#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 17 of 1

misty lantern
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The cost is bearing to hear our opinions as well

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Which in this case is that a video format will probably do what you want, and much better than a texture, but that only vrchat people can tell you how that's implemented with their tools

unkempt turtle
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Okay well in the case for VRChat avatars don't support videos what they do support is using a shader to play a texture array as if it were a gif, Thry/poiyomi has a neat little feature where you can turn gifs or images into texture arrays and I wanted to know what the limits were on texture arrays so I can do the math to figure out how many materials with the shader I would need

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docme supports using texture arrays or spritesheets but spritesheets wouldn't work in my case as the images are far too large

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okay so what's this mean

misty lantern
unkempt turtle
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when creating a texture array maybe the images don't have the correct compression

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or colorspace

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okay yeah images have the wrong pixelformat

thin sapphire
sullen plank
thin sapphire
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I did, looks horrible 🀭

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Oh no

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In the scene window it looks perfect!

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But in the game scene it's blurry

sullen plank
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screenshot the problem, entire window

thin sapphire
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Okay writing from my phone right now, will do so in a few minutes thanks

fluid oak
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I'd check in advance that the vrchat server won't kick you if you try shenanigans like that

versed light
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Heya!

I'm very new to unity and would like to ask.

How would I achieve something like this in a normal 3d project?
I'm trying to make a VRchat world, and wanna know how to make this wet ground looking texture.

versed light
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Thanks

thin sapphire
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I was able to solve my issue using the Pixel Perfect camera.

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However, I have removed it again as I have now performed the required calculations manually. The Pixel Perfect camera helped me to see and understand what was missing.

soft blade
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I imported an object into unity and a texture. I want to see if it UV unrwapped correctly. Is there a way to see this in unity?

versed light
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How does getting better lighting work in a built in 3d project?

Would it be something I need to do myself, or are there presets out there?

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Cause the base lighting that unity puts is a bit, flat

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Or is that the shader graph thing?

versed light
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Also SSR?

misty lantern
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While you can't change a light to make it "less flat", you can use more interesting materials and utilize PBR maps

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A good PBR material will look good even under one shadowless light

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You can also introduce more varied light sources to create specific moods and highlight specific areas, which is the lighting design part

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There are also systems for indirect and bounce lighting, which much improves the look of any lit scene, even one without textures or materials

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The third part, post processing elevates both lighting and materials, most importantly with tonemapping but also with SSR

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@versed light All three parts of the process are kind of different so a "preset" doesn't make a lot of sense
If you have an example scene, you could use its materials but they often have a specific appearance and purpose
Lighting would be very specific to that scene's light sources so not directly applicable elsewhere except as a reference
Post processing profiles on the other hand can be used as-is elsewhere

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I'm not aware of many official example scenes for BiRP, but for URP and HDRP there are quite a few

versed light
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I see.

Are there any tutorials I could follow maybe?

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It needs to be BiRP because I'm making a VRchat world

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How do I impliment post processing?

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Everything just looks a little too flat at the moment

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I've got normal maps and stuff

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Supposed to look somewhat like this

misty lantern
misty lantern
# versed light Supposed to look somewhat like this

In this image the ambient lighting is darker, and the direct lighting is brighter
Though it could also be that the lighting levels are very similar but there's starker contrast which can be achieved with post processing

versed light
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So, would that just be upping contrast and saturation maybe?

versed light
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Nvm

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I figured it out

misty lantern
versed light
misty lantern
elder hatch
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Guys, what do you suggest to improve level design as a standart level or junior game developer? It requires interior design and builder skills. I have no skills in urban planning.

misty lantern
elder hatch
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at least for now

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should you use template or create completely from your mind

misty lantern
# elder hatch gameplay level design

Then you'll want to make levels for as many different types of games as possible
The features of a game determine how the level is interacted with, which entirely determines how it should be shaped

elder hatch
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i have some little village type of assets

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think like far cry 5 map

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but where should i put my assets one by one or how many of them should i use

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like that

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trees, some special kind of buildings,sitting benches

misty lantern
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The level and game mechanics are two sides of the same coin
How your enemies move, how your player moves and how they fight each other entirely determines what kind of level best accomodates them

elder hatch
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third person

misty lantern
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Too vague
You need to have a game to know what kind of level it will need

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Because of this designing levels for an already existing game is a much easier way to practice
Since you're not also designing and building a game to go with the level and you know how the game works to begin with

elder hatch
misty lantern
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I can't quite stress enough that the game mechanics determine the level design
The same level that works in fortnite is unlikely to be fun to play in counter-strike
@elder hatch note the #archived-game-design channel since you're not asking about art

blazing bay
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hey so i just added new terrain layer and for some reason it reflects light?

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is this the issue?

lime needle
blazing bay
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it was due to alpha issues

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i fixed it by changing the alpha source to none

unkempt turtle
misty lantern
fluid oak
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Yeah.

unkempt turtle
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I can only do around 100 frames per array so will have to do some further testing like cutting the gif into multipe gifs

solid vector
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hi, guys, i have a problem make buildings to unity, what is better? make the base buildings in 3D software or make it modular like second image, and put then together to make the building?

what you do guys to make your buildings? and complex buildings like the third image?

silk kiln
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did someone have a 2d key asset to use on my project?

azure sinew
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hey i made some models in blender with a special material which changes color depending on the location of the models. is there a way to import the material into unity?

fluid oak
solid vector
devout nimbus
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so i have this 2d textture that is transparent (its basically a bunch of squares but in the middle they are dark and get lighter (more transparent) if they are more near the sides when i apply this texture to a sprite only the middle squares are showing. how to fix

mortal lake
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Hello! Need some help regarding GLTFast and URIs

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I'm trying to import GLTF models at runtime

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private async void LoadGltfFromMemory(string filePath)
{
try
{
var gltf = new GltfImport();

        string absoluteFilePath = Path.GetFullPath(filePath);
        bool success = await gltf.LoadFile(absoluteFilePath);

        if (success)
        {
            success = await gltf.InstantiateMainSceneAsync(GLBParent);
        }

        if (!success)
        {
            Debug.LogError("Failed to load or instantiate GLTF file.");
        }
    }
    catch (Exception ex)
    {
        Debug.LogError($"Error loading GLTF: {ex.Message}");
    }
}

This is my function
but I need some help with the errors πŸ˜…

glacial vector
vague pawn
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Hello everyone. Is there an icon asset package you can recommend? I'm making an RPG Fantasy game.

glass plover
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hello guys, I'm creating a procedural world tool and since I start create this model, I have some issues.
someone have any idea why when I bake the texture it's completely different of my actual shader I have created?

misty lantern
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Might also be UV overlaps

misty lantern
# glass plover

You probably don't want to be baking combined nor with lighting

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Since you only have relevant data in diffuse

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Also, plug the baked texture into the preview node to check how it would look

glass plover
glass plover
misty lantern
glass plover
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tysm!

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it works

fallen widget
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Hey all, fairly new to Unity but i saw that you can do 2D rig characters, so thought to just start there and try it out before getting any deeper.
Using procreate, with all the parts as separate layers, export it and download it as a PNG and try to put it in my Unity project files.

So, i believe its called a Prefab where it has a small + and show what its made up of, in my understanding this would be each layer.
And currently its just importing as a flat whole image, been messing around with the settings but not much results that make me feel like progress has been made.

Just wondering if anyone can help with it.

fluid oak
fallen widget
fluid oak
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(That is, I believe that there is a version of the png format with some kind of layer support but it was proprietary and not widely supported.)

fallen widget
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Hm in hindsight yeah should of seen it, just got tunnel vision through watching a tutorial and thought unity had some black magic

fluid oak
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Pngs work fine, if you are assembling the sprite sheet manually

tepid mountain
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Would I have any future problems exporting the terrain from my game that I made in Blender to Unity? Or is it safe?

thin lynx
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Why is the mesh upside down even tho its rightside up on the Import?

winged obsidian
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Did you export from Blender?

thin lynx
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Its from the asset store so I dont know

winged obsidian
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ah, I see

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Blender and Unity disagree on what the XYZ axes mean

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So the prefab winds up with a rotation to correct for that.

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However, that doesn't fix the orientation of the actual mesh.

thin lynx
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I dont use it on a prefab, its used in the particle system

winged obsidian
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Right -- so you don't get that correction

thin lynx
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If I used it on a prefab I could just rotate that

winged obsidian
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I think you want to tick "Bake Axis Conversion" in the importer settings.

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I have not actually used that before, though.

thin lynx
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Now theyre backwards AND upside down

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some assets also came looking up/down, seems completely at random to me

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Also, this curse happened upon all the fish that WERE on a prefab xd

Guess its probably easier to try and make a variant of the particle system if I dont wanna learn enough modeling to fix this in blender lol

winged obsidian
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Ah, that completely screwed up the armatures

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Whoops

misty lantern
winged obsidian
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so I'd just import the fbx into blender and export it with "Apply Transform" checked

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and only export meshes

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Apply Transform royally screws up parented things (e.g. a mesh under an armature)

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but it gives you a properly-rotated mesh

clear trellis
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So when i finished making this map (blender), there is weird dark lines, caused by issues with seams (I think). How can I fix this?

misty lantern
clear trellis
warped wing
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hey guys my player character went invisible after minorly changing some sprites

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all the animations just appear as completely invisible

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i tried recutting the sprites and relaunching unity

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didnt seem to do anything

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nvm it was an issue with sorting layers

misty lantern
gray flare
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currently using a mix of blender / unity to work on an isometric pre-rendered project and while doing workflow research, i came across these ribbed heightmaps in disco elysium / pillars of eternity. Im confused as to why they are stacked like that and appear to be a gradiant across the layers?

My first thought was that this was for dynamic in game lighting and how the background would react to that but i am not sure and cant really find anything by googling / youtubing around. anyone know the answer here?

misty lantern
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It looks like fragment height position visualized by taking the height value's fraction
Using the height position can be useful for many things, but restricting it to such a limited repeating range makes it way less useful

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For example, fraction used for helping visualize rendering depth:

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The stripes are not what's actually happening, but without them it'd be hard to see what's precisely happening

gray flare
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page 30 in this artbook is the disco elysium context

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about 1:00 in for the pillars example

gray flare
misty lantern
# gray flare hmm i sort of understand where youre going with this. would it mainly be useful ...

The first document says "height map tells the game engine which objects should be rendered in front of or behind others" and in the video that "these passes are used for dynamic deferred lighting"
Both depth sorting and deferred lighting in my experience require a depth texture from the camera, not a height texture, but it's possible they have a different method for it considering both games fake their environments with totally flat textures

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A depth texture normally needs to be from the camera's near plane to its far plane, but that might not be feasible to bake for a level that's just one big image

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So I'm guessing they compare the real depth position of the pixel on the flat texture to the height value on the baked height "depth" map

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And so they're never limited by color depth (of the depth texture) no matter how big the level is

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The stripes are just for visualization though, I'm fairly sure

gray flare
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@misty lantern wow extremely helpful thank you! Its interesting because when pulling apart scenes in Renderdoc, we find both the regular "depth" map in greyscale, as well as this fragmented green height map. So was wondering if it was doing something different... but it sounds like it could be that last part of "they compare the real depth position of the pixel on the flat texture to the height value on the baked height "depth" map"

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still trying to wrap my head around all this, but getting a better understanding. thanks again!

misty lantern
gray flare
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yes, i dont have a screenshot in front of me currently but it was in there

misty lantern
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Interesting

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yes, i dont have a screenshot in front

tepid moon
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I'm on Linux Mint, and my GPU doesn't show up in Blender. How can I fix it?

misty lantern
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!blender

lilac edgeBOT
tepid moon
inland thorn
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Let's say I import a model with some animation clips, and I later decide to add or modify some of the animation clips. If I do import the model again, do I lose the reference to the animation clips or stuff that I migth have modified in them like let's say add an animation event for example?

lapis elk
inland thorn
lapis elk
inland thorn
lapis elk
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No. If your Model comes with an animation clip, and you change something in that clip (what you normally cant, because its read only) and you reimport that model with the animation clip, it would be overwritten.
If you create a animation controller and add it to your model and you reimport your model later again, its all fine. It just replaces the model and keeps the stuff you added in unity.

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Its like if you have a chair with 3 legs and use this chair all over the world. If you add a fourth leg later and replace your old chair with the new one, its okay and every chair updates and have a 4th leg now.

inland thorn
frail orchid
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How do I make it so Unity keeps mayas textures? I ticked the embebed media when exporting and it still imports as like the dull colour.

misty lantern
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There's not really a benefit to putting extra effort to tie together the meshes and textures, just makes them harder to manage and update

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FBX materials retain paths to textures anyway, so they will be automatically attached if they're in the same folder as the mesh or in /textures/ folder

inland thorn
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Is there a way export animations without the read only? Cause is kinda annoying with shapes keys controlled by bones since those constraints are lost

frail orchid
misty lantern
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Or just assigning them manually which I've usually had a reason to do anyway
But my projects are not that big assetwise

misty lantern
inland thorn
dry geyser
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if i wanted to convert 4 materials into a single material as a Atlas, is that something I'd need to do in blender and adjust the UV's to now be on 1 of 4 quadrants? or is that something that there are addons or procedures to do in Unity for a 3D game?

misty lantern
dry geyser
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I am building props that would use 4 seperate trim sheets. I am doing a mesh combine and what not and having them all as 1 material lets them combine where if they are 4 seperate they can only combine with other like minded materials / meshes

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so would like to just optimize draw calls etc

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i have UV Packmaster 3 in blender which lets me move full UV groups to individual quadrants (like a 4x4 grid) so i guess thats an option

winged obsidian
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Blender can export many sets of vertex colors into an FBX, but Unity's FBX importer only cares about one of them

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Is there any way I can get at this data?

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I'm elbow-deep in writing a system to manually export that data into a file and then add it back to my model in Unity

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but this would be a lot nicer...

misty lantern
winged obsidian
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I was looking at just grabbing an FBX parser and looking for the data myself

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That might not be too complicated, really

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the complexity is in smashing your data into the format

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I haven't tried USD before

misty lantern
winged obsidian
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my ~workflow~ is centered around using a Blender add-on to automatically export the right objects into FBX files

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I also need to be able to export non-color attributes from Blender -- like single-dimensional float or boolean attributes -- so this might be moot

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(and then pack them into UV channels)

misty lantern
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Texture atlasing can cause many headaches because the textures no longer repeat when sampling or mip mapping

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But for individual objects or groups of objects it can be practical
If you're already using trim sheets, having more trim sheets in one asset is just more of the same

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In that case you might want to work that into your asset creation process from the get-go
Especially considering that you can no longer expect textures to repeat outside of the normalized UV range

fluid oak
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Could also look into udim instead of atlasing on one sheet, dunno if they ever got that officially working

misty lantern
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Because the number of texture samples required by an udim shader would not be known beforehand, and can vary a lot from one mesh to the next

fluid oak
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That does make sense.

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Honestly, with srp batcher there isn't that much reason not to just use multiple materials with the same shader, right?

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Then you can reuse the uv space for each.

inland thorn
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Is it possible that I lose blend Shapes if they were linked to a bone before importing?; I mean they are not appearing on the Skinned Mesh Renderer

misty lantern
sweet marsh
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I am currently Intending to do a little unity simulation for my physics class and was wondering if there are any good sites I can get 3D models of our solar system's planets (Earth, mars, etc)

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sorry if this isn't the right server to ask. Just don't know what others rely on for these

misty lantern
inland thorn
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I know these kind of constrains usually don't apply when importing, but the shape is not even appearing to modify it manually

misty lantern
inland thorn
misty lantern
# inland thorn Yeah

I would presume that information is just casually ignored when exporting
But I guess you could do a test export without it to rule it out

inland thorn
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I mean, I was expecting the driver to be ignored but not the blend shape entirely

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Is a bit weird

earnest pecan
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Is it feasible to do cutscenes entirely in Blender and export the cameras and animations to Unity? I did some searching and most say to use Unity's Timeline instead for cutscenes. But I'd like to make use of the rigs I built in Blender and animate with those.

inland thorn
earnest pecan
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Sorry, I don't mean as pre rendered video. Definitely needs to be rendered in-engine.

misty lantern
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It'd have to be a very fancy camera rig to justify not doing the motion in Unity where you have access to all properties and can see everything synced with the Timeline

earnest pecan
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Trying to do complex character animations in Unity is nearly impossible

misty lantern
earnest pecan
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So then I assume the proper workflow would be to do everything in Blender, make a note of any focal length changes and manually redo them in Unity?

misty lantern
earnest pecan
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That was my experience searching as well, so I figured I'd ask here

misty lantern
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Technically you should be able to convert any variable like focal length in blender to a transform keyframe with Drivers and then convert back in Unity with a script

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But that's hacky

earnest pecan
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Interesting

misty lantern
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Tbh I'm hoping the USD format solves this problem because it's ultimately an FBX limitation I think

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The pros probably have their own exporters/importers to solve this so they can move any data they need from whichever animation software they use

earnest pecan
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Hmm, I could write an export tool in Python for Blender for any additional data I might need

fluid oak
heady steeple
#

Hi guys. My and my friends have been trying to make a game and we are having some issues for picking an art style. Our game will be a pixel game. I have drawn my first background image (well kinda) and we settled in to making a game that would have the same complexity and look as this background picture. The problem is that we have no idea how we could draw the player character (which is a task that has been given to my friend) that can match my background image. Can anyone help me with this?

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We tried to find references, and none of them seems to match the way we see that game. Although, if you have a suggestion, don't hesitate and just send me what you think

hidden geyser
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Is there a promo?

sweet marsh
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Trying to get a material imported into my sim. Earth Texture is in but its showing up as purple?

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sorry if this is the wrong place for this. Didn't see anything for materials

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oh maybe its cause Legacy and URP don't work together?

slender owl
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URP should use shaders under the Universal Render Pipeline heading

sweet marsh
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Gotcha, thx

limber jetty
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what could i improve in these, they just seem so empty

haughty lintel
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I am trying to export a unity scene into FBX but when i import it to Blender 2.79, it seems it imports a same mesh multiple times.

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is this because most of the meshes have the combined mesh component?

lapis elk
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Wtf?

rapid stirrup
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guys, to make a character that is going to be about fighting running around and jumping , should their idle pose be somewhat dynamic too?

gray flare
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Hello again, back with another Pre-Rendered background question. Going through the Disco Elysium devlog and coming across something that I am thrown off by... specifically what exactly these "tiles" that they are generating are outputting.

After puzzling over it for a number of days, my current best theory is that each "tile" is just the actual render, but that the important part of this process is the underlying 3D that is sliced up as a result of the render camera tiling process. To my understanding, each of those slices is then exported as an FBX, with the camera projected UV's baked into it, and brought into unity. After that, the render "tiles" are able to match perfectly with the FBX "tiles", based on having the same UV coordinates, so that everything matches perfectly going from Blender to Unity. Then they use this to generate shadows and real time lighting data.

so if that is right (and i could be 10,000% wrong or thinking about this in a nonsensical way, I have no idea) would you be generating something like the attached image, or would the UV coordinates be inherently baked into the render result?

Will attach the devlog here as well... page 5 for the Tiling section. https://forums.tigsource.com/index.php?topic=52246.80

misty lantern
fluid oak
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Technically you wouldn't need to have the UVs in the mesh data; you could use object space coordinates, assuming each tile is the same size

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Since the UVs would be the same(in object space) for every tile

misty lantern
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You presumably want to have UVs in 0 to 1 range for each tile, each of which matches each respective background tile
Though you might not need the background tiles at that point when the mesh can display the background tile texture anyhow

misty lantern
gray flare
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Right, im wondering what the point of this process is exactly if youre doing a completely 2d background, aside from interactables and characters.. so i feel like it must come down to shadows and light.

So you would repeat the UV camera project process for each individual tile on a range from 0-1, and then import both the render result and the fbx tile into unity and have them be attached when either they are called to render in game?

misty lantern
gray flare
tender brook
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i've been looking into blockbench for creating some 3d assets. i'm just wondering if it would be possible to export the texture map so i can make a normal map out of it and then use the normals in unity?

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i want to export the texture so i can use laigter to generate the normals

jagged osprey
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Is there a setting im supposed to change when exporting models from blender? I have a rigged character, and for some reason only the armature has a -90 rotation on the X. First image shows the rotation, 2nd is my export settings.

misty lantern
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Apply Transform can mess up armatures so it's usually best to avoid it

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Doesn't work great for all meshes but for most it skips the whole hassle

lapis elk
# jagged osprey Is there a setting im supposed to change when exporting models from blender? I h...

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...

β–Ά Play video
jagged osprey
jagged osprey
jagged osprey
lapis elk
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Ok cool

unique crow
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Blender question, how do I project the origin of all my objects onto a given plane ?

opal goblet
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how to fix this?

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plj help

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πŸ‘† aplha settings

misty lantern
# opal goblet

The material asset determines cutout / transparency, not the texture

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Embedded materials can't be modified so make and assign a new one

opal goblet
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sorry i did not understand, i'm new to unity...

wanton dome
# opal goblet sorry i did not understand, i'm new to unity...

You need to set up a material with Rendering Mode set to Cutout. You shouldn't depend on the imported material, since you won't be able to edit its settings as Spazi said. You can read more on the Rendering Mode of the Standard shader here. For the URP Lit shader, you can refer to this page.

If you still feel lost, it may be best to follow a tutorial.

misty lantern
#

It looks like the project is not using URP, but the process is much the same with BiRP shaders

still oar
#

I get the following error when I try to extract textures from FBX, i'm using 2022.3, someone else on 2020.3 is able to extract it with no issues

UnityEditor.SerializedProperty.get_boolValue () (at <8e887700cd7e4674989da7b046e8eaa6>:0)
UnityEditor.ModelImporterMaterialEditor.DoMaterialsGUI () (at <8e887700cd7e4674989da7b046e8eaa6>:0)
UnityEditor.ModelImporterMaterialEditor.OnInspectorGUI () (at <8e887700cd7e4674989da7b046e8eaa6>:0)
UnityEditor.AssetImporterTabbedEditor.OnInspectorGUI () (at <8e887700cd7e4674989da7b046e8eaa6>:0)
UnityEditor.ModelImporterEditor.OnInspectorGUI () (at <8e887700cd7e4674989da7b046e8eaa6>:0)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass72_0.<CreateInspectorElementUsingIMGUI>b__0 () (at <8e887700cd7e4674989da7b046e8eaa6>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)```
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I tried extracting Meterial first, and fudging around with legacy material creation and legacy location settings, but no luck

misty lantern
uncut crystal
#

So, haven't worked much with grid snapping in Unity. But it doesn't seem to work the same way it does in Blender. As you can see I'm aligning it by using vertex snapping but if I move it out of position, and then try to move it right back to where it was, it doesn't snap back to the same place.

misty lantern
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As far as I can tell

uncut crystal
devout nimbus
#

any1 know how to make like a color gradient that changes color without using videos ( for use on a object)?

marsh summit
fossil ermine
#

When using the FBX exporter, is there any way to omit inactive gameObjects/ their children from being exported? (Or do I start on a workaround now?)

wanton dome
# uncut crystal So, haven't worked much with grid snapping in Unity. But it doesn't seem to work...

There are 4 snapping options in Unity as far as I know:

  1. Grid snapping: This is what you show in the video. It gets activated by clicking the button with the magnet over a grid.
  2. Incremental snapping: It gets activated while holding Ctrl.
  3. Vertex snapping: It gets activated while holding V.
  4. Surface snapping: It gets activated while holding Shift + Ctrl.

You can read more on the first two here and the last two here.

Blender can do pretty much all of them and more with even more settings/control to get exactly what you need, but what Unity supports is good.

random tusk
#

Hi all!
Is there a quick way to apply materials to an imported FBX model? I am currently importing all my textures from Substance, the FBX, then basically dragging the Albedo, Mettalic and Normals across one at a time for every material on the model. Does anyone else have some tips for a humble dev who doesn't want to get RSI?

lapis elk
random tusk
lapis elk
#

And the last step need maybe 10 seconds, i think there is no need to automate this ^^

random tusk
#

Yup sounds a lot like how I am handling it at the moment.
Hahaha my programmer brain out here perceiving 10 seconds of a repeatable procedure as a life time! But like you said, it isn't too bad
Thanks for the help and pointers Kjarudi!

wanton dome
# random tusk Hi all! Is there a quick way to apply materials to an imported FBX model? I am ...

I am afraid to say that you'll most likely have to make your own tool for it. It's unlikely that your setup is exactly the same as other people (unless you're using default everything. In that case, try this ).

Use the Easy Texture Assign Tool from Cody Anderson on your next project. Find this utility tool & more on the Unity Asset Store.

random tusk
fluid oak
random tusk
sweet sinew
#

does anyone now why it's blury on unity?

misty lantern
sweet sinew
#

thank you it worked

sweet sinew
misty lantern
signal lagoon
#

Have issues with importing a single bone rigged .fbx model from blender into unity. Icosphere with some random weights painted onto it, but when exported into unity all the weights are set to one?

#

When the bone gets moved the entire sphere moves with it, while in blender it's weighted properly

#

And deforms

wanton dome
# signal lagoon Have issues with importing a single bone rigged .fbx model from blender into uni...

You have a Vertex Group mask on the modifier. This is what's making the deformation limited to the one bone. This doesn't get exported. You can verify this by importing the exported FBX file (assuming that you use FBX) back into Blender.

Anyway, to get the effect you want, you need two bones: your current moving bone and a static bone (root bone) for the static vertices.

The attached blend file was edited in Blender 4.1.1.

winged obsidian
#

@winged smelt show me one of your materials in Blender

winged smelt
#

Can someone help me? I have a large project in blender, but when I take it to unity, its untextured.

I export the map model as an Fbx, with path mode copy, with Textures Embed.

winged obsidian
#

Blender can only export textures if it understands that you're using them

#

it works decently with the default Principled BSDF shader node

winged smelt
#

Like this? or the circle itself

winged obsidian
#

You're multiplying two different colors together. That's probably enough to mess up the export

#

Blender can't export the shader itself.

winged smelt
winged obsidian
#

It just tries to export textures that are clearly used in a few common ways

winged obsidian
# winged smelt

you still have the Multiply node here. I would suggest plugging the texture node directly into the Base Color socket

winged smelt
#

Ok, so what would you recommend

#

Anything else?

winged obsidian
#

I tend to just set up my materials in Unity.

#

rather than using the imported materials

winged smelt
#

Its alot of meshes. I dont want to retexture from scratch when I get back into unity

winged obsidian
#

if you have many meshes that share a few materials, then it'll be easy

winged smelt
#

I do, but at the same time alot of these meshes are seporate

#

At the end, its easily 1000+ meshes I'd need to retexture manually

winged obsidian
winged smelt
#

So Ive tried this

#

and it does nothing as well

#

Unless Im doing it wrong

winged obsidian
#

you might have tried to use the imported materials

#

i.e. the materials that are part of the model

#

that won't work, since they get removed when you remap a material!

winged smelt
#

Yes

#

I have

winged obsidian
#

You need to create new materials

winged smelt
#

Ok

#

but in the end, Im still retexturing everything in unity again

#

cause I'm creating new materials, slapping those textures into the materials, then re assigning the materials to the slots

#

when I've seen someone port something from blender into unity with it still having the texture already applied

winged obsidian
#

That requires Blender to understand that an image is meant to be used as a base color texture

#

so that it can write that into the FBX

#

It isn't very creative. It can only understand very basic shaders.

winged obsidian
winged smelt
#

If i got rid of everything

#

but the texture

#

do you think it could understand and take it?

#

Like this

#

I dont need the crazy shader

#

all I want is for it to translate when I import

winged obsidian
#

no, because then blender has no clue what that image is supposed to mean

winged smelt
#

So then could you give me an exmaple where it could understand it?

#

from my previosu screenshot or your own

winged obsidian
#

I believe you also need to actually save the images out of Blender. It won't save them alongside the FBX for you

winged smelt
#

I have the images outside of blender

#

Im importing them into unity before the mesh

winged obsidian
#

in that case, set the path mode to "Auto" in the FBX exporter, and then this will work:

#

I exported the fbx into the same folder as the texture

winged smelt
#

Ok, thank you

#

Lots of work to redo the shaders, but this is better than restarting into unity

#

thanks for working with me

opal goblet
#

why is this part DISABLED? how do i edit it?

outer halo
#

Embedded materials cannot be edited. You can extract the material from the import settings of the fbx, or just duplicate a new copy of it in your project folder and use that one instead.

opal goblet
#

@outer halo Can u tell me how to extract? I'm new to unity...

outer halo
#

Select the fbx in your project folder, and in the inspector go to the materials tab and extract.

opal goblet
#

ok

#

when i click on "Extract Mat." it says to select folder. When i select the folder that contains those two files (in the image) nothing happens

#

@outer halo i just have the baked image of that tree...

#

this is what i have

#

somebody plj help

outer halo
#

Then just duplicate the actual material that is inside your FBX, the birch tree mat

opal goblet
#

ok

#

what is this now? I extracted the materials & changed "Rendering mode" to TRANSPARENT from OPAQUE

#

@outer halo but works fine in blender

compact moth
#

why is this happening when I put my model into unity from blender?

compact moth
#

fixed it by checking Swap UVs in unity

earnest pecan
#

Are then any penalties to using .blend imports? I know this is basically FBX importer in disguise with Blender's default setting, but is there any other negatives besides that?

spark widget
#

Hey I'm new and have been thinking about trying to use some of my 3d blender models for the Unity.
What kind of things would I need besides the objects mesh, bone armature and exporting to the appropriate file type?
Do I need normal maps? All of the other kinds of maps? Or is the mesh and armature by itself good enough?

lime pollen
fluid oak
earnest pecan
lusty beacon
#

I haven't worked with architecture and indoor scenes yet...I don't understand how I'm supposed to snap wall and floor pieces

#

neither ctrl+shift nor V work well

#

they only work sometimes

#

and also, do I need to manually tile the floor tiles on top of one another? If I scale the floor, I Need to tile the material, but if I want a floor of another size, I need to make a duplicate material with different tiling settings

sullen plank
lusty beacon
#

thanks

tidal meteor
#

does anybody have a good tutorial on how to import model s from blender to unity?
ive tried alot of them and i just dcant get it to work for me

potent wraith
#

Or share more details on your issue and what you have tried.

tidal meteor
#

I can get teh model in, but the textures i try to import appear warped

#

i assumed it was something to do with my uvs but everything looks fine in blender

potent wraith
#

Take a screenshot of what it looks like

#

Are you using a non default material in blender?

tidal meteor
#

this is the model in blender

#

this is the model in unity

tidal meteor
potent wraith
#

I'd assume that you're doing some kind of triplannar mapping in blender?

tidal meteor
#

triplannar mapping?

potent wraith
#

Share the material you have in blender

tidal meteor
#

uv mapping too if its relevant

potent wraith
tidal meteor
#

Is this better?

potent wraith
#

Still bad, but better. Are you not using win + shift + s to take the screenshot?@tidal meteor

tidal meteor
#

I am

potent wraith
#

Weird then

tidal meteor
#

is it readable enough?

potent wraith
#

sort of

tidal meteor
#

here they are in seperate images if this helps

potent wraith
#

One thing to note is that you're scaling the uvs, but I'm not sure if that's related to the issue.

tidal meteor
#

do you know what might be causing it? I've looked all over youtube and I cant find anything

potent wraith
#

What material are you using in unity btw?

tidal meteor
#

Yeah that's what I thought too, butbi don't see how that could happen when exporting from blender to unity since the uvs on blender look perfectly fine

#

I'm using the on that was imported along with the. Fbx file I exported from blender

tidal meteor
potent wraith
tidal meteor
#

It's quite late for me, so I'll just head to be for today and scour yt some more tomorrow. Thanks anyway

misty lantern
#

@tidal meteor are you sure you're exporting the correct mesh?
It looks like you're baking textures from one mesh to another, but the mesh you have in Unity does not have the correct UV maps for texture mapping so it might be the one you're baking from
Or you might not be baking, but using an UV projection modifier which may be excluded on export

#

Either way I think the crucial clue is somewhere not pictured in the screenshots
Besides the UV scale I see no issue, and that probably isn't the one

hazy vale
#

Not sure where to ask, but does anyone know how to blur a sprite or an image in Unity? Similar to Figma (as shown in the video). There are already gaussian blur assets/shaders for Unity, but they don't exactly do what I need. They just blur everything behind the object with the shader, creating a glass effect. I'm looking to blur the texture itself. The effect in the picture is not what I need.

I would like to use the blurred sprite as a shadow, and control how blurry it is depending on the distance to the source, but that's just some context. It has to be a sprite in my case, unfortunately.

misty lantern
misty lantern
hazy vale
#

I'd like to achieve something like this in my AR project. None of my previous attempts have worked. I've already tried Dynamic Shadow Projector, but it didn't work either, the shadow just didn't cast. Casting a regular shadow gives me too little control, so I came to the conclusion that I need the setup shown in the image

hazy vale
misty lantern
hazy vale
#

I would like to blur the black square below the canvas (at runtime)

#

That's the square

lime pollen
hazy vale
lime pollen
#

You can with shaders

#

Just saying the sprite renderer restriction is unnecessary

hazy vale
#

I can't really find one

hazy vale
#

I think I'll just use a workaround. Instead of blurring it, I'll reduce its opacity and scale it up a bit. I guess it will be kind of the same

misty lantern
#

Blurs at runtime are kind of (very) difficult to do so I'd rather look into shaders with distance field functions if you need it to be fully scalable and shapeable

hazy vale
#

I'll try the simpler approach first, if that doesn't work, I guess I'll have no other choice but to look into shaders

#

Thanks for the help @misty lantern and @lime pollen

stiff comet
#

hey im pretty new to unity and im struggling with making my character cast shadows and be affected by them. the character is a psd that i will be rigging and animating, as a png it had no problem with the lighting. I was also planning on applying a material with a normal map onto the character and once i added that material as a test it started bein affected by light but the actual colors and outline of the jacket disappear. pls help 😭

i also tried putting the jacket image into the base map to see if that would work but the scale is off and there is not transparency :/

misty lantern
#

Still to get the Lit material work better with the sprite renderer you'd have to change the material to Transparent from Opaque, or to enabled Alpha Clipping

#

Transparent that specifically does not preserve specular

stiff comet
#

thanks! the alpha clipping seams to work but the scale is still off so its not the right outline

#

do you think i should ditch HDRP for URP or could i manage to fix this if i keep working on it? i did really want the nicer lighting for the environments but if i cant make the char work thats kinda rough so i /could/ make the switch

misty lantern
misty lantern
#

I expect you can get 3D shaders to work with the sprite renderer in HDRP just as well as in URP, but since the sprite renderer doesn't generate tangents necessary for correct normal mapping it's still kind of a half measure

stiff comet
#

hmm :/

stiff comet
#

yeah i took out the textures and the shape is better but she is black

misty lantern
# stiff comet

I would also try with HDRP Unlit to see if that fares any better
You might have to make a Lit Shader Graph that uses MainTex reference for the texture
In case the HDRP Lit does not use that

#

As that's required by the sprite renderer

stiff comet
misty lantern
#

Which in shader graph would just be a Texture2D property with the reference _MainTex

stiff comet
#

okok omg i think something is working?!?

stiff comet
misty lantern
stiff comet
#

just gotta figure out how to add normals and the i'm set!πŸŽ‰

fluid oak
#

You can give the sprite editor extra textures and tell it which material inputs to assign them to.

stiff comet
#

oh nice, thank you! i've still been struggling with this πŸ₯²

stiff comet
#

i'm still stuck here 😩

#

i checked out the secondary textures but the little dropdown menu i need to select it as a normal map is missing and i don't know how to add it to my shader :/

#

this is what its supposed to be like

#

this is me

#

i just put the texture in like that but the the whole character turns invisible so im not sure where i would keep going with this

#

this is what my shader looks like currently

#

which makes it look like this πŸ‘

#

when i add the normal map texture in the properties of the shader you can see that it is doing somthing but i think its still the same scale issue as before, it doesnt align correctly

#

this is the char in the sprite editor

#

and this is what the normal map looks like on the secondary textures in the sprite editor so i'm thinking the issue is that they dont lign up in the sprite editor but im not quite sure how to fix this

#

i also tried making the normal map a psb file so that the layers could be matchen in the sprite editor but a cant mark a psb as a normal map in the texture type

stiff comet
#

i arranged the corresponding normal maps per hand in photoshop and it seems to be working!! its not perfect but it gets the job doneπŸ‘

misty lantern
# stiff comet

I think the missing piece here is that your shader is not referencing the secondary texture correctly

#

If your shader uses a property named normal with a reference _normal, then your secondary texture has to be named _normal

fluid oak
#

As spazi said, the 'name' you set is actually the property it will plug into in your shader

#

I'm on my phone but I use a script to export the generated sheet from my psb files

#

Which isn't ideal, but the devs haven't taken my suggestion to let you set a matching psb to a secondary texture

stiff comet
stiff comet
gusty folio
#

Say I have a world I've created in Blender, and I need to export peices of the landscape as seperate models.
I would like to retain their position relative to the 0,0,0 position the world, so that when they're imported in to Unity, when they're positioned at 0,0,0, the actual mesh shows up in the correct position in the world as it was in Blender

#

You can see 0,0,0 where the axis lines cross - that bumpy square, and those mountains, are seperate peices. I would like them to be in that exact same position when I import them, but as individual models

#

I have to have references to these meshes, will references get broken if I try to just use the whole Blend file in Unity?

misty lantern
#

I think object offsets are preserved on import generally anyway, as long as you don't apply transforms

gusty folio
# misty lantern I think object offsets are preserved on import generally anyway, as long as you ...

I think Unity might be "helping" by ignoring that offset. If I import one of those meshes and set their position to 0,0,0, they actually move centered around 0,0,0 and overlap each other

But I'm having some success just using the Blend file directly, my components seem to be remembering references to the individual meshes in the heirachy of the imported Blend file, even after I update the Blend file

dense oar
#

I've been working on a modifier-based animation in 3DSMax (wip shown) but I realized I cannot figure out how to export this to use in Unity.
Is there any way to bake the vertex deformations at export? Or a suite of vertex animators that work in Unity to reproduce similar to what I'm doing here? My understanding is that vertex modifying is costly at runtime so I think baking it is what I want?

#

I might be able to reproduce what you see there in a shader, but this is meant to be partially skinned as a cloak/robe so as soon as the requirements get more complex I am not sure how I'd mix and match skinned animation with shader animation

dense oar
#

I wonder if this can be mix and matched with a skinned mesh renderer but even if it can't, this is already more than I had to start with

dense oar
#

Looks like it cannot be mixed with skinned deformations unfortunately

fluid oak
ionic wren
#

Hey all! I'm doing some research for a project, and I was curious to know... Has anyone ever dealt with adding additional properties – not related to the shader – to a Material? For instance, adding a sound to a Material so that when the character steps on it, it makes that sound. Or a particle system so when shooting or colliding with an object using that Material, you see those particles.
Has anyone had experience with this, or seen an asset (Asset Store is fine) that does it? Thanks!

misty lantern
#

Materials are instances of a shader so you could use shader properties for that purpose
I feel like it'd be more flexible to use a separate component for tracking your material types (or utilize the existing Physics Materials)

misty lantern
#

It could have additional functionality to get the initial material type from the mesh renderer's material, if any, and set the collider to use an associated physics material as well

#

But I wouldn't authoritatively rely on the renderer material because sometimes you might have multiple material slots or many different renderer materials that should use just one custom material type

#

It sounds more efficient and modular to keep the non-rendering related material properties out of the shader properties

#

Then you can use TryGetComponent to find and read the material type of the custom component on collision event

#

Interfaces are useful if you want decisively different variants of the custom material component, and SOs are useful here for storing the material types

ionic wren
#

That's why I'm thinking of doing it as one or more SO sub-assets, embedded inside the Material.

misty lantern
ionic wren
#

You can use sub-assets, yes

#

it's a bit tricky because they're very much an editor concept, and there's no good tooling for runtime. So for instance it's tricky to keep a reference to those assets, you need to maintain a list on the main object (the URP Renderer Asset does this, with the render passes). And when it comes to a Material, you can't just add an array to it because it's a closed format.

#

But I have a way in mind to make it work πŸ˜‰

ionic wren
# misty lantern My preferred way would be to have a component and some type of list of material ...

Hmm. This way has the limitation that you're duplicating the data quite a lot, no? Like, if you have one Material that is shared between 10 Prefabs, now each one of those Prefabs has the full list of sounds/particles, when in reality it's the same for all of them.
Plus, it requires a new component to hold this data (each component has a cost, they don't come for free).
I know it's a bit like over-optimising, but I'm trying to think at scale here.

misty lantern
#

Also means that if you have 10 different materials that need the same sounds and effects, they don't need to redundantly repeat that data which also means you don't need to track them all down to modify the shared custom material

ionic wren
#

Well, I think the relationship is the same:
10x Prefabs -> One custom material, or
10x Materials -> One custom material
So I'm not too worried about that.

#

In fact, I was also thinking that the sub-object in the Material would only reference yet another ScriptableObject that acts as the actual preset.

misty lantern
#

That sounds most reasonable

ionic wren
#

so imagine:

Iron_1 (Material)
-- ExtraProperties (ScriptableObject sub-asset) -> refs MetalExtras (another ScriptableObject)

Iron_2
-- ExtraProperties -> refs MetalExtras
etc.

MetalExtras -> refs MetalGunshot (AudioClip) and/or MetalBulletHole (a Texture2D or a Prefab)

#

Hope it's clear πŸ˜“

#

That's what I have in mind, but I'm happy to hear suggestions!

slender owl
#

How does sub-assets interact with material instances? Does that also mean multiple instances of the sub-assets?

ionic wren
#

by Material instances you mean different Material files?

#

or the instance that is created at runtime when you modify one a Material?

slender owl
#

I mean the one created at runtime if using Renderer.material

ionic wren
#

ah I don't know, I presume a whole copy gets created... so I assume also the sub-asset

#

with that in mind, and in general, my plan was that the sub-asset is a simple reference to the actual preset of that data (MetalExtras in my example above)

#

so a runtime instance of a Material would point to the same other asset

#

but honestly I'm not sure if a Material instance carries the sub-assets with it, it might not... because I think it duplicates the C# object, not the whole asset on disk

#

and that object might have no conception of the sub-assets that are connected to the original Material asset, but I need to double-check this

#

it's a very valid question!

stiff comet
#

heyy uhm so im having some trouble figuring out how to fix the character elements being on the right layers, any pointers?

stiff comet
#

2D!

ionic wren
#

I was just about to say "looks 3D", so props to you: it looks fantastic even with the graphical glitches

stiff comet
#

i thought i might be because of the rig numbers being wgrong but i adjusted them and nothing changed

ionic wren
#

What do the SortingLayers number say, on the actual GameObjects?

#

I might be wrong but it's possible that adjusting the numbers here doesn't change them in the scene, for already-imported GameObjects

#

(but it's been ages I haven't touched 2D...)

stiff comet
#

yeah i also thought it might have something to do with that but nothing changed:/

#

idk if im just doing it wrong

stiff comet
# stiff comet

it starts doing the wrong layer thing when i add the material onto the object that i need for it to interact with the lighting, when i jus import it straight with the standard material the sorting is fine and looks like the one on the left

ionic wren
#

What shader are you using?

stiff comet
#

i had to make one, but I'll be real i don't know what i'm doing

ionic wren
#

The only other thing that comes to my mind is that the shader might not be setup to work well with the 2D sprites

#

what options do you have there in the ShaderGraph, under Material > Lit? What is there instead of Lit?

#

because if HDRP has a shader template specifically for 2D, it might interact better with Unity's Sorting Layers

#

(and can you expand the Graph Inspector to see all the options?)

stiff comet
ionic wren
#

I would play a bit with those

#

from the list, I think Lit is ok

#

the others have other, specialised uses that are not your target

#

the only better one would be Unlit, but then you lose support for lights

#

other than that, I'd make sure Alpha Clipping is on (can't see from here, it's covered by the dropdown)

#

and what is that Depth Offset? it's unchecked right now

stiff comet
ionic wren
#

yeah I would play a bit with those settings

#

like also Rendering Pass, and try to turn off as much stuff as possible

#

or Surface Type

#

sorry, I don't think I can help much more without seeing the project

stiff comet
#

okis i'll try some of that! thanks anyways!!!

#

wait i think i was just being a fool πŸ˜‚

inner plume
#

Hello

stiff comet
stiff comet
inner plume
ionic wren
ionic wren
misty lantern
# stiff comet yup!

Surface type has to be Transparent or it has no chance of working with 2D sorting

#

It might additionally require a proper sprite shader, but I'm not 100% on that

#

Opaque shaders use 3D depth only, so you'd have to give them offsets in Z axis according to their intended depth

ionic wren
fiery nebula
#

Yo, I am trying to edit a character model in blender and I have successfully done it in the past but the model file wont import in blender because its an "ASCII FBX" file. Is there any way I can change it to a normal fbx file to import?
Edit:
I have put it thru an FBX converter but it really messed with the model and kinda ruined it

misty lantern
ionic wren
#

Ok, I see. Maybe it works with Opaque ones too, as the docs say "mainly within the Transparent queue". Which makes sense, all of Unity's default components allow tinting with semitransparent colours.

fiery nebula
#

How can I fix this after converting an ASCII Fbx file to normal fbx file?

flint solstice
#

If I need to swap out sprite sheets do I just rename the new sprite sheet to the old asset's name and Unity will swap out places with the animation key frames?
Or do I need to manually re-add everything
I guess my question is what is the the best practice for modifying or adding to sprite sheets youve already created animations for

Sorry cross post from #πŸ’»β”ƒunity-talk since it wasn't answered there.

wanton dome
# fiery nebula Yo, I am trying to edit a character model in blender and I have successfully don...

If the asset imports fine in Unity, try to use FBX Exporter. It supports exporting to binary FBX files which can be imported in Blender. I had no issues using it.

Please note that the FBX format has many versions. Not all converters will have perfect support of all versions. Additionally, the exporter that created this FBX file may have done something wrong. If things don't work out that well, just clean up or repair what you have. It may be the fastest option.

dusk geyser
#

https://i.imgur.com/Mf97ZJq.png
Is there a way to can make a second sprite sheet with a different resolution (pixels per unit) size without duplicating the sprite sheet all together?

hoary cairn
#

so i was wondering how to make packaging textures for game objects, anyone know how to go about doing this

dusk geyser
#

sprites have sprite packer but doesnt want to work for me

hoary cairn
#

no i mean like for example make texture images for a product to be sold in a shop game

#

i have seen on the asset store some impressive examples of stuff from pizza boxes, pop cans, bags of crisp etc

dusk geyser
#

I don't understand what you're asking beyond how do you pack images together to increase general performance and that will be through using sprite sheets or 2D arrays

unkempt vale
#

Hi, does anyone know what's the issue here? my teeth of deformation object (Skinned Mesh Renderer) shows the teeth in other position

#

but when I drag the model to the scene again it works fine!

#

I checked blendshapes, Bounds and other settings and scripts but nothing have control on it

fluid oak
unkempt vale
# fluid oak Guessing an issue with the bones then

bones are fine cause the model is broken after some setup. if I drag the same model to the scene actually it doesn't have this issue. it's ok if I couldn't resolve it I will reimport the model and setup the scripts and logics again.

opal goblet
#

how to fix this?

fluid oak
opal goblet
fluid oak
#

Can you be more specific?

misty lantern
#

Limited to 32-48 of what?

misty lantern
ionic wren
misty lantern
#

Not many here use Blockbench

ionic wren
#

.obj works, or .fbx

misty lantern
#

.obj might not support animations but I don't recall exactly

#

Fbx will

ionic wren
#

Ah. You just drag and drop them into the Project panel

#

It might be more of a question for the Blockbench Discord

misty lantern
#

note that you should only add objects to '.asset' assets, imported models or texture objects for example will lose their data
This puzzles me a bit as well, since I don't recall ever dealing with .asset assets
Something more in the field of editor scripting, or asset management scripting specifically?

#

Googling "blockbench to unity" seems to give multiple relevant results
You'd have to check if they apply to your specific case though

ionic wren
misty lantern
iron loom
#

weird very beginner question, i've played around a bit with both unity and godot trying out importing my 3D models into them. i realised with the tutorials i followed with godot i could edit my models in blender after importation and those changes would be updated live in godot, is there a way to do that in unity?

misty lantern
#

So you could edit and save over that blend file and have it re-imported

#

Or you could re-export on top of an fbx file again

ionic wren
#

My issue is retrieving a reference to them without explicitly storing it in a list or reference or something.

#

And I mean, I do have a reference to the main asset. But there's no way to get one to the sub-assets starting from it.

#

which is wild, you'd expect that they're just stored in an internal array, but no

misty lantern
ionic wren
#

nope πŸ˜„

#

yeah it's kinda funny, what is the main purpose... I don't know

#

the only thing I can think of is that the assets "travel together"

#

so they can't be separated, or you can't delete one without deleting the others

tired jacinth
#

apologies if this is not allowed here, but can anybody recommend an external glb exporter plugin for Unity that can also export animations with it?

radiant dust
#

Hi! I'm importing my VRC Avatar into Unity 2022.3 and I keep getting this error for my blendshapes: "Can't generate normals for blendshape 'AH' on mesh 'Chroniko', mesh has no smoothing groups." The blendshapes work fine in Blender and everything is weighted properly as far as I can tell. Thanks!

fluid oak
pure charm
#

what do you guys use for level design?

#

tempted by poseidon CSG

languid fox
ripe ridge
#

How do I use Blend Files. I dragged and dropped it in my assets folder but I cannot use it

lime charm
ripe ridge
#

Yesss, I figured it out. I deleted the meta file of the .blend file so Unity makes one again and it worked. I wanted to see my Edits in Unity Engine hence why I wanted to use .blend

brisk owl
#

hi, ive created some grass in bender (subdivided a plate and randomly sculpted it), i imported into unity and it works fine, but im making a field, and my pc is already dying when i placed 4 of the grass plates next to each other. anyone have tips/advice on preformance improvment? i dont think its going to be playable this way lol. thanks (im a beginner i barely have any idea what im doing)

lime pollen
#

How many vertices are there in the mesh

brisk owl
#

400k πŸ’€ @lime pollen

lime pollen
#

Terribly wrong indeed

brisk owl
#

how much should i have?

lime pollen
#

One triangle

#

I'm not joking

brisk owl
#

you mean 1

#

out of 4000000

#

ohhhhhh

#

i dont mean one singular grass

#

i mean a block of grass

lime pollen
#

Ok well that's still too much and not what you should be doing for grass anyway

brisk owl
#

yeah my pc is dying

#

no wonder

lime pollen
#

Regardless, one triangle for one blade of grass

late wind
#

Hi!

So, for some reason, the sails of the ship disappear while still inside the view of the camera. I would say it's something about the origin of the sails, although, the origins are still within the view. So should be something else. Also, I remember having this issue before and I fixed it. That was some 6 months ago, so don't know what I did to fix it anymore. Will make sure to write it down this time. It's exported from blender.

Any ideas?

Edit:
It seems to have something to do with the white bounding box of the sail being offset. However, I only have this problem with this ship and I don't know what I've done differently.

Solve:
Only solution I found was to apply all the transformation of all the sails prior to exporting it from Blender.

ionic wren
# late wind Hi! So, for some reason, the sails of the ship disappear while still inside the...

Hehe, you solved it yourself, but yeah: when you export an animated mesh, a bounding box gets created to tell Unity where that mesh is in space, and perform culling optimisations.
If exported wrong, the mesh will disappear even if in view because Unity will test against this box and think it's outside of the camera frustum. So as you found out, it's a matter of finding the right export settings in the DCC software (I don't think it's fixable in Unity without a plugin).
Hope the explanation helps someone in the same boat πŸ˜„

brisk owl
#

hi, when my camera comes close to any object(still in the scene, not ingame), the part of the object closest to me stops rendering (it disappears), has it always been like this? or am i tripping

#

(in other project i''d have to be inside the object for it to disappear, but i made a new project and idk why when i get close to any object, it disappears like i was inside of it)

fluid oak
#

The camera clipping plane is based of the last thing you focused on, so if you focus in a huge object and them manually zoom into a small one your clipping plane will be way too far out and cut off stuff

solar cave
#

How do I move the children of an empty object that is the parent, without the parent moving with the children objects so the parent is jsut locked in place

woven dome
#

Moving child objects doesn't move the parent

solar cave
#

is it because im using probuilder?

woven dome
#

You have the editor showing the center point instead of pivot. There's a toggle in the toolbar

solar cave
#

thanks man

brisk owl
#

is it possible to put a skybox on an object?

misty lantern
brisk owl
#

i have an 2 enclosed environments and i want them to have different skyboxes

#

they are each inside a sphere

#

so i was wondering if i can put a skybox on that sphere

#

@misty lantern

misty lantern
#

I think you maybe mean one of these, or both potentially

brisk owl
#

ty

glass escarp
#

noob pixel art drawing. How can I improve this background more? (kinda struggling)

tawdry valley
#

a layer of clouds

fluid oak
#

dithering

chrome wasp
#

Hi, have a both general and specific question, I guess (I'm a newbie when it comes to all things 3D modeling). I noticed this model on CGTrader doesn't have a polycount listed. It's clearly high-poly, but I'm still curious. I see the file size listed as 373MB for .blend and 107MB for .fbx.

So my question is, is there a rule of thumb for roughly converting file size into polycounts? Or just how would you approach this if you're developing for mobile and are poly-concious? Do you buy stuff anyway and try decimiating its mesh? Thanks for any insight
https://www.cgtrader.com/3d-models/exterior/other/concert-stage-3c655cb8-2df0-4856-8a05-fddae48cbfd5

fluid oak
chrome wasp
fluid oak
#

There's no way to convert, since it is impossible to tell whether that filesize is due to polys or textures or something else

chrome wasp
#

ahhhh ofc

glass escarp
lusty beacon
#

is there any tool for painting materials on meshes? Blender only has textures which makes it impossible to combine them onto one mesh without looking like garbage

west basalt
#

how do i stop fbx files from corrupting??

outer halo
#

It's not corrupted. You have flipped normals, there's a link about it pinned in this channel.

west basalt
#

whats the link called i cant find it

bitter basalt
#

Yall know how I can get my textures in here? cuz their all missing but I see them in the folder I exported from roblox studio but this is a blender file

misty lantern
lime charm
idle wolf
#

i'm using rec room studio and i'm trying to figure out how to display the items that are supposed to be on costume dummies but it only shows the dummy and not the actual content itself

#

i don't know why it isn't displaying the content on the sticky notes, costume dummies, or even text

#

it only shows in game when i test the subroom, i can move the items around and it displays in the subroom but it doesn't show up in unity/rec room studio

#

i also tried using an fbx exporter to see if it could actually export the content of the dummies rather than just the preview alone but when opening the fbx it seems it still isn't the actual proper content

idle wolf
#

my goal is to figure out how to export the actual content that displays in game, some content does display in game (basically anything that is just an object on its own and is not part of a costume dummy, sticky note or canvas, or text)

#

but i can't get the items to display

lime pollen
idle wolf
sullen plank
#

@late geyser There's no advertisement here.

bitter basalt
#

I added these textures repeatedly and they dont show up

#

I just cant win what is going onnnn

somber zodiac
#

Or maybe you could try recalculating normals before exporting

bitter basalt
#

Didnt work sadly

somber zodiac
#

It's not uncommon to have issues with downloaded models, but models you make yourself usually don't have those kind of issues, unless it's something related to normals, textures, or uvs

bitter basalt
#

But its my character to be fair

#

πŸ‘€ from roblox tho

gritty raft
#

I have a scenario where each asset is using its own Shader, even though they all follow the pattern of Base Color, ORM Mask, Opacity. So, i can literally make one simple Shadergraph Shader, and convert them all over (manually) to it, and they work fine. My concern is, that is a lot of work, would leaving each as its own Shader cause resource usage beyond a shared shader? this was a Huge deal in Unreal, but i do not know how Unity handles such things

misty lantern
gritty raft
#

Have to learn profiling. testing early stages, so hoped it was a simple answer πŸ™‚ Also, would Material Variants be even more efficient than just using the same shader?

#

and thanks πŸ™‚

gritty raft
#

Ok, thank you

keen sierra
bitter basalt
#

I ripped it up and started over cuz im soooo SICK of this 😭

#

I should ptobably do it in unity but like....idk what Im doing over there fr

keen sierra
#

Yt tutorial lil bro

bitter basalt
#

what? No Im not im just trying to rig my roblox character which I had it rigged but it wasnt working where I needed it to so I just dead started over cuz its been like a week+ so now Im following a different tutorial

drifting owl
#

Hey all, i was wondering if anyone can reconize the problem im encountering with importing my 3D character.
the issues is that the ring and little finger of my rig get all sqaushed once i enforce a t pose in the avatar configuration.
Weightpainting is fine, and all the hand bones do get automaticly assigned properly in the avatar configuration.
Any insight would be much apreciated!

fluid oak
#

Which axis are they being rotated to bring it to that pose? Are they actually being squashed or is it twisting?

river horizon
#

when ever i export my model from unity it looks fine but then when i load in it does this anyone know why?

#

sry im quite new to this

misty lantern
drifting owl
# fluid oak Which axis are they being rotated to bring it to that pose? Are they actually be...

Yea you are correct, they are indeed twisting not squashing.
This led me down a different route and was able to discover what was wrong and solve it !

i had the fingers connected to the hand bone which basicly created an extra bone per finger within the hand, and unity wanted to take this "metacarpel" bone as the first bone of the finger and that messed things up.
thank you πŸ™

river horizon
#

And it was exporting ot to add toggles and fix ears

misty lantern
# river horizon Its for veining its does that to the face

I have no idea what "veining" or "toggles" are, so I suspect this is related to some game modding rather than Unity primarily? You don't under normal circumstances have to export from Unity and should avoid that process
It looks like you've lost the texture or texture refence at some point

terse lodge
#

I am wondering if there is a way to change terrain's resolutions depending on the player. Lets say camera's location. I have 4 terrains and I would like to keep lower quality on those I'm not on. I can manually offcourse change it but how could the game do it by itself while someone is playing?

river horizon
#

But in the previews its fine but once it exports it and I test it it does that

misty lantern
balmy sable
#

guys i need help, how do i get my own materials usable in the add layer option in terrain painting?

river horizon
misty lantern
#

These are not issues that Unity developers face

river horizon
#

alr

rugged slate
#

Made this today, any comments? Kirby

celest geode
fluid oak
rancid linden
#

Any suggestions why Steam art looks a lot better in Photoshop than it does on the store page? Even with compression, it looks a lot better on my computer than it does after I upload it to Steam. It will look jagged and make the edges look jagged.

misty lantern
#

You should be able to grab the images directly from the steam page and compare

grave garnet
harsh mountain
#

got a new logo for my 1-man studio :DDDDDDD

harsh mountain
#

Swordsssssss

limber elbow
#

I am trying to put this image texture on the model
But the selected area turns black
how do i fix this

#

BTW I am using Blender

misty lantern
#

So the sticker is a decal hovering just a short distance in front of the vest

fickle quartz
#

I just wanted to ask about something. I downloaded some model sets from sketchfab (IE a bunch of rooms from SCP Containment Breach), however, the textures are not placing onto the objects and I'm wondering if there's any way to fix that when importing so I dont have to place literally several thousand textures. That or if there's a FASTER way of doing it cause Id rather not have to do every single room, that be hours. The MTL file I can follow at least when it comes to placing the textures. Everywhere my friend looked yesterday kept saying that the only way was to reassign all the textures to materials. It is time consuming but again way faster then having to actually UV map and Tile out the textures

#

I felt like there was a way faster thing

violet walrus
#

@tawdry valley thought this was a better place to talk, but for a shape like yours i would have approached it something like this

#

you can kinda see how i placed my seams, so if i just unwrap like that, it wont be perfect, but will give me something like

#

if fixed that buy choosing a quad somewhere near the middle of the strip, and making it perfectly square by scaling 2 of its uv points on 1 axis at a time to 0

violet walrus
#

then i select the whole quad so its the active item, then press l to select all linked

tawdry valley
#

the 4 legs.. i'd use 1 texture for that right (body)

violet walrus
#

after that i can use follow active quads to unwrap again so its perfectly straight for my strip

tawdry valley
violet walrus
#

which gives what i got in the top

#

yeah the legs i would prolly just unwrap once and clone

#

if you want some texture varration that could be added via vertex color blend in the shader or some sort of worldspace mapping of noise or dirt

#

but what i shows of being able to unwrap rings out to perfectly straight strips really helps both for conserving UV space but also for texturing

tawdry valley
#

lol, i got 1 shape for all the uvs

violet walrus
#

you can see in my i hand placed some seams to get the correct uv islands for what i want

tawdry valley
violet walrus
#

it does not have to be perfect since you can still further split or join in the uv editor

tawdry valley
#

ya, i have a low poly style anyway

#

and low res textures

violet walrus
tawdry valley
#

as u can see, the textures dont have to be perfect.. but i want them mapped pretty well atleast

#

trying to add some earlier day charm when models were super low poly

violet walrus
#

am still better in maya then blender, but not willing to pay for it anymore so use mostly blender now

tawdry valley
#

yea, i have a friend that also came from a tech company and they're always trying to help me out in blender by trying to find similarities to maya also i believe

violet walrus
#

i get a bunch of people cranky at me because i stopped using maya actually

#

ages and ages ago a wrote a plugin for pycharm for writing python for maya, that would allow the debugger to properly attach, and let you execute code in maya from pycharm, and see logs in the ide and bunch of stuff like that

#

but its just kinda rotting away since i cant maintain it anymore since i have no maya copy anymore

tawdry valley
#

@violet walrus thanks for the tips πŸ‘

#

got it all seperated out

violet walrus
#

thanks, yeah the follow active quads once to straigten 1 quad in a island is really great for making the whole thing straight while not distorting too much

tawdry valley
#

yup, i found a few cuts that allowed me to use strips in most places

#

and then cut the spheres in half for the lens and whatnot

#

used 3 materials to keep em big enough i can add details

quick sable
#

This square shouldn't have blurred edges. How can I get rid of this anti aliasing looking blur on this texture? Import settings and material attached

misty lantern
quick sable
#

It was adobe illustrator applying anti aliasing for some reason my bad guys problem solved

tidal meteor
#

does anybody know why when importing my model from blender to unity, many of the feathers of my wings are missing?

#

even the the model appears to have no problems in an online viewer?

grave garnet
#

While unity by default does not render backfaces

#

If thats the case, you need to either use a double sided shader, or add backface geometry in blender (Solidify modifier, without Fill Rim)

gleaming brook
#

Does anyone know how to handle events when using the Unity Asesprite Impoter? the Docs only show how to add an event not how to call a function with it

violet walrus
tired jacinth
#

Hi, what is the procedure for exporting an animated particle system to be imported into a 3D software like Cinema? I know that sounds kind of backwards, but I found particles to be easier to design in Unity, and now I need to integrate them with my scene in C4D. I know you can export as a prefab, but since that seems to be a Unity-only format, it won't work for what I'm doing.

lime pollen
dense oar
#

What parameter of the trail renderer is causing that crinkle at the start of it?

#

Hm the problem appears to have been my width
Now my NEW question becomes: How do I not have this discontinuous sharp hard edge at the leading edge of my trail renderer?

#

when sampling the UV not entirely sure what I am looking at at the front edge πŸ€”

#

Can I alter my shader to reduce/remove the hard lip edge on the front lead of the trail renderer?

winged obsidian
#

I'd guess you need to lerp from 0 to 1 across a very short range at the front of the trail, rather than just starting at 1

dense oar
#

split 1 axis, subtract, multiply etc to get the correct centered 0 to 1 value range

quick ridge
#

the bottom right one is the final product before animations

winged lodge
#

allows you to have more time touching the outside world and take more photo for textures!

#

map less!

winged lodge
wanton dome
gloomy kindle
#

i created tree assets outside of unity because the inbuilt tree gen doesnt fit my style, however, i also want my trees to bend and move branches in the wind. how can i set that up?

twilit sparrow
#

Need advice dealing with an issue
I have material attached to a 3d plane but some reason these black line bits keep showing up on the edges of the plane and I'm sure not sure how to get rid of em
They don't seem to be from the image itself, is it due the shader I'm using for the material?

#

Nvm I figured it out
Had to change a setting in images
Needed to change the wrap settings from repeat to clamp

tawdry valley
pastel peak
#

Hello! I am sharing my latest work with you. My portfolio is available in my profile. I accept 3D model orders & open to job offers.πŸ‘

tawdry valley
#

cool diorama

fast zenith
#

Hey folks, amateur dev and artist here, im making drawn sprites (not pixel art) and animations in Clip Studio Paint for my 2D unity game. I have a number of questions about resolution and PPI sprites should be made at, Should line art be anti aliased in CSP or should i let the Unity URP handle that, and what settngs will give the sharpest results for the final built game?

At present im in very early stages so much can be changed up. Current scene is 4K (3840x2160) resolution though the scale it at 0.31x (dont ask me why i did that, i couldnt tell you). Any suggestions or advice are appreciated.

fluid oak
fast zenith
fluid oak
#

My personal take is that consistency is very important, so as long as you avoid visual inconsistency in ppu then you are probably in okay shape.

#

Some art styles hide variation better than others

winged lodge
mortal basin
#

I'm confused about why this is showing as not having a texture. That part has been UV mapped.

misty lantern
mortal basin
#

Oh I'm dumb, it was using a different material.

#

Thank you

agile moon
#

I had windows 10 installedon my laptop, hadsome unity project which I backed up on NTFS external HDD. I installed ubuntu 22.04 and copy pasted Assets folder from HDD to laptop and png images are corrupted. Couldn't open "image.png". Unrecognized file format. That was error when trying to open with gimp or image viewer. Is there some tool for corrupted image repair ... Or should I just make all those images again?

sour pulsar
glossy moth
#

Does anyone else have a problem where when importing VRM models to unity using UniVRM you get a lot of warnings about duplicate files or something? And any minimal movement making the hair float and fly up easily even if it's slow? I'm messing with the physics settings on VRoid to try and make it a bit less exaggerated, but no success still. I am considering just removing physics from hair completely =X

broken storm
#

Hey everyone!

Want to create high-quality 3D assets in Unity? Check out this video and learn how: πŸ™‚
This will streamline your workflow and save you valuable time!
https://youtu.be/a57fFqkEoh4

00:11 - Modeling
27:00 - UV Unwrapping and Material Assignment
29:10 - 3D Painting
30:30 - Environment Settings with baking lightmaps and post process etc.

UModeler X, your ultimate solution for creating 3D assets in Unity, is now available for free!

In this video, we will guide you through the process of modeling an isometric room within Uni...

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quaint portal
#

In unity, how to open up this mesh and edit it?

granite stratus
granite stratus
fresh moth
#

Hi everyone, I have a problem that I can't solve. My current goal is to create a small map for an isometric 2d game. I
I used midjourney to make a background, the problem is that midjourney sent me a complete map, everything is already done but... I import it on unity like sprite but it obviously doesn't work since it's an image, collisions are not managed etc, there is only one sprite... How can I make my image visually usable and make the objects interactive? Do I have to cut everything out in Photoshop? the most important thing for now is just that the player can't walk and go anywhere, if I just cut out the ground in photoshop and put everything else in collider will it work? or it's not at all
how should you proceed?

glossy moth
#

Use your image as is and just create 2D sprites that cover the regions you don't want the player to be able to go into, then add a 2D collider component to them and deactivate the texture layer to make them invisible. Then make sure the player detects collisions and stops so it does not go through them.

#

All of that can be done within unity itself, no need to further edit your image or anything like that. After all, if you cut your image up you will have to make the parts be 2D sprites in the map anyways.

However, if you want to make the objects have some depth, like the character passing under/behind something, that specific object will have to be cut from the original image and added separately.

fresh moth
#

Thanks for the explanation, I didn't know you could do it this way. So I'm going to do that

night socket
#

Long shot, but does anyone know why when importing my model as gltf, the weights seemed to be messed up on my model (notice the part sticking out)

#

it's not supposed to look like that

#

No compression settings when exporting from Blender. Tried to see if it was just GLTF issue and imported it into a different engine (Godot) with exact same settings and the issue isn't visible in Godot

#

Thought it was Unity skinned mesh quality, but even at 4 bones which is the maximum it still has this artifact

#

Tried both UnityGLTF by KhronosGroup and GLTFast by Unity but both had this issue

#

I don't think there's any import settings I can change to fix this either

night socket
#

Also ran the GLTF through a validator and it passed

night socket
#

and before people ask why I don't just use a different format:

Literally every other format I've tried (.obj, .fbx, .blend, etc) all have had issues with missing textures, animations, etc. GLTF is the only one so far that has actually been able to actually import all animations and textures but it just seems to have messed up weights

#

and yes, everything that can be marked as single user so it doesn't get deleted from the blend file is marked as single user (animation, textures, etc)

night socket
#

if no one can answer why GLTF isn't working, can someone atleast tell me why FBX, Blend, Dae, etc don't import any animations?

night socket
#

Figured it out. Quality settings was overriding the skin weights quality

vestal badger
#

Hello, can you tell me where I should put the textures?

vestal badger
fluid oak
#

Define better

young vigil
#

I'm attempting to make an assetbundle for Tabletop Simulator. I want to just make a simple "board" asset that has a custom map I've made on it's surface, possibly using a hexigonal tilemap for snapping purposes. I have very little knowledge of how to use Unity, but it's the only way to use a map that has a resolution greater than 10k by 10k in TTS. Would anyone know how to complete this goal? I've tried dragging my high res image onto a plane I've created, but it compresses it to a very bad degree even when I increase the scale of the plane. I want to know how to overlay a high resolution image onto the plane.

#

From my understanding, Unity should be able to handle images larger than 10k by 10k though when I import the image it has a max size of 8k and automatically will downscale the image

lime pollen
wanton dome
# young vigil I'm attempting to make an assetbundle for Tabletop Simulator. I want to just mak...

Why would you want a texture at this very high resolution? If the players will see the full board on screen, a 4k texture will be more than enough for a 4k monitor. If they will be able to zoom in to specific sections, you may want to break up your board into multiple pieces. Please note that 10k is not a power of 2; the next thing after 8k is 16k.

Applying the texture to the plane requires a material first.

sly dock
#

Hi all. I have a 2D tilset workflow question. I don't create them much myself, so I'm curious on how others do this, since I'm building a tool working with tilesets.

For a 2D Tilset, if you have an animation, say some of your ground tiles twinkle, would you put this all on a single image including each tile and each frame of animation (e.g., side by side), or would you put each animated frame onto a separate image? e.g., on the first image, have your main tiles, then a second image for the 2nd frame of animation (if it exists for each tile, otherwise leave blank).

young vigil
# wanton dome Why would you want a texture at this very high resolution? If the players will s...

Sorry, what I meant is that Tabletop Simulator only supports images up to 10k by 10k. Mainly the reason for this is you end up looking at individual smaller areas very often and the map itself is quite large. Splitting it up would work really well for my purposes! Though I'm not sure how I would achieve that, what I've outputted seems to have better compression that TTS so the 8k x 8k it downscaled to actually looks playable.

#

Thanks for the advice!

lapis elk
silver lance
#

I need help, when I use the render texture to make a canvas show what a camera sees

#

the resolution goes really poor tho

#

I need help fixing the resolution:

lime pollen
half field
#

Anyone found other art resource sites like https://www.thebasemesh.com/ that give a starting point for some common models?

TheBaseMesh
  • 3D Models
  • TheBaseMesh
  • Every model adheres to real-world scale and comes with basic UVs, so you can get to making those all-important creative decisions faster.
#

(why does Discord decide to use so much space for a link!!)

thin lotus
#

how can i enhance the characters?
because they looks weird

#

in the playing mode the players looks not good
but in scene edit it looks good

#

this is in playing mode

#

this is in sence edit

misty lantern
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Pixel art cannot be rendered in smaller than native resolution without distortion

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You first need to get your game window resolution to be representative of the resolution the game will be played at
Then consider pixel perfect camera workflow, or some type of sprite antialiasing

thin lotus
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so how can i get the default resolution?

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this is my settings

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@misty lantern

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now the problem is that the pixel perfect camera is small

misty lantern
barren prairie
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its my first time making anything like this, just downloaded unity yesterday and i am messing around a lil bit,

barren prairie
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this is my second time

misty lantern
misty lantern
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keep it up πŸ‘

reef shale
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Hello guys im working on an horror 2D pixel art video game. if anyone know how to create pixel art (not must to be pro) and simple animations message to me.

reef silo
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For character creation/customization
How do people go about things?

Do you implement each variant into a preset? Do you change specific body parts?
I'm really clueless to how it all works

humble lynx
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hey guys!.
is there a reason why parts of my model that are not supposed to be emissive, have this weird artifact where they become emissive when i move far away?
(this is not related to my lods, as my models that dont have lods also have the same issue/artifact)
(also, emissive and non emissive parts of my model use the same material, with an emission map)

fluid oak
humble lynx
fluid oak
humble lynx
humble lynx
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for the uv islands of the emissive parts?

misty pilot
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Does anyone know why this is happening in between my tilemap tiles?

reef silo
fluid oak
vague geode
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I have applied a material to my model but when I change rendering mode to transparent some planes looks like there dissapear8ng . I though I could fix it by reverting normals but still not fix. But I think it's becuas3 my model is hollow. I'm using voxels btw

fluid oak
stuck dagger
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my circles look super jagged

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i remember doing some research a while back but not finding anything

hybrid dagger
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does anyone know of any resources on how to make semi realistic looping textures

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like this kinda thing

jolly snow
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hello did someone have any idea how i can make it look better ? i mean the merge betwen object don't fell natural , maybe it's missing shadow or something , if someone have any tips ? 😎

lapis elk
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Add some kind of stone ledge to it. And maybe a dim, flickering light somewhere?

jolly snow
misty lantern
# stuck dagger my circles look super jagged

This happens when your shader doesn't fade out before reaching sprite outlines
Sprites are meshes so they have geometric edges
Normally these edges are drawn outside of the alpha area of the sprite

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But with a custom shader the transparency can change independently from the sprite alpha, so the sprite outline cannot adapt to it

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If you want to keep the general shape of the sprite, try to adjust your alpha in the shader to not go over the edges
Or change sprite type to "full rect" to disable the outline geometry, but even then you have the respect the full bounds of the sprite

half field
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has anyone found good tools for testing Draco compression of glb files? Kronos have a test viewer but it seems quite broken in numerous ways