize if I keep trying and failing ill jut go into crisis so better to just give up having proved all of the things I did today arent how you do this

misty lantern
#

I'm guessing what you want is kind of like using multiple clipping planes like these to make facets, and to move them also

dense oar
#

here's a crap example as well to make it clearer what I was going for

#

only, 3D, but basically I guess a tiling (or at least just without seams), scrolling intersection
and NOT just scrolling a normal map like shown there, actual mesh deformation

#

Reading those links now

dense oar
#

crude 3D test of a bespoke hand animated one

#

the cheapest possible MVP version is just a scrolling tiling mesh that tapers to and from a point ๐Ÿค”

#

maybe this will suffice if I just make the mesh itself look a lot better, and I can hide reptitiveness by making multiple segments of mesh that all fit together seamlessly ๐Ÿค” maybe?

#

and in unity I think I can taper it to a point in shader by editing the vertexes

dense oar
misty lantern
dense oar
#

I want to make a crystal that looks like its facets are fluidly flowing over its surface

#

but like, actually, not just scrolling a normal map

#

the above doesnt really pull it off because its just translating, the facets themselves arent changing

#

ill think on it more, I feel less frustrated and less stuck that I got at least the above working

mint raptor
#

Good late evening peeps. Dropping in here a complete unitiy dilettante.

#

Currently I'm coding a game and got to a point where 2d assets have to be added

#

But I would really benefit from the shadder values of custom images that I'm preparing

#

since the game is pretty sensitive to them

#

Like is it possible to extract exact "BaseMat", "_LightPower", "_AddAmbient" and "_TintColor":

#

for a certain image that I'm preparing. Asset studio only helps for existing in-game images, not the custom ones.

#

using Unity that is

lime pollen
misty lantern
lime pollen
#

It means they're using ripped assets ๐Ÿ˜›

mint raptor
#

like I said, zero ripped assets are being used, rather custom created ones, that aren't ripped but was provided by the creator with just a raw image and nothing else.

misty lantern
mint raptor
#

And I can't contact the said author anymore that provided the raw image that he made unfortunately, and ask him for the main values that he used while making the image.

mint raptor
# lime pollen It means they're using ripped assets ๐Ÿ˜›

And you do realize that if anyone would actually want the material values of an existing assets, that you interpret as ripped from the source (game for instance), we can just look them all up in asset studio material dumps. But like I said, that's not the case here.

misty lantern
mint raptor
misty lantern
#

Or do you mean someone you're developing with mentioned it

#

Anyway, I'm confused and would like to have some answer to any of the questions I asked earlier

mint raptor
mint raptor
#

which I can't do that with a custom made image sadly, and can't get that info from the original creator, as of now at least.

misty lantern
#

There's effectively no way to know what tint color a material is using if you don't have the asset in front of you
Textures are just another property used by shaders, they don't contain values of other adjacent shader properties

mint raptor
#

Thank you, that's the piece of info I was looking for, cheers.

misty lantern
#

Tint color is one of the few default 2D shader properties, but it's not really a standard part of any art workflow

mint raptor
#

He didn't think that the asset that he gave will not look as expected while testing it in the project, so I didn't even ask him initially. I didn't thought through here enough.

misty lantern
#

Kinda feels like we're dancing around the actual issue

lime pollen
#

Definitely smells like an xy problem

#

Might be easier if you showed screenshots

sterile island
#

how do i make my textures look clean?

#

this is the look im going for

#

and this it what i have

pastel junco
#

would this model cause lag in a game? Imagone having around 10,000 of them, it is animated too

outer halo
#

Anything you add makes a game lag. Whether or not having 10k of these would make it unplayable, is impossible to say.

Does it have to animate? Can you not scroll the UVs? And if things get heavy, you can always consider using DOTs.

misty lantern
pallid garden
#

Why is my exported model from blender rotated 89 degrees and scaled 100?

humble lynx
humble lynx
misty lantern
coarse shore
#

Hello, does Unity support UDIM textures?

misty lantern
#

That workflow is not really used for game graphics, because the way UDIMs work would make it way harder to optimize things for realtime rendering

coarse shore
dense birch
#

anyone knows where i could find some arms and guns in low poly?

lapis elk
stuck dagger
#

make it point filter and disable any antialiasing

glad rune
#

I'm making a small building, working with smaller textures (32x, 64x). Would it be better to split the building up into multiple 64x textures, or combine a bunch of them into a single 256x texture? I know that it'd decrease drawcalls, but I'm wondering if there's any utility to splitting it up at all.

#

In terms of memory, cpu utilization, gpu, etc

#

or is it just negligible at a texture res this low? (assuming my target platform is PC)

misty lantern
misty lantern
glad rune
#

seamlessness is no worry for my use case so that's perfect

small rune
#

hello guys, do you know if there are any tips and tricks to export an object so the other person working with it only have to drag and drop the object in his unity scene ?

misty lantern
small rune
daring tartan
#

Does anyone here know any good 3D modelling apps for ipad? Doesn't need to be free but preferably not like $50 or something

lilac tiger
#

I would use blender

finite canyon
#

Hello... I'm not sure if this is the correct channel, apologizes if it isn't!

Can someone help a very art beginner with a piece of advice, please?

I'm starting to adventure myself in creating my own 2D assets (mostly focusing on Metroidvania style). I'm trying to draw simple assets (like some platforms, rocks, trees, etc) using Procreate... but I'm struggling with the file resolution I should use to draw them.

I have seen some videos about it, but I'm still a little bit confused about this. I understand it's better to draw something in a higher resolution and scale down than the opposite. But I'm still not able to figure out if I should really go to something like 4k and scale down when importing to Unity, or if I should use something like 256x256.

Also, a follow up question on that: should my drawing fill up 100% of the file? Let's say I'm drawing a platform... it'll naturally have a larger width than a height. In that case, should my file resolution still be a square?

Thanks in advance.

lilac tiger
#

I am using the package com.unity.vecorgraphics, but for some reason the vecotrimage now looks like this

lapis elk
devout orchid
#

Hey there, I am currently having a problem with my level I am designing. I have created a beanstalk and on the leaves, they are missing their top left corners and those missing areas act like planes in-game! I made this model in blender, and exported it as an .fbx file. In other softwares, it looks and behaves normally, what should I do?

#

this is a repost, but I was told to ask here

marsh summit
devout orchid
marsh summit
#

Or maybe I'm misunderstanding the issue

#

And the stalk and parts I'm guessing are individual separate meshes

devout orchid
#

the leaves, attached to the beanstalk, have corners missing from them, and those corners act like planes

#

yes

marsh summit
#

I'm not entirely sure what they act like planes means

devout orchid
#

I can pass my hand thru one way, but not the other

misty lantern
#

@devout orchid Looks like inverted normals

marsh summit
#

Yeah agreed, if they are the right size but only drawing one side, or no sides, it's the normals

devout orchid
#

I don't really know all the the terms here

marsh summit
#

It's OK, the order of a face determines if it draws the triangle on one side or the other. It's just the normal. It's because by default unity shaders only draw one sided.

#

So in blender, you need to edit the meshes and either manually invert the wrong normals, or more likely just select all the verts and then have it auto calculate the normals. You should be able to search that in the blender search

devout orchid
#

I saw a video on that a min ago, I'll try that, thanks!

#

alr, so, I just tried recalculating, and that didn't do anything

#

I'm gonna try to manually flip them in blender, then export that

#

no luck

#

still broken

misty lantern
devout orchid
#

only the blue ones

fluid oak
#

Are the faces all triangles?

#

If they aren't, you might have nonplanar geometry which can render weirdly.

lapis elk
# devout orchid Hey there, I am currently having a problem with my level I am designing. I have ...

In this video we talk about the correct workflow to export your 3D models from Blender to Unity.I'll show you the right way and introduce you to common errors and show you how to fix them.

If you are interested in game design and gamedev, we are happy to offer you help on our Discord. You can also check out our Instagram or support us on Patreo...

โ–ถ Play video
misty lantern
devout orchid
#

thanks folks, gonna work on this tonight

devout orchid
#

Your help is greatly appreciated

wide yew
#

Do you need to draw the body and arm of a character seperated to equip a weapin between them.

misty lantern
wide yew
#

i mean like if it is 2d you draw it right

outer halo
#

That's one way to do it, yes.

#

Especially if your weapons are seen outside of the player

vivid void
#

how do i fix

eager mist
# vivid void how do i fix

it looks like your shader is not compatible with the current rendering pipeline to fix this go to edit->renderpipeline->UniversalRenderPipeline->Upgrade project materials to UniversalRP Materials

vivid void
#

where is render pipeline?

junior valve
vivid void
#

yep

eager mist
#

oh it looks like Unitys Ux has changed a little in the newer versions, check the graphics teir

vivid void
#

ok

#

all thats there is shader hardware 1 2 3

#

ima try project settings

eager mist
#

ok well if that doesn't work you can manually change the shader, if you're using URP, then just go to the shader of the object and change it over there, you can modify it to a specific Universal Render Pipeline Shader

lime charm
vivid void
#

ok

lime charm
vivid void
#

oh

eager mist
#

you are using the base pipeline this method is only for URP

vivid void
#

ok

summer umbra
#

I have 4 models that were catologed together but idk how to remove the each one indaviduele how do I do it and the models are imported from blender

misty lantern
summer umbra
misty lantern
summer umbra
#

after I exported it

misty lantern
summer umbra
#

and this what came up when I tried to export the model into fbx

#

for some reason it cannot see the model

misty lantern
summer umbra
misty lantern
summer umbra
misty lantern
summer umbra
lapis elk
summer umbra
lapis elk
#

yeah, some kind of tpose

summer umbra
#

I think I will rather try it with the t pose one or should I continue with this one ?

lapis elk
#

In t-pose its easier to rig and you can mirror some bones.
But if you can handle this pose too, its fine ^^

summer umbra
#

oh ok I will see if this one works out or not otherwise I have to do the t pose one

#

yea I think I am rather just going to do the t pose

supple pendant
#

I was very interested in making a lowpoly game with pixel art for textures and so on, will show some examples (obviously with a little less simple gemoetry and higher resolution textures etc)
Does anyone have any ideas as to what style of lowpoly characters might fit in with this environment? I don't want to do pixel art characters nor voxel

#

Likely I'd want the character rig to be setup well enough complexity wise to have multiple joints/limbs like the elbow seperating your arm into 2 joints

#

Though likely aside from humanoid enemies, the monsters themselves etc would be blockier-esque

drifting dew
loud scroll
#

The material I created in Blender on the left (yellow) is the material I desire, yet for some reason, in Unity on the right, it becomes reddish-orange when imported. Any thoughts on what caused this?

lapis elk
loud scroll
#

oooh right gotcha, yeah i totally forgot people usually use other software for material creation...

lapis elk
supple pendant
stoic robin
lapis elk
# stoic robin

In the import settings there is something in the material tab, that used the imported materials. (Iโ€™m not at the PC to give you the correct name)
Then you can change the shader for the material

stoic robin
#

where can I find the import settings ?

lapis elk
vestal cargo
#

how would i fix the holes in my uvs? it doesn't show up on my mesh

gritty raft
#

Ok, so it basically looks like when the model was uv-unwrapped, those particular vertices were not select. or, they have been removed from the UV later

vestal cargo
#

is there a way to fix it?

gritty raft
#

first thing to check is that all your Normals are facing the correct direction

vestal cargo
gritty raft
#

if it does not resolve after the re-unwrap, i would clean-up the model, making sure there are no overlapping vertices that should be a single vertex. also, 'fill holes' if needed

violet walrus
#

you can just select those faces in the model, planner map them, then stitch them back in place

#

or pin exisitng uv and unwrap everything again

violet walrus
#

think its called like project from view in blender

#

though really any of the projection options will do since you will stich things back into place anyways

gritty raft
#

but i suppose the question is, why did they get missed in the first place.. i am assuming there was a reason, such as double verts, or, etc, etc

violet walrus
#

likeky not everything was selected when unnwrapping

gritty raft
#

yeah., hopefully it was just that

violet walrus
#

really its pretty easy to just stich things back in

gritty raft
#

i have never had to do that, so i am not familiar with the technique (still pretty early in my UV unwrapping career)

violet walrus
#

then use the stich tool to shove it back in

gritty raft
#

hmm. i am not familiar with a stitch tool in Blender, but i am sure it is there, or at least an equivalent

violet walrus
#

option+v or its in the uv menu

#

forget what its key on windows is, assuming alt+v

#

either way its just this one

gritty raft
#

yep, alt-v it is ๐Ÿ™‚

violet walrus
#

itse useful for more mechanical things

#

like say you got a bunch of flat projections you want to stitch togeather on common edges

gritty raft
#

yeah, things tend to get complex pretty quickly with organic shapes

violet walrus
#

then just v is the opposite it tears a edge apart

gritty raft
#

i'm off on a programming adventure right now, but i am going to have to start working with my character models again pretty soon. I kind of dread it as they are huge VRAM hogs with over 650 shape keys :/

violet walrus
#

yeah not everything has to be done with marking seams and unwrap, that works good for larger organic shapes, but often expecially when you are uv'ing to a existing texture use split and stich helps alot

gritty raft
#

i am still looking for a clear solution to Bake morphs, after the character creation screen

violet walrus
#

650 shape keys is a hell of a lot

gritty raft
#

well, i was designing for a different engine at the time, and had a solution to bake after they got their character looking exactly like they wanted it

violet walrus
gritty raft
#

good point

violet walrus
#

so what you created a bunch of shape keys in blender, and you use them in Unity for character customization ?

#

but once the character is created, you want to apply it back to the vert positions and save a copy of the mesh

gritty raft
#

exactly

violet walrus
#

that sounds doable, maybe a bit fiddly but do albe

gritty raft
#

so mix and match any combination of these shape keys, and then have it remove those shape keys after saving a new base model in that shape

#

I really thought there was an out of the box solution, but now i think i may have misread a couple years back

violet walrus
#

the mesh class should be able to handle it

#

more or less need to iterate through all the vertices and apply the transformations to them

#

the hard part will be serialization, unless you just redo the work on every game startup

gritty raft
#

i would prefer to have it saved

violet walrus
#

yeah would need your own format for that, since at runtime you can no longer do asset database stuff the editor can and have serlizaiton via unity

gritty raft
#

i am not ready to tackle it quite yet though. still in the realm of C# tutorials here, at this point

#

that's no fun ^^

violet walrus
#

but if you save out the influences of each blendshape then you can use that when loading to recreate the mesh with blendshapes applied

gritty raft
#

well, we'll cross that bridge when we get there, as they say. i will keep that in mind, thanks

violet walrus
#

then after applies its about sorting out a way to save it to disk

#

lol i am over complicating it

gritty raft
#

i'd guess there is a plugin to do it, but they would probably take me as long to learn as making a solution from scratch. I'd have to make it from the ground up to make sure i fully understand it anyways

violet walrus
#

SkinnedMeshRenderer has a BakeMesh option

gritty raft
#

fingers crossed that it will support everything that is needed without too much trouble!

violet walrus
#

though 650 blendshapes is a hell of a lot for a character

#

also will need to sort out which ones are for customization, and which ones you dont want to make static because they are used for emots and facial expression

gritty raft
#

yeah, it is a bit overkill ๐Ÿ™‚ Yep. i have a 39 viseme system for the lipsync, and about 35 expressions at this point. it is FACS based, so if i just change the names of the shape keys, i can use Apple information for lipsync

violet walrus
#

yeah its all kinda costly, but blendshapes cost a good bit compared to using bones, much higher memory cost

gritty raft
#

well, hopefully not as much as they used to, since they are calculated on the GPU now

#

in UE it was silly efficient, but i sadly do not think Unity is quite there yet.

#

I have to see if Unity needs to store a whole copy of the model for each one, or if they are using the more efficient route of just storing the deltas for each

violet walrus
#

looks like deltas but i would need to do tests to confirm

gritty raft
#

Oh, that is good news. i hope so

dense sequoia
#

Not sure if this is the right channel to post this in but I was looking to get some art made for my platform side scroller does anyone know where I could get some custom stuff done?

lilac edgeBOT
jagged elk
#

how can you change the size of a sprite you already made?

violet walrus
#

You change it's pixels per unit option on its important settings

hard quail
#

Quick Question

I'm trying to do a quick system where I'd like a mesh to turn into a couple of others, basically switching out prefabs. This isn't the main system but it's something for โœจ aesthetics โœจ
So think of 3 different sword models where I'd like the mesh to transform/blend into the 3 swords meshes when you switch.

My main solution would be using shape keys, but I'd like to keep each weapon a different model.
The only solution i can think of is using a intermediate shape that all models share using shape keys. So let's say I got Sword Mesh A and Sword Mesh B and I switch from A to B. So the Sword Mesh A shapes itself into the Intermediate ShapeKey, the mesh is replaced with Sword Mesh B in a Intermediate ShapeKey and then shift back into the Default ShapeKey.

However, I'm just unsure if there isn't a better way to do this transformation and I can't think of it due to my limited knowledge. Open to hear any of yall's take on this.

TLDR; Want to know how to Blend different Object Meshes without an intermediate Shape Key.

violet walrus
#

so its really do the hard work of using blendshapes to do this which is far from ideal, or just smoke and mirrors out

#

by smoke and mirrors it like toss lots of particles in the users face, or have a dissolve shader to dissolve one away while bring the other in

lapis elk
# hard quail # Quick Question I'm trying to do a quick system where I'd like a mesh to turn i...

Your approach sounds very good to me.
If you can model your 3 swords with the same amount of vertices, this would be great for the shapekeys and you just switch your sword with three shape keys.
If you cant, do it loke you said with the "Intermediate ShapeKeys".
The easiest way would be, to hide the switch of the swords with a particleeffect, like smoke or a bright flash or whatever fits your style.
You could also build a shader, that dissolves the first sword and build up the second sword.

last granite
#

When I upload an illustrator file to unity, what things should I keep in mind in order for it to scale properly?

#

like is there a known unity exchange range between illustrator and unity i should know?

outer halo
#

Can Unity read AI files? ๐Ÿค”

violet walrus
#

maybe with the svg support package

#

though even for svg files i always found it very fiddly, and for AI files if it works i would assume its like including a .ma file in a project where it literally calls the dcc in batch mode to export

hard quail
#

In theory I could use particles or a disolve, but I got something in mind on how i'd like it to look.

high hill
#

Did anyone manage to find a good way to read custom properties from blender FBX files?

dense escarp
#

Can someone help me figure out how to properly make my substance painter textures work in unity?

#

I have the seams all set, itโ€™s just matter of exporting the textures from substance and trying to figure out how to make it work in Unity

#

I tried a lot of ways to do it but without success

#

๐Ÿ˜ฆ

lapis elk
dense escarp
lapis elk
#

Okay. It looks like you have your pug (for whatever reason) separated into 3 materials.

lapis elk
#

When starting a project in painter, you should select the correct workflow, which should be named something like โ€žPbr metallic albedo transparencyโ€œ or something like this and OpenGL.

#

When exporting, you also use the Unity template

dense escarp
#

You are correct, I am working with 3 sub meshes and each has its own substance painter texture

#

I tried the Unity template (metallic) but it didnโ€™t work.

lapis elk
dense escarp
#

Ok, I will try to make the model one mesh and see how it goes

lapis elk
#

Before you start painting again, do several tests with a very simple painting on your pug, until you get a result you like.

lapis elk
dense escarp
#

Ok, thank you. I will try to fix it today

high hill
dense escarp
#

@lapis elk could this be related to my issue?

lapis elk
dense escarp
lapis elk
dense escarp
lapis elk
dense escarp
#

so I have a Normal, Height, Mettalic, Albedo, and then there is the fbx

dense escarp
lapis elk
dense escarp
#

maybe some issue here?

lapis elk
#

Yeah fix normal is a good button to press ^^

dense escarp
#

nothing sadly

lapis elk
#

And are you sure that you want your Pug to be as smooth as polished metal? ^^

dense escarp
#

you are right tho, def a bit too glossy

lapis elk
#

But back to material.
You have 3 different material sets in your painter.
Did you export all 3 of them and created 3 materials in Unity?

#

Thatโ€™s weird somehow, and I donโ€™t see the eyes of the pug in your albedo, for example

#

I can take a deeper look tomorrow if you canโ€™t fix it by yourself

dense escarp
#

thank you for the help

torn aurora
#

How do I export from blender to unity with textures?

dense escarp
#

@lapis elk I ended up merging the submeshes into one and then the textures

#

it all works now

azure ether
# torn aurora How do I export from blender to unity with textures?

here's a simple tutorial, 2 min: https://youtu.be/BYf4QnzXynQ

We are going to see how to export a model in FBX format with the textures included and then extract them in Unity. This is a remake of an old video in which I include the fact that this is not the method I prefer to export models with textures from Blender to Unity, it's another way that could be useful in some specific cases.
In the Blender FBX...

โ–ถ Play video
azure ether
# torn aurora How do I export from blender to unity with textures?

and here's a more advanced tutorial if you want more exacting results, 6 min: https://youtu.be/yloupOUjMOA

Let's learn about how to take your models and materials from blender, and how to properly export them into Unity!

๐Ÿ‘พ Join the Discord! https://discord.gg/MYAujpE4xG

๐Ÿซถ Access Code Files and Projects! patreon.com/RigorMortisTortoise

~ Contact ~
๐Ÿ“ท Instagram: @rigor_mortis_tortoise
โฑ๏ธTikTok: Rigor_MortisTo...

โ–ถ Play video
solid dawn
#

i've made a simple cannon model in blender but when i import it to Unity, this happens. I used file format FBX. What could be wrong?

stoic crescent
#

go into blender, and flip normals

#

blender sucks for game developers

solid dawn
#

what do you mean by normals

misty lantern
solid dawn
#

thx

stoic crescent
trail stag
#

I'm trying to put my game on the web but apparently compute shaders don't work on it. I have some particle effects from an asset pack I purchased that aren't showing up in the game and I'm wondering if that's the reason, but how do I tell if this is a compute shader?

misty lantern
trail stag
azure hare
#

ive imported a few models (one being placeholder dummy) so i can see how character look in scale to the environment, the capsule is 2m in height . the character doesn't seem far off, maybe 5'ft 11

#

but how do make my charicter a particular size, i want all my charicters to be the same height

#

theres no dimensions on the models so i havbe no idea how tall it actually is without estimating

lapis elk
azure hare
lapis elk
azure hare
lapis elk
#

Just eyeball it

#

Or if you want it exactly, then take the humanoid and bring it to blender and check its exact size

azure hare
azure hare
lapis elk
#

But i know what you mean, i wanted to have everything perfect two in the past ๐Ÿ˜„

azure hare
#

i models a sword in blender and im like "wtf? everyone is just eyeballign everything"

#

well i eyeballed that sword and i though it was pretty cool

#

i cant find the file on my PC I'm scared i deleted it by accident, i was proud of that

olive matrix
#

heya, I was hoping I could get some advice on a workflow for my relatively unique situation

#

i'm currently working on translating my originally flat 2d game into a 3d isometric perspective, which has gone pretty well and I think it looks nice generally (missing pieces here and there, but you know)

#

i was wondering what the best workflow for making maps would be like
i know a lot of people use blender and make their whole map in there, but then i wouldn't be able to do stuff like worldspace uvs for the terrain as easily and there'd be annoying work to do when my modeler is done making the environment to import it into unity

the same is true in reverse though, it'd be annoying to have to fire up unity and the whole project every time just to make maps inengine

#

especially if we had multiple people working on it

leaden crane
#

is there a point of multiple 3d models sharing a UV/Material/Textures if they're not gonna be static/grouped together in unity?

misty lantern
leaden crane
#

does it still benefit if the objects sharing the material aren't static/merged together?

#

in this example say you have a box, and a object in the box, they share the same material/texture but the player can pick up the object and interact with it independent of the box

#

or say a model of a can with 20 different labels but they weren't going to be merged either because the player can knock em around as physics objects

#

would it be more efficient to just have 20 different materials and smaller textures, or have them all on one big 4k texture

misty lantern
#

Should you enable static batching, it requires they share the material
Should you enable GPU instancing, it requires they share the material and the exact mesh too
But even without these requirements SRP Batching tends to beat both those two in performance

leaden crane
#

alright, my boss is asking me to merge a bunch of stuff together on my end (Blender, Substance Painter) so im just wondering if there's any real benefit to doing it this way

lapis elk
leaden crane
#

and it still counts if they're seperate in unity and aren't static meshes?

lapis elk
#

an advantage of keeping everything seperated could be, if you make advantage of Frustum or Occlusion Culling.

leaden crane
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well in my example, it's a container with several things inside of the container, so im just wondering if having the container and everything in it sharing the same material/textureset benefits at all

lapis elk
leaden crane
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so it's a VR game, inside of the container, is a smaller container which you can pick up and also open

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and when you're done you'd put it back in the container

lapis elk