#🔀┃art-asset-workflow

1 messages · Page 16 of 1

edgy hedge
ruby atlas
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The ppu under canvas scaling works the same as the ppu for sprites right?

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I'm assuming the ppu for my ui must be the same for the ppu for my character and environment sprites?

sweet marsh
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I am looking to add a background to my space game that is designed around pixel art and am unsure of the best way to do it. I want it to have options so I can get one made with an asteroid and some made without. Should I just make the images separately? I remember seeing mentions of Tilemaps but idk how well that would work with my goal

misty lantern
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At minimum you'd draw one background with asteroids and one without

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But maybe you want something different in a specific way, or within some specific constraint

sweet marsh
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I'm completely new to making art for games, so my wording may not be clear. I don't really know how to ask the questions.

I guess my question would be... Is it better to just make seperate 64x64 images for a unique background and then try to randomly generate it in the game?

misty lantern
sweet marsh
misty lantern
sweet marsh
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Should the asteroids and other objects be something separate from that tileset?

misty lantern
frail totem
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Hello there. I want to rise some maybe not so great topic, but I am generally interested in hearing answers and opinions.
Quite short: China has huge game market and thousands of new games are produced annually. And well, it means that only a small percent actually sticks, other are getting closed.
Many of closed games (all their sourcecode and so on) then end up on chinese forums / websites. I literally have no idea about this: IF the game company no more exists in general and the sourcecode travels the internet and is being given away for free (not by publisher / company, but still) for like 8-10 years already, is it at least legal to use the assets from those games?
I mean the games might have been not successful or something, but it's just a shame sometimes, that so many assets are like... ditched into the trash.
So is re-using those assets a crime?

digital mantle
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if the grandma on the corner of the street hasn't driven her beater car in 8-10 years and is probably dead, is it legal to steal her car? What if somebody stole her car already, is it legal to drive the car then? Lol dude come on, just make your own assets

frail totem
digital mantle
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well your question wasn't "if I do this crime, will I get punished?"

frail totem
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true 🙂

edgy hedge
burnt shard
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Hey guys, anyone can give me an opinion about the asset from unity asset store called "Characters 7" ?
Im thinking about get it for a bomberman game that i've been solo doing with only placeholder 3d characters

tame scaffold
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It doesn't look like unity handles SVG's. How should I import things like vectors to use as sprites? Just make it a PNG instead?

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Eg this flower from illustrator I'm using as a test

tame scaffold
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Well I'll be, thanks!

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Sadly it doesn't seem like they're still working on it 😦 but should work for now..

obtuse oyster
tame scaffold
golden citrus
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Can someone please help me get my model into unity properly. Its pissing me off. The transforms are wrong, so everything is screwed up, and for some reason I can't see wheel colliders on my import even when it has its rigid body

sweet marsh
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Does anyone know the right workflow to get Aseprite Tilemaps to Unity without them being really blury?

Every time I export as png all the pixels are blurred.

misty lantern
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I don't know about the aseprite importer, but psb importer compiles layers side by side in the file, so hitting the max import size unwittingly is very easy

sweet marsh
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I exported as png and when I checked through windows photos it was blurry

misty lantern
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Windows photo viewer is hardcoded to use image filtering, I believe, so it's not a reliable indicator of anything

sweet marsh
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Oh ok, I'll try it and check in unity then

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Also for seperating the tilemap, what is the best way to handle that. I remember some guy using a grid extension but idk if thats still necessary or the best way

sweet marsh
misty lantern
sweet marsh
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gotcha

sweet marsh
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Just wanted to check, I managed to slice them but are these values fine?

sweet marsh
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Also I sliced them but I can seem to access them outside of the sprite editor?

misty lantern
sweet marsh
eager mist
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I'm making a game with classic dialogues, when a character talks their expression is instantiated near the text.
From what I read the point of having all the sprites in a single file is to reduce drawcalls, but does that matter if an expression is instantiated and destroyed at every phrase?
Right now all the expressions for each character is in a single spritesheet, but for some of them I would benefit from having each expression on its own file for sorting.
Can I have them in different files or that's gonna be bad for performance?

misty lantern
misty lantern
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Try with sprite atlas and without and profile the performance if you're curious

eager mist
obtuse otter
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I don't know where to post this, but for some reason the tiles on this moving platform have odd holes between them. The platform is built out of individual sprites which are the tiles, which are all parented to one big object that serves as the collision & rigidbody. How can I fix this odd issue?

wicked citrus
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I imported my mesh and it was transparent for some reason

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Should look like this

sweet marsh
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Are we able to directly spawn in gif sprites into a scene or do we need to turn them into a prefab or animation?

I have 3 sprites of a flashing star that I am going to spawn into my scene but am unsure if I can spawn them as a .gif or if I need to turn them into a prefab

violet walrus
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would export the frames into indvidual images

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then you can easily work with them in in unity and build a animation

sweet marsh
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Should I turn it into an object with an animation?

outer halo
wicked citrus
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thanks

tame scaffold
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Are there any good UI sizing guides out there in terms of how to make properly sized assets for buttons, panels, etc for Unity projects? Right now I've just been making a 1920x1080 canvas, making my buttons / panels to scale, giving them borders, then playing with sizes in unity, but I'm not really sure if that's the way to go. I come from pixel art where a lot of the sizes are simpler.

fluid oak
outer halo
sweet marsh
fluid oak
sweet marsh
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Will take a look

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Gonna try paralax scrolling and then custom animation. Figure out which one I'd prefer

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Given 3D paralax may be bad but we'll give it a go with randomly generated stars that appear to be in the background

thorny lion
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Hey guys, I am very new to 3D modelling and have been trying to make a mii like character in blender and unity. The problem I am having is when making the 2D face, I want the facial features to wrap to the face mesh, but also I want them scalable and movable in unity (like the mii maker). The issue I am having here is when using shape keys to add different positions and scales, the facial features will either clip into the face mesh, or it will be too far off the face. I want the eyes and stuff to be viewable from side angles. I also cant use a shrinkwrap, because that doesnt work with shape keys, or in unity. Does anyone have any alternate ways they think I can get this to work?

thorny lion
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hrrmm decals work. Kinda seems like a ducked tape together solution though

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Thank you though, ill use this until I find something more efficient

fluid oak
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Well, there are lots of potential solutions, but that should just work out of the box

misty lantern
broken plume
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i made a sprite for my character in photoshop, how do i make it so it's not pixelated asf in the game

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looks fine normally

misty lantern
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Or trilinear

broken plume
misty lantern
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There's no guide (I guess I should make one) but the gist is that you get perfect quality only when displaying a sprite at its native resolution relative to screen, or at one of its mip levels

fluid oak
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Well, also at exact multiples of the pixel size if you scale up.

normal arch
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how change it from pink to the car normal material

lone topaz
vale sparrow
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how do I delete a sprite from a sprite sheet

last granite
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I made a logo in illustrator and exported it as transparent png. I was able to get it into my unity game, but im not able to pull it onto my U.I Canvas let alone the scene, what do i do?

lapis elk
slim cedar
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Hey Question: I'm making a character pack for unity and I was curious, is it standard that these packs come with a control rig or just skinned to bones?

graceful mica
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anyone know why i can see this door in editor view but not in game view?

cold cairn
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hiiii...im working with photogrammetry, and i needed to export the model from Metashape to Unity. This is how it looks on Metashape vs Unity. I exported the model with 50 textures of 4096x4096. I am also attaching my Unity settings cause I was trying to look for solutions on forums and it said to put compression to "None" and other things that I tried, but i cant see any changes. Is there anyway I can improve the quality? or make it look more like in Metashape?

flat aspen
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I'm having issues with importing mirrored animations from Blender. The animation is mirrored in Blender, but when I export, it only runs on the original half. How do I get the full animation into Unity?

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I've noticed that the animation has 60 frames in Blender, but only 30 in Unity, so it's exporting the full animation, it seems.

flat aspen
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Never mind. I figured it out.

modest delta
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I created a simple arena prototype for my game, when I go to add a material in unity it does not correctly project onto the model.

outer halo
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Is the mesh actually UVed to work with the texture?

modest delta
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idk the tutorial I was watching the texture just 'repeats' across the modal

outer halo
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Well, you can adjust the tiling value on the material for starters. But it really depends on how you've UVed the mesh.

abstract carbon
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completely new with unity, is there a faster way to reset all transforms on everything in the hierarchy instead of doing it one by one?

inland thorn
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How can I have a model for the render mesh but have a way lower poly for collisions?

inland thorn
fluid oak
# cold cairn hiiii...im working with photogrammetry, and i needed to export the model from Me...

That's some really nice scanning!

Those settings you chose are the opposite of what you want; you probably don't need to disable texture compression, but you don't want point filtering; that is for, like, pixel art that isn't going to be scaled. If you are targeting any non-mobile platform you'll want trilinear filtering at least. It is absolutely trivial performance wise(compared to using 5 4k textures in the first place)

Also, make sure that your per-platform settings aren't setting a smaller max image size for your current platform.

As for making it look like metashape, the material settings will have an effect, too; you probably want to lower the smoothness to reduce the skybox reflection

daring heath
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I'm currently using glTFast to import GLTF models from Blockbench (weird stuff happens with FBX models from there) and it works perfectly aside from the fact that every model is opaque

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I can't change the material and the docs don't say anything

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Okay turns out it was a bug in the original glTFast which was supposedly fixed in 2022

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So either the Unity fork doesn't have that fix, or it's something else

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(or i'm just unlucky)

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Well guess i'm gonna switch to it

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It could also be Blockbench producing incorrect transparent materials?

eternal thistle
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ive modelled a character, made a rig and attatched the rig to the character (auto weight paint) in blender

now im tryna import it into unity(directly .blend file), and after a lot of bug solving and troubleshooting, ive finally made the bones and character show no errors

except for a warning, avatar creation failed

before i get to that warning
** can i just know the basic rules that must be followed while rigging a character so that it imports to unity properly?**

fluid oak
magic anchor
fluid oak
eternal thistle
eternal thistle
lapis elk
paper bronze
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hi, using the bump on the default cube, it is looking like it has cracks and other stuffs on the plane cube....now can i bake it to look the same in unity? without deforming the cube, can i see cracks on the cube using the baked map?....i tried but it doesn't seem to works...is there any way to do it?

misty lantern
paper bronze
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@misty lantern maybe....let me show what i am trying to say....

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right one is in unity

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i baked the texture in blender...

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then when i apply the texture...(normal map + diffuse map)....nothing but a plane wall is showing up...no cracks are as real as it seems in blender

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can you tell me what am i doing wrong?

lapis elk
paper bronze
lapis elk
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by default all textures are set to "default"

paper bronze
lapis elk
# paper bronze yeah yeah..it is marked as normal map in unity

Ok.

  • Is your normal map plugged in the normal map slot in your material? And the Normal map strenght is like 1?
  • Does it have a good resolution? like > 512x512? Becasue your Albedo also looks very LowRes.
  • Do you have a light source there, so you can even see light fractions on the wall?
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(if you like, send over your normal map texture)

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no just the png

paper bronze
lapis elk
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Your normal looks ok to me

lapis elk
# paper bronze

can you add a point light in the hallway and see if you can see the details better now?

paper bronze
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here it is

lapis elk
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i think the resolution is to low.
Is your Hallway very large, so a 2k texture is not enough maybe?

paper bronze
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so should i bake it in a higher res?

lapis elk
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2k is more than enough normally.
Depends on the size of your model.

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can you also send the fbx of your model?

paper bronze
left dust
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Hey I'm stuck im trying to put a sprite on an already existing item but it's currently in a png

subtle timber
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Hey!
I Think im Stupid but what am i Doing wrong...
my Export as FBX looks pretty well, but the (sorry i dont know the name of it) Mesh? looks completly deformed and therefor if i use the mesh it doesnt look like an arrow... is that something with my Blender Export or Something with my Unity Import?

oak pulsar
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Kinda looks like I took a shit on the platform with assets, I have no clue why but it just looks off. some of it just doesn't really blend well. Thanks for any feedback

fluid oak
oak pulsar
fluid oak
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Like, adding unifying elements makes things look less random

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And using lighting color makes everything fit together better

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You don't need a lot to go from 'generic props' to 'props that fit together'

oak pulsar
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ty

oak pulsar
# fluid oak

Looking back on it Im really underusing that thing I did for the bowl

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I was looking at environmental art for some games Im taking inspiration from and usually they have on color/thing that is core to the map like u said

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I also fixed a lot of the scattering with moving some props closer for more contrast

fluid oak
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Also, where did those big dark colored blocks come from?

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Did the original builders of this monument just leave a couple random sofa sized blocks of stone lying around?

oak pulsar
oak pulsar
misty lantern
oak pulsar
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I also have other map designs though

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idk

supple vault
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Hello guys someone help me out , so I installed a different version of UniGLTF and it caused many errors so I reverted back to previous but then I get this error .

zenith shale
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The light doesn't change even though I set Universal render pipline

misty lantern
dire lodge
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Hi. I get this error when I try to extract textures from a model. The result is no textures. The Unity version is 2022.3.21f1

hidden yoke
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When you guys are creating your environments, do you typically make all your assets for one scene in one blend file and just export them individually, or do you do a bunch of separate blender files?

misty lantern
half zealot
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Hello friends, I will publish a model in the Unity Asset Store, but when I apply the Asset Store Validator, I get these errors, how can I solve them?

misty lantern
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Your console is showing some descriptive warnings as well

half zealot
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yes I can see I wrote it here because I cant understand

misty lantern
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Model import logs should be viewable in the import settings of a mesh, if I'm not mistaken

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There's a big number of concepts you potentially "can't understand" so you have to narrow it down

half zealot
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ups sorry

fluid oak
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Those seem fairly straightforward. What parts don't you understand?

half zealot
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The model has already been imported, but I am getting this error. I did everything in Unity's tutorial video.

fluid oak
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Well, I can tell right from your first screenshot that you have self-intersecting geometry, which probably means you didn't triangulate.

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But could also mean that you incorrectly fused something somewhere.

misty lantern
hollow root
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hi guys, my render texture is really looking blurry how to make it better?

misty lantern
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You can also change it from bilinear filtering to point filtering to give the pixels crisp edges, but the resolution will still be low

hollow root
misty lantern
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You can adjust its resolution so it's the same as the native display resolution, but the process is entirely different depending on where you are using this RT texture

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Is it in your scene somewhere, or on your UI, and does its size change on screen?

hollow root
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I have it in my scene yes

misty lantern
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As a 3D object?

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That the player can look at from up close?

hollow root
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Yes I've rendered it on a 3d cube

misty lantern
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The simplest method is to set the RT texture size "big enough" that it's crisp even if the player gets as close as they practically can

hollow root
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Oh

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Thank you so much it worked

misty lantern
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Otherwise you may need to adjust it dynamically at runtime, or render it at native resolution but adjust the Viewport Rect of the camera at runtime to keep it optimized

frigid vine
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if i cant use aesprite what are better alternatives?

misty lantern
frigid vine
obtuse flare
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Can someone provide some insight into how the textures on this model have most likely been made? I'm trying to figure out how to recreate the style but I'm unsure if it was texture painted, pixel arted or made any other way;
https://imgur.com/a/FhQZc0v

obtuse flare
misty lantern
misty lantern
# frigid vine it has viruses

That's not correct
Aseprite is open source, so if you have the knowhow you can build the program from the source
It's not super easy to do though, so you may find executables someone else has built
Those however can have viruses
Even if the source is free, $20 is the price to always have the up to date built program with no risk of any malware

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So I recommend Libresprite, if you cannot afford Aseprite

frigid vine
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ohhh i see thanks

misty lantern
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And rendered with pixel art texture settings

obtuse flare
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Thanks, will check that out!

clear bolt
#

hi
I have a Sprite that I want to tile. But I want to tile just a specific parts of the sprite. is that possible with built-in tools or some asset?

here I have the sprite, I know I can 9 slice it but I don't want the middle part tiling. how to tile only parts in red?

lapis elk
# clear bolt

your end parts are not the same, so it will never tile without a seam.

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ah. nvm. you only want to tile the red parts, sry ^^

misty lantern
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I believe it might be necessary to use multiple 9-slicing, or make your own that supports more segments

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Or more simply place the middle sprite on top of a 9-sliced border separately

clear bolt
earnest pecan
#

Very specific eye shader question; My model has an eyeball, a separate mesh for the occlusion effect, and another for the tearline. It is pretty much identical to the setup seen here.

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Currently, these are 3 separate shaders and materials, which makes 3 different draw calls, right? I'm hoping to reduce this to 1.

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But there's a mix of opaque and transparent objects here. What should I be doing?

violet walrus
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not making it 1

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sure you want to reduce drawcalls, but making your whole character use a transparent shader just so eyes work will cost more and be more prone to sorting issues then just having eyes be its own material

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for a character with this much detail i would not worry about it costing a handful of draw calls, unless you are going to have hundreds of them around at a time

earnest pecan
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Just the eyeball, tearline and occlusion mesh.

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The character itself has it's own shader

pure charm
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there used to be a way to drop a material in the imported model to bind it at import, what's the combination of settings to get that?

silent haven
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@plain knot I also sometimes use Mixamo's auto-rigger to save time, but here's the problem I constantly see with it:

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gotta manually clean that stuff up, which I hate angry_laugh_cry_steroids

plain knot
inland thorn
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Is there a way for me to import an new image and replace all the references from a previous instance of that image?

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Like, replacing a placeholder img for the final one?

silent haven
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he has robes and cloak, hair strands and other stuff but I pack that geometry and capture/bind it afterward

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I add face rig and prop slots and stuff onto the autorig skeleton after fixing skin weights

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I could just use the biharmonic joint capture in Houdini and skip Mixamo entirely, but I like having a matching/compatible skeleton to get that whole library of base motions to then edit and do fun stuff with in Houdini and Cascadeur

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(without needing to re-target)

silent haven
plain knot
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nice, the unity hair system is dope

silent haven
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(and machine-learning and way too many other things lolol)

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I started doing "heavy duty" tech art and animation to solo-build my dreams though 😛

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Found it impossible to assemble a team without lots of cash to throw around and since I've had to take over single dad duties with my 1.5yr old baby cash is in short supply sweat

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think I've been doing this about 16 or 17 years now lol

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Adopting SideFx Houdini as a core tool has been one of the most fun and rewarding choices I've made in a long time though, for sure

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It's sort of like if your whole gamedev workflow became like a god-mode Shadergraph lol

earnest pecan
trail cove
#

Hello everyone. What's the right way to import a glb model to Unity? I have been trying it since yesterday but couldn't get a good result so far

trail cove
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Someone help me please. Half of the models in skechyfab are glbs. Unity cannot open glb in no fucking way!

obtuse oyster
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Then convert them to a supported format

open sleet
trail cove
obtuse oyster
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Is it just too small? Models don't just become invisible on import

trail cove
trail cove
obtuse oyster
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Then I don't know what kind of setting your expecting in Unity

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Check in another program to see if it exported properly

open sleet
trail cove
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these are the export settings in blender

open sleet
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looks fine to me

trail cove
open sleet
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did you try exporting it as fbx and importing it in unity?

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from blender

trail cove
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yes

open sleet
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thats not possible, can you show me how it looks on unity?(in the project window i mean)

trail cove
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ok one of them worked when i converted to fbx. But it's upide down and it doesn't have textures on it. Textures are not included in the package but they showed in blender

viral thistle
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Does anyone know how to import from catia into unity?

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or free conversion software

open sleet
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@trail cove One thing you can try while exporting or you would have to unpack the textures in blender and use them manually in unity if a texture folder is not provided with the sketchfab project.

trail cove
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oh thanks a lot , i was just going to ask you that. I think i solved the rotation problem. I made rotation values all zero in blender

open sleet
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yep rotation values are always messed up by -90 whenever you take them to unity especially from blender

open sleet
viral thistle
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its paid

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thats the problem

open sleet
#

ohh

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any cad softwares?

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where you can import this and export it

trail cove
open sleet
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@trail cove chnage the path mode to copy to be able to click embed textures

trail cove
open sleet
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@trail cove You can do one more thing

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shading

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then click on write to current directory

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which will manually save your texture png in your system which you can use in unity

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@trail cove if your image name is image_0 and if it is giving you a error, just rename it to something else and this should work

viral thistle
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wait i didnt send it

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its only like this in unity

open sleet
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i guess normals are flipped there

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to temp fix this, select your material and change the render face to both instead of front

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if you are working on standard materials then you have to do this manually in a 3d software

trail cove
open sleet
trail cove
open sleet
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then you can directly export the textures from substance painter which is much easier

trail cove
#

can't do it on blender?

open sleet
open sleet
trail cove
#

no

viral thistle
open sleet
#

@viral thistle

open sleet
viral thistle
open sleet
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okay so its a standard material

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you have to flip normals in a 3d software

trail cove
viral thistle
#

oh god

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cant i just change the mat in unity

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and use that one?

open sleet
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you can if you change your material to universal render pipeline

viral thistle
#

ah

open sleet
open sleet
# viral thistle oh god

this process is a bit hard as you have to install universal RP package and change the graphics tier, its like a 2 min work in a 3d software

viral thistle
#

yea but catia is a bastard

open sleet
#

xd

trail cove
viral thistle
#

ight got urp set up

open sleet
#

and it should be fine

open sleet
trail cove
#

ok let me rephrase the question: How can i import this model exactly like this to Unity?

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with colors on it

viral thistle
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nope

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wait

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i might be onto something

open sleet
#

is your material properly assigned to your model?

viral thistle
#

this is the only one that kinda works

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huh

eager mist
#

Hey all not sure if this is the right channel.

What is the best (free) mobile friendly app to draw sprite sheets?
It can be for pixel art or normal art.
The reason it must be mobile friendly is because im using a Tablet to draw on with a stylus (digital art) and i tried on pc with a mouse and i just can get the hang of it. The tablet and stylus is much easier.

Any info would be greatly appreciated.

trail cove
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@open sleet i installed giltf fast package. Problem solved from the root. Turns out , i installed the wrong version of it before. I installed this from the package manager

viral thistle
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I DID IT!!!

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its tedious as hell tho

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pro builder

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good

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ogd

tight mural
#

Hey,
can anyone share some tips and tricks for performant in depth character customization? I already have a modular character, but it's comprised of a bunch of singular skinned meshes. If I have multiple players playing it creates way to many draw calls. What could prevent this?

silent haven
#

Another small pre-production victory for me: The early versions of Houdini 20.X.X w/ KineFx had some major bugs in the paint tool for skin weights that corrupted my .hip scene file and janked up my mesh, and although it's mostly fixed in 20.0.653 the scene where I meticulously hand-painted custom weights to control the face/jaw was ruined ... but I came up with a plan to work around it and avoid re-doing those jaw/mouth weights by hand ... exported the geometry data of the head with the weights I wanted and "spliced" it into an undamaged skin ... and it worked. So, with that blocker out of the way, I was able to start adding my "rigid" geometry bindings for non-deforming parts. Decided to use the HDRP "Digital Human" eyeballs because they're easily customizable with the shader/material ...

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This is pre-production work to get a single "hero" character fully production-ready and figure out my full pipeline & workflow before comitting to a production schedule

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Major part of it is working to encapsulate everything into a Houdini HDA asset (which works in Unity with the Houdini Engine plugin as well) and tear down workflow barriers between the engine as well as the external DCCs I use: Houdini, Maya, Cascadeur, etc

#

Had two major pre-prod experimental game concepts to choose between, and tested them both ... the first was a galaxy simulation "sandbox" (sci-fi/futurism sort of thing) with 4X/strategy mechanics ... the second, which this character belongs to, is an open-world "sword & sorcery" RPG, which I think has won out at this point ... I've proven both are feasible, but the galaxy sim thing is just way more exhaustive, research-intensive and time-consuming, and I'd need other experienced devs to pull it off in a timely fashion, whereas I can zoom through this RPG/magic sort of stuff much faster.

#

This is the character before the overhaul/remaster ... the way I got him from an artist online. When I'm done he'll have strand-based hair and the "Digital Human" eyes/skin/etc Unity used for Heretic/Enemies

#

Curious if anyone has worked with UMA 2 and their avatar customization system / addressables in here?

#

Been having a bit of a fight with HDRP's lighting system and ray-tracing configurations as well ... my only experience with ray-tracing has been with native DirectX 12 and a custom engine mainly

#

Guess I need to set up a LookDev library or something

frigid vine
#

Does Aseprite occasionally go on sale in Steam?

misty lantern
frigid vine
#

can i connect my sprites made from aseprite to twitch?

misty lantern
frigid vine
misty lantern
frigid vine
#

i see i see thankss

ember fractal
#

how do i make it so that he has no background

#

or blends in with the current

#

i thought a transparent one wouldve done the job

#

but it hasnt

outer halo
#

The sprite doesn't have transparency. You need to open it in an art program and crop out the background.

ember fractal
#

how do i make it so that all the grasses

#

are 1 object

lapis elk
# ember fractal

You don’t need to, because unit will cull them as long as they are outside of the camera view.
If you set them as static, Unity will also batch them together into a few draw calls. (If they have same mesh and material they only need 2 draw calls)

ember fractal
#

why does this happen

#

when i start the gaem

fluid oak
lime charm
# fluid oak 'this?'

Cross-posted, helped them in another channel. The cam is at z 0, and so nothing shows

fluid oak
#

classic

lofty gorge
#

Hello guys, I'm looking for a tutorial on how to optimize image textures by combining them into one file. Specifically, I want to join a diffuse map and an ambient occlusion map into one base color image file. I've been searching for a while, but all I can find are instructions for putting them in a shader graph, which is not what I'm looking for. I want a more optimized method. Do you guys have any link?

misty lantern
lofty gorge
#

Just to optimized, I've seen a game file like that before, but I don't know how they combined it into 1 Image texture

misty lantern
#

You can store non-color information like AO map in a color texture's alpha channel in an image editor

#

But you have to keep in mind that color and non-color textures are stored in different ways, with alpha channel being an exception I believe

#

Even if combining texture maps is generally good to avoid texture loads, it's possible to lose performance to it if it means you need more shaders to sample the maps in the specific way
And it's an extra step in your asset workflow which costs time

lofty gorge
#

Yeah I'm fully aware, I just wanted to reduce the draw call by combining multiple Texture images based on their family, gray and color/ color , non-color

fluid oak
#

Draw calls aren't based on textures, though

#

The details depend on which renderer you use, but generally it is based on the shader/materials.

lone tundra
#

Anyone here familiar with converting the URP Starter Asset for the Third Person Controller to HDRP?

misty lantern
#

The starter assets package contains only placeholder meshes so what materials they have isn't significantly important, as long as you can see them clearly

lone tundra
#

I converted the materials to HDRP. That didn't do anything so I changed the shader to HDRP/Lit (from Universal Render Pipeline/Lit.) At that point the materials looked correct in the project window. The character was no longer pink but was now just all white. Any other ideas about what might need to change? It's really surprising that a "starter asset" requires this kind of tweaking to make functional.

misty lantern
fluid oak
#

URP standard materials and HDRP ones expect different inputs, so you would probably need to at the very least rearrange the textures into a mask map, etc.

jovial elm
#

Does anyone know of a good asset pack for a modular space ship? I.e. one you can take apart

#

Sorry if this is the wrong channel to ask this

drowsy mica
#

Hey all, I'm planning to try and make my first proper 3D game however there's one pretty large roadblock that continually puts me off, actually making models, textures etc. I'm not really a very creative person when it comes to art and can't draw for the life of me, so I've always been hesistant. Recently i've started learning blender to try and get a better grasp, but one thing i was unsure about is what should be done in unity and what should be done in software like blender. For example I know unity has a shader graph system, but i dont know whether the same thing can be achieved in blender or not, and so on. I'd rather stick to using blender wherever possible as it just feels like that'd be more applicable than learning something specific to unity. What i'm really asking is, is there any advice any of you can give me of where to really look into this stuff and figure out what I need to learn to get started? Thanks, hope what i'm asking makes sense

fluid oak
#

Unity's modeling tools are rudimentary at best, and its animation tools are functional but mediocre. So most people do the majority of animation and modeling externally.

stark sundial
#

im modelling a tank in blender which i will export to unity. In unity I want to be able to rotate the turret on the tank clockwise and anticlockwise, up and down. Should parts that can move in relation to each other be separate assets, or does unity have a smart way of handling rotation stuff in one asset?

lapis elk
#

But different Meshes is the easiest way i would say

drowsy mica
stark sundial
#

What if I wanted to animate the tank's wheels and tracks? The tracks' motion isn't simple rotation, is that to be done with shape keys or something else?

lapis elk
tired jacinth
#

I notice that glbs do not import correctly into my project, and I'm not sure why. I get the blank page symbol as if there was a problem with the file, but it loads just fine in a glb viewer. This happens to me with all glbs in Unity. I'm downloading them from places like Sketchfab and Free3D. Again, no issues in glb viewer or elswhere. Does anyone know why this may happen?

#

This is what I see in my Assets window for glb

fluid oak
jade island
#

okay so im new to unity and im using it to try and make a model for vr chat. I cannot figure out for the life of me how to add a texture to a material for an object. I try and drop a texture thats in my assets folder into the "albedo" section but all it ends up doing is nothing. Can I get some help

fluid oak
jade island
#

is there a way I can see? If it helps when i click on the hair (object im trying to add texture to), at the bottom where the "Hair (Material)" is all of my options are grayed out except edit at the top and that dosent let me do anything but change shaders and stuff

#

and in that shader edit its all just like for compiling stuff which im not doing

fluid oak
#

Well, it is very likely a vrchat specific issue with whatever specific materials/components you've got on there, but you might have a broken shader selected, or might be attempting to edit the wrong material...

jade island
#

alright. Thank you. Ill just keep playing with it and try to get it working. Thanks!

fluid oak
#

You can try posting some screenshots of your inspector perhaps.

dark shadow
#

hey guys, what are your thoughts on using substance designer vs making/baking materials in blender? I guess substance will have much better workflow right?

fluid oak
#

Define 'better'?

dark shadow
#

ehm ... preferrable?

fluid oak
#

What I mean is that there is no objectively superior option there.

#

It is like asking if mucinex or aspirin is a better medicine without mentioning what illness you have. =p

misty lantern
#

On one hand Blender's material editor is not very competitive for anything complex
But on the other hand you'd be dealing with Adobe so "preferable" is a relative term

dark shadow
#

I'm not asking you to cure my illness, I'm asking what you think is better ... I literally put it in the question, "what are your thoughts"

fluid oak
#

Well, from what I have seen blender has better baking tools so you will likely wanna use that even if you are painting in substance after baking. They are synergistic.

#

Though blender's painting and procedural materials have been advancing much faster...

dark shadow
#

hmm, any idea if blender can "bake tessellation" into the mesh? e.g. if I create a material in substance designer that has a bunch of heightmap/displacement/tessellation, but want to avoid the cost of realtime tessellation in unity, I imagine it should be possible to bake mesh geometry right? as in using vertex displacement, but with the mesh subdivided in places where it matters

misty lantern
dark shadow
#

Blender has no realtime tessellation

nono I meant as opposed to using realtime tessellation in unity, i.e. HDRP/LitTessellation shader, instead using just vertex displacement (https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Displacement-Mode.html) ... but that requires the mesh to be subdivided --- with the question being about "baking" the subdivision from the heightmap in blender and importing the subdivided mesh into unity to be used with vertex displacement

misty lantern
dark shadow
#

oh right makes sense

fluid oak
#

It can be surprising how inexpensive tessellation is, unless you are on mobile. So it might be worth benchmarking to see how much you actually gain compared to having much larger mesh files.

spice fable
#

Hello , I have some questions on how to use the asset store to publish art assets

pastel veldt
#

Is the background/map 3d objects or do you think they are just a 2d image?

lime pollen
pastel veldt
# lime pollen hard to tell without video, my gut says 2d though

Playing through two hours of Guardian Tales on Nintendo Switch. Completing the game's Prologue and tutorial. Then moving on to complete levels in the first world and attempting a few summonings.

Game: Guardian Tales
Platform: Nintendo Switch
https://www.nintendo.com/store/products/guardian-tales-switch/
Release Date: October 3, 2022
Price: Free...

▶ Play video
#

Thx for the help in advance!

lime pollen
bronze gust
#

this seemed to be a good place to put this question, but feel free to correct me.

Im importing a photoshop texture, however im getting this white square frame when importing to unity, not present in the photoshop window, nor can i seem to find the cause of it. Can anyone point me in the right direction?

#

removing the outer circle also removes the wierd square for some reason...

lapis elk
#

I would try to deactivate MipMaps and set wrap mode to clamp (or something like this, don’t know the exact name right now)

upbeat girder
#

Hey do you guys recommend any specific software that is commonly used when designing something like a main menu?

#

Just trying to gather someideas

upbeat girder
#

thanks!

fluid oak
#

And Adobe wasn't able to buy figma so it'll be safe for at least a little while!

sudden fable
#

Hi, this seemed like the most likeliest place to ask, i just wanna know whats causing this shape key error and how to solve it
one is how it should look in blender and the other is how it looks deforms wrongly in unity

#

its suppose to be a simple left I blink (i was testing exporting to unity)

slow pilot
#

I am having issues applying textures to a model that i imported from blender into unity. I believe i baked textures in blender ok. But when i add some textures to my model in unity, the orientation of the texure is off. Do i need to make sure my blender model has the same coordinates when imported into unity. If so, the how? Any advice appreciated

sullen plank
#

Good idea is to use online guide the first time, you can find on YouTube even. Unity supports only simple shaders from Blender.

pallid radish
#

Is there an easy way to swap out all tiles from a tilemap with another palettes tiles?

If I have, say, 10 different tile palettes that are all set up with rules and such and a single tilemap that is already set up to test the rule tiles, can I somehow just replace all tiles in the tilemap with the new palettes tile?

pallid radish
#

Nice! That will take care of runtime changes. Would this perhaps work in the editor? I'm new to this so bear with me

#

What I'd like to do seems like it hints at it in the inspector but it's a disabled field so I cant just swap out the Rule Tile:

pallid radish
#

Hey got it figured out, I'll definitely be using that for runtime but I ended up finding out how to do it in the editor! It's pretty cool being able to modify this stuff directly

Added some before and after screenshots to show what I accomplished in the editor as a before/after + the code

rotund helm
#

is it ok to use a 32x32 character in a 16x16 art game?

#

i need to make a character but most of my art is 16x16 and I don't think 16x16 gives me enough leeway for my character

lime charm
rotund helm
#

but like will it ruin the look of the game

#

cause I want stuff to match but not look hobbled together yknow?

lime charm
#

But generally no

slate frost
misty lantern
slate frost
#

I didn't know, I'll fix it

sudden fable
lost geyser
#

I wanted to import an asset to my scene, its an FBX file that looks like this:

#

But when i do import it, it looks like this:

fluid oak
fluid oak
sudden fable
#

I exported as fbx and reported into unity with univrm

#

I could try just using animations from now on but I don't know how animations work with ARkit shapes

fluid oak
sudden fable
sudden fable
#

Update:I managed to fix it now ||I spent days on this...||

uneven hamlet
#

Hello, so I want to update an Avatar to have a new joint (this joint has no mesh influence and is just parented under root). Is there a way to just "update" that Avatar or do I have to switch all the rigs that used the old avatar to the new avatar for it to work?

coarse meteor
#

Heya! I feel like this is probably a common problem: I'm working on a project and I'm iterating on animations to make sure they're right for the game. In order to properly add animation events and change the settings easily, I duplicated the animations and used those modified duplicates. I was wondering if there is a way to update those animation clips with the new animations without having to change every event and reference manually.

coarse meteor
# fluid oak Writing a script to do it.

Yeah I’ve been trying that but I’m stuck: i can’t replace the assets by creating new ones, bc it would ruin references, but i can’t figure out how to copy the animation data from one animation clip to another and persist it to the asset database. I’m guessing this isn’t the right channel for this, should i ask about this in #archived-code-general or #archived-code-advanced ?

fluid oak
#

Probably general.

uneven hamlet
#

When importing an export blender fbx I get this annoying Armature bone thats not meant to be there. How do I get rid of it on exports

#

The hierarchy matches in Blender but I dont know why it insists on adding the object itself as a bone

wary granite
#

Hi @gritty raft

gritty raft
#

Ok, first you need to install the MHX plugin for Blender, if you have not done that already

wary granite
#

doing just a minute

wary granite
misty lantern
misty lantern
#

Don't crosspost

brisk owl
eager mist
#

Is photoshop worth it even for basic sprite creation nothing fancy or awesome

lapis elk
lime charm
wary granite
#

hi

#

I made a model in blender and tried to import it in unity, i get this error

The mesh =test_character:Short04 has invalid normals. Try cleaning and triangulating =test_character:Short04 in your 3D modeller before importing it in unity.

#

please could someone guide me how to fix this? I have no clue about blender, just trying to complete a small project thats due within the next few days

wary granite
#

i exported as obj file, no error

#

but my unity character appears like this

#

while this is how it looked in makehuman

#

please could someone help

eternal acorn
wary granite
#

any other way?

eternal acorn
#

Not that I know of 🤷‍♂️

wary granite
#

ok i will explore, thanks

#

did a bit of messing around , got it imported as

#

how do i fix those broken textures?

coarse meteor
fluid oak
lime charm
fluid oak
austere blaze
#

Hello, does anyone know how I should make game UI?

#

I kinda want it like this

#

Would I have to draw all the sprites for the buttons then somehow make it clickable?

fluid oak
sullen plank
sullen plank
austere blaze
# fluid oak Yes.

So I separate everything onto a digital art canvas like normal then just import the shapes into unity right?

fluid oak
#

That's how I'd do it

obtuse oyster
harsh path
#

https://media.discordapp.net/attachments/1219828734891130910/1225644824707989685/pixel_art.PNG?ex=6621e1b1&is=660f6cb1&hm=461ce8e5775069fa6ceb69e2e2c4a22cf93359241eb121576383390379919548&

I want to make the art style of the items and weapons im making more consistent cause right now it looks pretty all over the place.

Issue is that currently, armour and equipment items seem better when they have a black outline, while weapons look better with a black outline on parts of the sprite, but not all

dense frost
#

Anyone has some knowledge how "The Vegetation Engine" differs from "Nature Renderer"?
My basic understanding is that both do the same - provide shaders for Vegetation and allow for control of wind, snow, etc.
Is it true? If yes - which one is better?
Or there are some differences and it's worth to get both?

unborn iron
#

For working on level design, I was simply going to work on the level in blender then export it to unity, although since I will be iterating a lot, I feel like having to constantly re import it, resolve the materials, put it in the right spot and then scale it to match what was there before sounds like a lot of repeated hassle.

How would you usually go about setting up environments and testing them without it being too painful? Do you tend to make your base level foundation in unity or do it all in blender? I'm not quite sure which approach to take

primal knoll
#

Hi!, i have a question here, anyone know how to put a Udims Textures in unity? i make a shader to create a material but is complicated create each material for all the pieces of the object, there is any other solution to create the same material from blender to Unity

gritty raft
# wary granite did a bit of messing around , got it imported as

They are not broken, they are just set to Opaque when they need to be a type of Transparent. These are in the drop down options of the material in the inspector. at this point, it would be a good idea for you to start taking some tutorials on Unity and Materials, as these are basic usage things

tame scaffold
sick wren
#

How can I rename this to match?

clear tartan
#

hi, I can't create sprites in my projects and I don't know why (it's a Unity 3D game project).
I don't have access to this

#

I only have this

outer halo
#

You need to install the sprite package from the package manager first

outer glen
#

How i can remove that pixelized look?

dark shadow
#

any idea which asset has these prototype blueprint-ish textures? I guess many do, but I've seen something like this in so many youtube videos, I wonder if there's something easily available

lime charm
misty lantern
#

ProBuilder has kind of jaggy edges on the squares

misty lantern
#

There's many varieties of template/greybox textures out there since they've been used for decades

dark shadow
empty sable
#

Is this happening to anyone else? Literally every single time I try to import the most basic fbx model I'm now getting this error. It could be a simple cube created in 10 seconds and I still get this error. What the hell is going on? Did a Blender update mess something up or could this be a Unity issue?

The mesh Cylinder has invalid normals. Try cleaning and triangulating Cylinder in your 3D modeller before importing it in unity.
This is a failure in the fbx exporter of the tool which exported the fbx file.```
fluid oak
empty sable
high harness
#

Hello! I imported my model from Blender to Unity and it got cut how to fix it? (The faces are cut)

#

And yeah I exported my model with .fbx

lapis elk
# high harness Hello! I imported my model from Blender to Unity and it got cut how to fix it? (...

https://www.youtube.com/watch?v=v-dcBY1-YS8
Have a look into my Tutorial Video, there you get everything answered what you need to know about exporting from Blender to Unity ^^

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...

▶ Play video
#

You need the part at 4:20 minutes

lapis elk
high harness
#

I'm going to watch it

ripe vale
#

Doing some background assets

misty lantern
ripe vale
misty lantern
#

Quite so!

ripe vale
#

Though I don't think the other one fits too well since I'm only developing assets that will be released for free in the asset store.

misty lantern
ripe vale
#

maybe game-design

misty lantern
# ripe vale maybe game-design

That's further off mark
Project Showcase category is the only one that allows showcasing of any kind
Others are for development discussion only

lime charm
ripe vale
#

It's fine, just got things confused and thought asset workflow meant Producing assets not the act of implementing them.

sweet sedge
#

Same thing goes for objects with modifiers that haven’t been applied

#

Always make a backup mesh with the unapplied modifier, so if anything goes wrong, you can go back

earnest pecan
# dense frost Anyone has some knowledge how "The Vegetation Engine" differs from "Nature Rende...

I dunno if you got your answer to this, but these two things aren't the same thing at all.

Vegetation Engine is a shader. It's goal is to unify the shaders and materials for all your vegetation and foliage. It has a whole bunch of features for interactivity. While it supports many types of renderers, by default it uses Unity's renderer system.

Nature Renderer is a renderer. It changes how meshes are drawn and optimizes them in a way that is usually faster than Unity's default rendering. While it does come with sample shaders, it's not the goal of the product.

You can use both of these in together in one project. They tackle completely different things.

novel pagoda
#

hi guys

#

im having a real hard time optimizing my scenes

#

ive been told to use the profiler

#

but idk what to look for and what to do with the information in the profiler

#

so could any1 help me out with that?

dense frost
earnest pecan
dense frost
#

Will check it. Thank you very much again.

What if I need good terrain shader - is the one from from Vegetation Engine series also good? (separate package) I was thinking it's probably good to have all from one 'provider' - but it doesn't have much reviews on Asset Store.

earnest pecan
#

While I own it, I haven't really used it much to give an opinion on it. There are already powerful terrain shaders like MicroSplat and InTerra, that I haven't felt the need to use anything else in production.

dense frost
dense frost
#

MicroSplat or inTerra?

dense frost
earnest pecan
spring drift
#

can someone help me with retexturing this object so that it works in unity

humble lynx
#

what's a better way to animate my trees for hdrp?

shader graph to move the verts based on vertex painting, or skinned mesh renderers with armatures?

earnest pecan
misty lantern
spring drift
misty lantern
spring drift
#

Yes

#

But it was all white

misty lantern
#

The embedded materials look for the texture in the folder where the mesh is in your project, as well as from your project's /assets/textures/ folder

spring drift
#

Yes

misty lantern
#

If it's in neither you need to assign it manually

spring drift
#

But this is the problem

#

It adds the colour

#

I think

misty lantern
#

You should be getting black and white stripes

#

To start with

#

Fixing the texture's color from black and white to blue and grey will have no change if no texture shows up at all

spring drift
#

Ok I will try to place the Texture on the object manually

#

In unity and see what happens

misty lantern
#

Yes, I meant assign the texture / material in Unity earlier

spring drift
#

Ok I can manually assign the texture and it works

misty lantern
spring drift
#

@misty lantern

#

Never mind it works

#

Thanks

#

But now how do I get the Image out of blender

misty lantern
quasi grove
#

If I'm creating sprites and the main character is in a 48x48 canvas, is there a general size that people use for tilemaps? Do they keep it consistent (48x48 in this case) or is a smaller canvas size usable such as 16x16 32x32? Take SOTN for example. What is it's tile size? I know Alucard is ~48 pixels high

lapis elk
hoary kindle
#

often times IT people just like powers of 2 (so do computers) but when it comes to texture compression for example, 48x48 might actually use the space of 64x64 anyways, though afaik it can highly depend on algorithms and hardware used. sticking to powers of 2 two won't harm you though

unkempt turtle
#

why are the mats within my FBX not importing I have had this issue for months and didn't care as I was replacing them anyway but now it's bothering me as I want to use the included mats. Since first encountering this issue I have done a fresh install of windows including formatting all drives but problem still persists

#

Using version 2019.4.31f1

tight mural
unkempt turtle
#

Yeah but this issue wasn't always around for me even in this version

#

I know it's possible to import an FBX with the included materials intact it's just not working

unkempt turtle
lapis elk
#

blender exports materials perfectly with fbx

unkempt turtle
#

okay but why are they not importing to unity

lapis elk
#

they do ^^

#

as long as you assigned the materials to the mesh, they export and import correctly

unkempt turtle
lapis elk
#

or are you talking about textures?

#

Have a look into the import settings of your model, there is a material tab

unkempt turtle
lapis elk
#

Click extract

unkempt turtle
lapis elk
#

in a correct workflow, you dont import materials.
You create the textures in substance painter or similar programm, and import tthem into unity.
There you create a new Material and assign the textures to them.

unkempt turtle
#

materials broken which they shouldn't be as I have had it working in the past with this same model but suddenly they stopped importing properly months ago and I'm not sure what happened and as I've said on fresh install so unity is also freshly installed

unkempt turtle
#

so anyone got a clue as to why this is not working

fluid oak
unkempt turtle
#

as before when it was working it was in this version of unity

#

which to clarify again is 2019.4.31f1

pallid echo
#

ive tried baking my blender texture for this prototype monster im making. but it seems to be completely inconsistent compared to when its imported in unity.

I dont know why but some of the uv's are not the same as the blender Uv's.

misty lantern
pallid echo
crimson flicker
#

yo

#

Anyone will help me importing models

#

Model appears to have no textures

#

In 3ds max model has correctly applied textures

#

But when I export to fbx with embed media

#

It imports as it is with no texture

sullen plank
#

only basic materials are supported, you need to make new ones

misty lantern
#

Also, only solid colors or image textures using raw UV coordinates are supported by fbx

crimson flicker
#

Without embedding also

#

It opens in 3D viewer

#

With textures

#

I can't figure out if it is problem with unity or 3DS Max

#

I can send the model file if you can check it is 1.43 mb

misty lantern
#

Which has you create new assets in the project, that's basically the same process as importing them separately

#

except you also have to embed them and then you're tying meshes and textures together, which is a hindrance if you only need to change the textures later

crimson flicker
#

Ohk will try

timid latch
#

helloop, i seem to have a problem when im exporting an fbx from unity, i have 2 models, both have 3 image textures. when i export them, 1 of them gets 3 materials made in unity for the 3 textures, but the other one only 2 materials. this causes the frot face of the model to be missing. anyone know why this is happening?

fading bluff
#

is this the best place to ask about assets? if so does anyone know where I could find some free transparent spell icons?

uncut grove
#

hey guys im having an issue, in my original scene (left one) I have soft shadows, after this i copy pasted the asset folder to a different unity project but got these very hard shadows, even though I use the same Post process and sky and fog volume

hoary kindle
uncut grove
chilly sun
#

okay so ive found that I really dont like making tilemaps then building a world out of them lmao
so I was just wondering
how possible would it be to just straight up have the lowest layer of my terrain (2d game) be drawn as an entire scene then the foreground added later

#

so ig essentially one giant tile instead of a bunch of small ones

fluid oak
chilly sun
#

Oh ok

brisk owl
#

hi, im trying to make a house. i just completed the floors(a square) with textures and i thought it would look better if i made the individual planks alone and combined them to make a floor, instead of just it being a png. would this affect preformance alot or make some other problems?

native inlet
marsh summit
unkempt turtle
tired jacinth
#

I am trying to export a glb from Unity, (I have the Siccity GTLF utility installed) but when I hit 'export--->glb' nothing happens. This is the case with every 3D asset I try to export as glb. I get this in my console:

crimson zephyr
#

Hello there, I'm trying to make a 3D top down game look 2D so I can essentially use better lighting, however I'm very inexperienced when it comes to lighting and texturing. i was wondering how i can fix the vary obvious seam lines in my texture where the vertical faces meet the flat ground faces
here's the look i have, vs the 2D look I'm trying to achieve

any assistance on this would be greatly appreciated.

fluid oak
lapis elk
#

no seams there ^^

fluid oak
#

And to avoid seams with tiles, adding padding is generally a good idea

misty lantern
#

That's kind of what the "better lighting" tries to do for you
It would be helpful to know what kind of lighting you want precisely

crimson zephyr
#

well after doing my research I was able to create a something closer to my desired look, I'm sorry for being vague, I've only really worked with primitives in the past.

misty lantern
crimson zephyr
#

well this is how it looked with my primitives 😅 i think using the grid creates a more 2D look

astral stirrup
#

Why is my sprite getting a patch highlighted in the middle? viewing the file itself, it only has the 3 colors on the outside

misty lantern
astral stirrup
#

should pixelart generally have it off?

#

yeah i suppose so, thanks

tired jacinth
#

I don't want to be repetitive, but I'm wondering if others have encountered an issue where exporting glb does not work? As in, nothing happens and console shows this:
I'm running the latest Unity on Mac OS Sonoma, and I do have the Siccity Gltf functionality installed

fluid oak
tired jacinth
fluid oak
#

Probably because they have trouble even managing to keep up with the formats they do support.

#

And prefer to have third parties handle other ones.

#

Just like they depreciated built-in support for substance, .blend, and other sorts of files in favor of third party packages for them

hidden yoke
#

do blender shaders work in unity?

outer halo
#

Nope

hoary kindle
hidden yoke
river halo
#

Hey guys I exported a model from blender into unity but I don’t know how to keep my objects separate?

fluid oak
#

Export them separately?

river halo
#

I was told I could export together but keep them seperate when I go into unity

winter creek
#

does anyone have tips on character model reuse for games?

fluid oak
winter creek
fluid oak
#

Import it, and take the individual parts out from the imported file.

hasty spruce
#

I was wondering if someone could help me with blender

#

how do i remove the black background

winter creek
winter creek
#

Does anyone have tips for working with multiple characters for a game? Should I like use the same model for different characters but sort of shape key and use a different materials? Or changing the bones? https://youtu.be/_7aqykh6_p4?t=766 the technique is used in ff7 remake in a way. I have concerns if i need to add a limb or radically delete parts of the mesh

misty lantern
winter creek
#

I should just try it out and see and not fear and procrastinate

#

Lol

#

Thanks

misty lantern
#

Like in the remake's case, by face animation workflow I mean they probably have a mocap setup and/or other kinds of tools that they want to be able to retarget to all characters in one go, so they're investing extra effort into making the characters in a specific way

#

Making the characters their way is not a better or easier process, but it helps another separate process

winter creek
sweet marsh
#

Is the blue pivot circle the 0 transform of the object? Need to manually set these so when I attach a gun to a mount it is perfectly zeroed

hard moon
fluid oak
limber wing
#

Does anyone here happen to have a download link to photoshop?

lime pollen
limber wing
#

?? I never said I wanted it pirated

lime pollen
limber wing
#

I can't due to issues with school

outer halo
#

Then what are you asking for?

limber wing
outer halo
limber wing
#

Thanks that actually INSTALLS it for me, appreciate it. Hopefully the login works now

twin veldt
#

hiya, I'm working on a little project for fun and while doing it I decided to try my hand at art for the first time, went with pixel art cause not an artist, but I'm having some issues with the colors "bleeding/bluring" once I put them into Unity, can anyone point me towards the right direction?

I started out with 32x32, noticed the issue when trying to add a "filled with water" state so I upped it to 64x64 but still have the same issue. Namely the issue is around the blue color for the water

sullen plank
#

also those border discolorations is indication some semi-transparent pixels, perhaps

twin veldt
compact hemlock
#

Has anyone encountered this situation where the Source Take option in the animation tab of a model is completely gone for all imported 3d .blend files with animations (first pic vs expected second pic)?

I updated unity and all the "takes" are completely gone with no way to bring them back other than to export from the blend file as fbx but I hate this workflow and it requires a lot of fiddling around for every single animated model in my game.

#

i assume it's something with the default blender-to-unity exporter breaking but even if i bring the file outside and back into the project folder it seems to retain the bug.

fluid oak
#

.blend files aren't really supported anymore, so bugs will just happen more frequently over time...

#

Do you have the same issue when exporting as fbx?

compact hemlock
#

no but i literally found it right after posting here

#

i edited the variable in the .py and boom they appear now

compact hemlock
#

was looking for this for 3 days atwhatcost

last jewel
#

How can I import a model with custom amounts of bones?

#

says "not enough bones to create human avatar". Mine has 9 bones

slender owl
last jewel
grave obsidian
#

I downloaded a character model from Mixamo, the actual model is only like 2MB but with textures it adds up to almost 140MB in a single file, which makes Git all weird. I can copy the textures into their own files, but how can I remove them from the original FBX?
I'm sure it's possible, I have another character model from Mixamo that's only like 2MB despite having a similar level of detail (I tried redownloading it and it also had a super high file size)

fluid oak
#

Open it up in your DCC and edit it?

grave obsidian
fluid oak
#

digital content creation yadda yadda... blender, max, maya, houdini, etc

grave obsidian
lost geyser
#

Imported a vehicle model to game and the tyres looking kinda weird, can you guys help me out here?

fluid oak
thick steppe
#

does anyone have a solution to this problem

fluid oak
#

And if you are missing any, remember that all of those bones are optional

crystal mortar
#

Mornin' all, can someone explain what I'm missing please, because this is making absolutely no sense to me at all.

I've imported a bunch of RGBA32 psd files into my project, but no matter what I do, Unity refuses to 'see' them as such, and sees them as RGBA8, and tbh, it's driving me insane.

#

I've also tried with 32bit PNG's and it does the same thing.

crystal mortar
#

Okay, so weirdly, seems to have resolved itself 😕

thick steppe
#

why isnt the inspector not working?

fluid oak
#

About what

slow pilot
azure sinew
#

so after ours of deleting and reimporting the tileset im working on bc it had missing tiles, i finally have every tile a topdown set needs. if somebody needs a templete just ask xD

strong ibex
#

is it possible to add a post process to sprite atlas' packing process ?

#

i have a sprite atlas that is refereincg a folder that contains many sprites, however i would like to strip some sprites out (like future season's assets) without touching the existing folder structure

#

im using unity 2021 so scriptable packer is not available

thick steppe
#

does anyone have an explanation on why i cant find the inspector?

lime charm
#

The window menu at the top will allow you to open it again

lethal shard
#

🙂

hardy shadow
#

@hushed moth not allowed, dont share here pls

hardy pawn
#

I'm working on a crafting system, and thinking about how I want to handle item fusion. I think how I want to handle it is with some sort of visual effect on a base model, so, for example, if you fuse a Sword with a Crystal, it will be the Sword Model, but have crystal models sprouting off of its surface in 3D.

Where should I start, for learning to do things like this as a novice?

fluid oak
lucid socket
#

Sorry I know there's already a question going but does anyone have experience with equipables on a game character?

Currently using a script to make it work by referencing the mesh renderer of the character but when I see free example characters on the asset store, they seem to be able to make it work without a script. Not sure if I'm missing something or what but help would be much appreciated!

hardy pawn
#

I'm assuming it'll involve using VFX Graph

fluid oak
lucid socket
fluid oak
robust oyster
#

hello! i've been trying to import a model for lethal company but i've been having trouble with some modelling.
the squares underneath the zippers aren't supposed to look as they do, and the stitching is supposed to show up on the model

#

any known fixes?

jaunty vapor
#

hey guys, having some trouble getting a material to work in the build, it seems to be fine in the editor

#

this is the build (the circle is dim and not dotted)

#

The circle is a line renderer projected onto the canvas - I've tried to change the shaders I'm using for the material from UI/Default to URP/Unlit

#

as well as include both shaders into the always included shaders list, but doesn't seem to work at all

#

any ideas?

cold musk
#

the colors of the crowd kinda make it hard to locate the players

acoustic bramble
lapis elk
balmy oak
#

hey guys, I was wondering if animating in unity or in blender is better. I've tried some animating in unity and this worked pretty good. But when I tried doing the animations in blender and then getting them in unity is not going well for me.. so can anyone tell me which way is better?

#

omg never mind I just found a very good video xD

fluid oak
flat aspen
#

Does anyone know how to automate material remapping? Unity doesn't allow it with multiple selection and I have 72 of just ground tiles to re-map and then even more of different objects.

upper spindle
#

Ugh textures.com now is subscription only…. Where can I find free/royalty free textures?

fluid oak
elfin gate
#

why does the art resolution become so much worse when i put it in unity?

#

is htere a setting to counter this

#

nvm

#

the colours are still gettingchanged a bit for somr eawons

fluid oak
#

There are several settings that might need changing.

flat aspen
quaint jetty
quaint jetty
#

Or typo ?

flat aspen
quaint jetty
#

Ah you mean a tutorial on the script

#

Not store

#

Unity material remapping on youtube might show how to do it how to do it for one and then you could just scale it up with jobs or without

fluid oak
flat aspen
outer halo
#

🤷‍♂️

upper spindle
#

I can’t credit almost ai because it doesn’t give the option to show which artist it used to create art.

#

Not that Ai art isn’t cool. I’d just prefer not to get my butt sued. I’m too broke for that

quaint jetty
#

no they are all mostly garbage

quaint jetty
quaint jetty
#

you just say textures by and then you say the different sites you used textures from, including the ai ones

#

and just incase a texture should be from someone else (which is near 0), just point at the ai and say "well i didnt knew that, sue them" and then just replace that texture

upper spindle
quaint jetty
#

its not "get cought", you can just use them

#

my point is that especially with textures you wont get sued, cuz you cant say hey i made that

#

with regular 2D / 3D art ai, you could get in trouble if they dont disclose their sources, so i would suggest against it for release, but for textures its fine

upper spindle
#

I’ve seen enough “kickstarter to court” videos on YouTube to know that it’s a bad idea. If a company can be sued over stealing a blade of grass, I can be sued for using AI art

quaint jetty
#

yeah no, but ok, just telling you that its normally fine and you shouldnt worry about getting sued

#

are also great options

outer halo
#

There's no hidden gem out there. If you've tried them, then those are your options.

quaint jetty
lime charm
#

That is the current state of ai generation right now

outer halo
#

Obviously you have to make an account, nothing will be free. And obviously it's hot garbage, because it's AI generated.

#

Your expectations are too high.

quaint jetty
#

Especially 3D, AI is just not it

#

2D is barly getting there, for 3D you gotta wait atleast 2-3 more years

#

if not more

crystal musk
#

i embeded my textures and materals from belnder and now they look like this

valid kestrel
#

Im new to all of this i was wondering How do i add first person and a house

lapis elk
storm dome
#

I purchased a pack from the Unity Asset store that has 1000 rpg animations, I want to export them all to FBX files. How do I do this without having to do each one by one?

dense frost
#

Nature Renderer or Foliage Renderer - do they work with Unity 2023?

misty lantern
#

Assuming they're Humanoid you can use the animations by retargeting

fair wraith
#

Is there anyone who can help me with texturing on Unity?

upper spindle
#

I’ve noticed that too

near juniper
#

Sorry if this isn't the correct place to ask this. But when I import my .fbx from Blender to Unity, the back of my sails dont render. Although when I preview the .fbx in 3D Viewer, the back of the sails show
(This might even be a question for Blender)

fluid oak
fluid oak
storm dome
lime charm
#

Also, what are the files NOW?

tiny fractal
#

i dont found site for free tiles

crystal musk
#

my eye lids are closed and am trying to open them hw can i do that?

little drift
#

I'm trying to decide between using blend shapes or separate models for character customization. Like if I made a town, all the people will either be unique models or variations of the same model.
I'm not entirely sure what performance advantages or disadvantages each option has.

lofty gorge
#

What is more optimized, the Manual placing of bushes or bushes scattered using polybrush?

fluid oak
lofty gorge
fluid oak
#

It essentially means try both and test to see which runs better with your setup

opal glacier
#

Hello, I am confused about something in unity that might have a really easy answer

#

Lets say you have a material library, with wood, steel, concrete, etc, all with a _Color property

#

and then you have one wood box that you want to be red, and one wood box that you want to be blue

#

What are the different workflows available to make that a simple operation for an environment artist?

#

A) would you force them to create multiple copies of the material library material? (wood_red, wood_blue)

#

B) would you force the box into a prefab and make the color change a prefab change somehow?
C) write a component that handles the color change via materialPropertyBlocks?
D) ?

#

because at runtime I understand the difference between renderer.sharedMaterial and renderer.material, but at edittime you're not meant to access renderer.material at all?

#

C) feels okay to me, but apparently materialPropertyBlocks are super deprecated now

#

so I dont even get what the intended workflow is anymore

lapis elk
#

If you just want to change Material at Runtime, use renderer.material as you said.

#

If you want them to be visible in scene also, duplicate your wood material and make it a variant of you other wood material

fluid oak
opal glacier
#

Thank you for the feedback!

novel garden
#

So I have some card asset in photoshop that is separated into many layers. Some of these layers exist just as drop shadows to break up the image a bit.
Should I export the drop shadows separately and handle the layering in Unity, or just combine them with the top layer and export as one?

buoyant trail
#

y my cone is bigger than all other figures? all of them r primitives that have the same scale (except cilinders, they have in 2 times smaller y scale). here is with msg a model of the cone

uncut harness
#

why does my model have 152 verts, 300 tris in blender but 1.2k verts, 900 tris in unity?

#

i have removed the skybox

hoary kindle
# uncut harness why does my model have 152 verts, 300 tris in blender but 1.2k verts, 900 tris i...

I don't remember which if not all the passes are included in the tris and verts counts in the stats window but I think atleast shadow passes are included so the count will be higher than in blender due to the mesh being rendered multiple times for different purposes (depth prepass or something similar could also be counted). If you open the mesh in unity, you will see the actual vertice and triangle count which should more closely match the values you see in blender. The vertice count will still be higher for flat shaded meshes than in blender due to split edges (that's the way to go, don't worry about the vertex count increase)

#

well, if you use edge split modifier in blender, you should see the same vertice count to unity (in the mesh view again, not in stats)

hardy pawn
#

I know this is a gross abuse of Unity's retargeting system, but I want quadrupeds and humanoids to be able to share actions, and the way I've settled on this is to basically make it so quadrupeds can T-Pose, but the issue is with the hips and pelvis of the model, which do not respond well to a character going on all fours. What are some good ways I can make a character better able to do this, assuming I model all my quadrupeds as if they were humanoid?

#

Is there an alternative solution to this?

strong hawk
#

Is there a good way to scatter objects using polybrush with randomized rotation and scale?

tawdry valley
#

ive recalculated, deleted and redid the UVs.. added seams, smart UV'd, and i still cant figure out why it is saying the screen has no normals

tawdry valley
#

okay, i found a work-around but its jank... if i export to obj and then import that back into blender to export it again as a fbx it works

#

it will accept the obj, and the modified fbx, but not the original

lapis elk
# tawdry valley

do you have modifiers on your mesh anywhere? Is your Mesh really a "mesh" or just a curve?

inland thorn
#

I want to combine a bunch of different masks into one, at the same time and I want all of them to have the same amount of effect on the final mask; what I am supposed to use there? Can I not like multiply with more than 2 parameters?

inland thorn
blazing bay
#

hey, whats this weird thing around my asset?

zinc mesa
#

be more specific with what you think is a "weird thing"

fluid oak
# blazing bay

Do you mean the orange outline(which means the object is selected) or the padding around the edges(which means you probably need to enable alpha clipping in the shader/material)

blazing bay
#

another question, why is my the texture on the terrain blurry?

#

this is how it looks in gimp

#

and texture settings

lapis elk
# blazing bay

128x128 is quite small, are you sure its 128x128 in Gimp also?

blazing bay
#

yep, thats what it shows in the file info

lapis elk
#

pikseli, thats sweet 😄
You already set it to Pooint, thats good.
You can also try to set Format to RGB 32

blazing bay
#

it added this weird effect on top of it

lapis elk
#

Looks more like your material is fking glossy 😄

blazing bay
#

it look good on other objects btw

lapis elk
#

only on the ground?

blazing bay
#

yep, it looks weird only on Terrain

lapis elk
#

maybe deactivate "mipmap" in the import settings

blazing bay
#

doesnt work

lapis elk
#

means the problem is your terrain i guess ^^

blazing bay
#

its just a basic 3D Objects->Terrain

#

didnt play with it at all

hoary kindle
# blazing bay its just a basic 3D Objects->Terrain

Seems more than likely that the terrain shader overrides the texture sampler so the value you set for the filter mode doesn't really matter. I assume that's just to ensure the wrap mode is set to repeat. If there's no option anywhere on the terrain to change that behavior, you'd have to use a shader for the terrain that uses the point filter mode

stable sable
#

Can someone please help me understand why my roughness map doesn't seem to be doing anything when in scene/game view?
First picture is when I open the prefab, looks great and how I want it to look - seconds picture is after adding it to the scene.

Am I missing something? I tried playing aroun with all the light and mesh rendered settings I could think of but nothing seems to work. This is URP. Sorry if this isn't the right channel.

hot prawn
#

Hello friends, I am developing a cabinet design center and i am finding a way to export the 3d model that i design inside unity, all of the meshes and materials that need to be exported are in one single parent(see image), specifically i want to export 3d file that is compatible with SketchUp(.fbx is not supportable). any idea how to do this? thanks!

hot prawn
#

Hi, Can anyone help me here?

misty lantern
glacial vector
#

Usually with transferring models and materials I would recommend GLB or USD

#

But you'd need custom tools for that in Unity

misty lantern
#

I think FBX exporter is the only option out of the box

ripe gale
#

Hello everyone,

I'm passionate about video game development and already have a clear idea of the story and type of game I want to create. Currently, I'm looking to improve my illustration skills to be able to create visuals in a style similar to the one attached. My goal isn't to reach a professional level but to acquire the necessary skills to produce appealing and functional graphics for my game.

I would be very grateful if you could share any tips, tutorials, or YouTube channels that could guide me in learning illustration. Any feedback or recommendations would be greatly appreciated.

Thank you in advance for your help and advice!

south verge
#

one question, if i make a 40x40 cotton tile for the stage where it takes place in Cotton forest, how should it look like?

hollow bramble
#

Hello! I'm trying to use a technic game make for stuff with a texture and make it like an "X", but I use sprite renderers and they overlap each other, is there a better way to do it?

hollow bramble
fluid oak
#

Make a new material and apply it to the sprite

hollow bramble
#

oh, i'm dumb

#

Thank you

fluid oak
#

And set that material to an opaque cutout shader

ripe gale
#

Do y'all think my tileset is quite good or I need to redo some things ?

viral depot
#

I’m having this problem, I have assets but it’s telling me I don’t have any, anyway to fix it?

digital mantle
#

Probably by fixing whatever error is in the console

viral depot
#

Ah k

silver ocean
#

Hey all, having this weird issue where I can’t snap the vertices of my meshes together when holding V.

It works to snap the mesh to some things (I have an EasyRoads road that my meshes seem to snap to just fine) but it doesn’t seem to work with anything else. Do you guys know if there’s some weird setting I’ve enabled that’s caused this to happen?

#

Never mind, vertex snapping is broken when you have the GPU resident drawer enabled in HDRP.

viral depot
south verge
#

what do you think of this cotton candy thing where you walk on it, it squishes down but when you walk off it goes back up?

dense frost
#

I want to buy Foliage Renderer or Nature Renderer.
Anyone knows if they work in Unity 2023? (as I use it currently)

fluid oak
unkempt turtle
#

what is the limit for maximum images in a texture2d array

#

I have 8610 images I need to be used and need to know how may so I can split them up into multiples if I need too

lapis elk
unkempt turtle
#

yeah trying to play a video as a screen space shader using animating and texture arrays

#

with the help of docme

#

and poiyomi/thry

unkempt turtle
#

Okay I see so it's a 2gb limit but that doesn't exactly explain it

#

my 8610 images are less than that and when making them into a texture array I get thrown error saying something like int32

misty lantern
#

Better to use the video player component, or recreate the motion in engine

unkempt turtle
misty lantern
#

Why so?

unkempt turtle
#

I want to basically play a video by means of animating and using texture arrays

misty lantern
#

Why also?

unkempt turtle
#

Just something to do cause I am bored

#

but also for vrchat

misty lantern
#

You'll still want to use a video player
Converting to gif does nothing besides mess up the quality
Unity uses entirely different file formats so compressing before importing doesn't help

unkempt turtle
#

I've just exported the frames from the gif so I can make multiple texture arrays since there does seem to be a limit besides the size

misty lantern
#

Videos can be much smaller than image sequences because they don't store the pixels of each frame, they only have to store chunks of pixels that have changed since last frame

unkempt turtle
misty lantern
#

I'm not familiar with vrchat and this isn't the place for questions about it, but I doubt people there want to spend gigs of ram and vram for just one animated texture

#

In Unity at least video players can be in screen space, and they can override a material's texture reference meaning any shader can use them

unkempt turtle
#

You asked me why and I gave you an answer

misty lantern