#🔀┃art-asset-workflow

1 messages · Page 18 of 1

misty lantern
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I don't know what Draco compression is, but Unity doesn't use glb in any way from what I know

half field
half field
misty lantern
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Which I assume means it actually uses those compressions at runtime, rather than discarding them when converting to some internal format

half field
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the compression is useless for editor work but some of us import glb at runtime which is where compression comes in. It is a bit rare

fathom canopy
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how can I hide certain bones of a rig? (arms)

outer halo
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Just scale them to 0

abstract stratus
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guys this is how my asset looks in unity --->this is how i want it to look someone pls help

outer halo
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Brighten your scene? Use lights, the ambient skybox settings, etc.?

sullen plank
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Also shaders. Shadergraph introduction tutorials would be a good start.

abstract stratus
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ok thx ill try all these

eager mist
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can someone tell me why this gets messed up on import

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the hands and foot are purple for some reason lmao

outer halo
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In the import settings, set the filtering to point and set it to none compression.

earnest pecan
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Is there any tool or software for easily creating a texture atlas from a set of textures?

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Textures are all the same size

eager mist
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is anyone here that could give me helpful tips? im an absolute noob with pixel art
i have a character (the panda you see as my profile here) and would love to have it as a small pixel art character for my game

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not sure how to even start that, it all looks ugly

fluid oak
earnest pecan
fluid oak
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A sprite packer, yes.

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Might not be ideal for your needs

earnest pecan
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Ahh right. Yeah that wouldn't work for me

fluid oak
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The shoebox one is probably more what you're after

earnest pecan
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Gotcha. Will try that. Thank you

polar walrus
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Can somebody help? I'm trying to make Materials but when i apply them they're just one color?
The texture given doesn't show up

eager mist
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i can not even create a small pixel art character, anyone got tips?
i would want to create a sweet pixel art character (up to like 48 pixel height maximum?) of the panda in my profile

woven dome
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Either start practicing or commission someone to do it for you. No amount of tips is going to suddenly make you good at art

proven dove
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i found a couple free assets on the asset store and all 3 seem a bit sad with me, help?

proven dove
tulip isle
eager mist
eager mist
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if anyone is interested, id be thankful for hints and tips lol it was hard doing it
Especially the hat

proven dove
eager mist
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because in my game you will be able to play animals, then recruit surrounding animals (birds, bears and such) to work for your base

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openworld survival craft played as a humanoid animal, that recruits the environment animals to work for you

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but first, ill need to get better skills at c#

tulip isle
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Scale down, scale back up, bam - pixelified.

eager mist
tulip isle
eager mist
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looks creepy xD

proven dove
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xD just redraw it using that as a base

tulip isle
proven dove
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oh really? pretty sure vector since it uses math to rescale it'd be a bit cleaner than raster sizing

eager mist
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this is what i got for 32x32

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but it looks not sharp xD

proven dove
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right again you may want to redraw it, using that as a base to clean it up, scaling it down definately helps you get a "sketch"

tulip isle
eager mist
tulip isle
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No idea. Seems like something that would be very easy to google.

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Or, right in front of you when you choose resize

eager mist
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and another question. If id do a huge 2d game with a lot content. Would the size of stuff matter? Is it better for computers when like everything in the game is as small as possible, so lets say 16x16 instead of 32x32 or 64x64 ?

eager mist
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how does that make sense

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so i can use 4k drawings or what

tulip isle
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The difference between 16 and 64px is trivially small. If it becomes a problem then optimise it later.

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It is highly unlikey you will make a game with sufficient size to run into problems stemming from 64px textures.

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Make your assets as large as is practical, and resize them upon import. Far easier to shrink them than it is to later enlarge them.

eager mist
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i guess shrinking will cause loss of quality then?

tulip isle
eager mist
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after trying to draw it then xD

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im fcked

proven dove
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oh that looks really nice actually!

eager mist
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yea now i just need to stick it on a body and add it to my game
but you dont need to protect my feeling bro
its garbage XD

or lets say
Someone would need to re-edit it a bit i guess xD the eyes are creepy

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and im bad at coloring xD

tulip isle
eager mist
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i guess for just testing purposes i let this eyes being that creepy then xD
But how to give it now a fitting body, any more tips?

the scale down one was good

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actually i like drawing on my ipad so far
i think about: What if i made the 2d open world survival craft game with just vector graphics?

So just use the high resolution panda you have seen above, draw a chibi body for it and then use it in my game. Then theres again the size problem. If i draw all tiles (which i would really like) and characters/items individually, then the game would start to lag i guess?

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since its not 16x16 then anymore, but like minimum 128 x 128 drawings

soft tundra
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Hey ya'll! So rn the art for the items in my game are being drawn laid out like this, and Im just trying to find the best way to go about moving them all into unity. My first thought was using the sprite editor to slice them, but I cant find a way of chunking cells together for non rectangular items. Is it possible to do so?

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I'm also open to cutting them each out myself outside of unity, but dont really know which program would be the best (and fastest) for this 😰

eager mist
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oh i see, yea then maybe just use aseprite or photoshop to seperate (my guess)

eager mist
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to be honest, thinking about it...
i think drawing/animating via graphical tablet would be the absolute best solution

it is your own personal style, you do not copy already existing designs accidentally and have way more options + can be faster

Like animating smoke in pixel art is probably way harder than just drawing it
or lets say a giant boss like a spider queen, drawing this with pixels probably takes days or weeks (for good ones) and with drawing it, it can be done in less than an hour + be absolute nice

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its just the problem that i think the game will lag

eager mist
soft tundra
soft tundra
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I touch up spots occasionally, but yeah!

eager mist
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How does it affect Performance

soft tundra
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It does fine, it’s just 2d sprites so no biggie, and it’s not like our game is too performance heavy anyways

soft tundra
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It took multiple sketches and iterations before we got what we wanted to go with

eager mist
eager mist
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anyone with some experience here?
id like to ask why theres white pixels around my char, not sure how to import drawings so that this doesnt appear

lime charm
eager mist
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not sure if you can see it in the video, but when moving the graphic is more "clear" and nicer
when standing still it crisps for some reason, LOL

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any idea?

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here is a closer shot of the problem lol

eager mist
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not sure if the quality of videos is good enough, but when moving my asset it appears to be more smooth. When standing still it feels like theres a downscale of the sprite

abstract stratus
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Hey could someone tell me how i create this shape in unity or do i have to import it from outside

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i wanna create a polygon with this shaoe

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shape

hoary kindle
eager mist
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my first try xD

lapis elk
# eager mist

you need some highlights on his shoes.
It looks like they are turned backwards .. outch!

eager mist
stuck dagger
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how should i go about merging the legs together to form a torso

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the left side is a mirror modifier with vertex rendering enabled

stuck dagger
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ended up getting it

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now i dont know where to go with the arms

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theyre supposed to be kinda round

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the mesh is not that

fluid oak
finite estuary
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why does the default unity cube has 24 vertices and not just 8 is it okay to have duplicate vertices?

misty lantern
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Vertices , especially in double digit range aren't expensive for most devices, but you have to be mindful that sharp edges can be multiple times more expensive

fathom arrow
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hey

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how do i get better at top down perspective art

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i have always done like platformers and stuff

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making top down art is kinda hard

valid sage
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This isn't the weapon im using, the weapon im using is just a basic free downloaded scimitar model,b ut i want to edit it to somehow have the cracks that this image has. I know i'd have to edit the literal model itself, which i'm not sure where to find a resource that'll teach me how ot easily make a cracked appearance...so if anyone knows of a video about that, that'd be helpful.

Or a video n how to make like...."energy veins" or something along a blade, just drawing cracks or veins on an object that i can color then, that'd be helpful as well

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I've tried to look up vids, but i'm not sure how to even word what i want, or if it's even possible in Unity

fathom arrow
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guys i am trying to do 2d top down art

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is there some kind of grid or perspective guide i can have enabled in krita so that my angles and perspective are consistent

earnest pecan
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Is there any information on facial animation workflows, that isn't ARKit or Metahumans? It seems like those are all I can find when it comes to facial animation in game development nowadays.

unique crow
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Not sure where to ask so I'll try here

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Anyone knows if I can use a 3D model + texture (normal map / albedo) bought from the Unreal store ?

valid sage
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Is there a way to have a secondary map on a material have Emission, or can you only apply an Emission to the Main Map?

misty lantern
unique crow
misty lantern
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@valid sage @unique crow There's no any one particular "way" to do it
You just model the cracks like you would model anything else, which comes with modeling experience
Or you do it only with textures, which you can optionally make emissive with a shader

sullen plank
raven kindle
ocean bramble
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Hello there ! Not quite sure it's the right place so don't hesitate to redirect me to another channel !
I'm looking for a workflow that would allow me to generate meshes (without collider or anything, just purely visual) inside determined area with the smallest amount of drawcalls ! Does anyone have any ressources that could guide me please ? (Terrain not allowed ! :d)

I thought about creating meshes through Vfx graph could be a thing, do you have any opinion about that ?
Thanks in advance !

misty lantern
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Still, vfx graph is probably the most efficient way to render a lot of anything

ocean bramble
misty lantern
ocean bramble
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Thanks, I'll dig deeper into this :)

unique crow
misty lantern
unique crow
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Thanks lol

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What asset precisely should I drop into the scene ?

misty lantern
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What seems to be the source of confusion

unique crow
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Could you tell me the name of the mesh asset ?

misty lantern
valid sage
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can anyone link of a video on how i would go about editing an objects ..surface to model cracks in? I'm not even sure how to word that to find a video of it on youtube, specifically.

lilac edgeBOT
valid sage
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Is it not doable in Unity?

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I'll give that a look then

hoary kindle
# valid sage Is it not doable in Unity?

Unity is not a modelling software. There's modelling extension to Unity called ProBuilder but that's really terrible for anything other than prototyping/models of that level of complexity. You will likely shoot yourself in the foot if you try to model those cracks you mentioned in ProBuilder. Decal cracks can be done in Unity but actual modifications to 3D models you better do in an actual modelling software such as Blender.

potent notch
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I am having some problems with my model. Unfortunately when I import my model to unity on of the shin guard's normals are inverted but when looking in blender. Its perfectly fine.

Please relay or @potent notch . I don't check discord servers very often

lapis elk
potent notch
lapis elk
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Frist check if its really negative scale ^^

potent notch
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It is

lapis elk
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Select your model and press ctrl+A

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then apply rotation+scale

potent notch
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Applying transforms fixed it

lapis elk
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yeah, not the best way, but it does help ^^

potent notch
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Honestly throughout the years of doing models I've never seen this issue

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Thanks for the help

lapis elk
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np

upbeat bison
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Is there anyone here with experience using decal machine to texture assets to go into unity?

lusty beacon
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guys, is anyone using the substance plugin for unity? Seems to make the workflow a lot easier

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But I've read people are saying it doesn't work on new unity versions

lapis elk
lusty beacon
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to import normally, you need to export textures in the substance viewer program or whatever it's called, right? For sbsar files

lapis elk
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Sure its easy to use, but it doesnt work that good for me in unity. And you need the special shaders etc.
You talk about Substance Designer Stuff or Painter?

lusty beacon
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painter

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what does ''doesn't work that good'' mean tho? Is it broken in some way?

lapis elk
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Its a time ago since i used it the last time.
But i guess you need to use special shaders for that, and that sucked.
When using painter, you could better export the textures into unity and put them into your own material + shader.
And if you need to change something, just jump into painter, change it and export again and voila 😄

lusty beacon
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So hdrp lit shader or terrain lit shader don't work for sbsar?

strong apex
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(2D) Anyone know how to make a spriterenderer only render the sprite on one side? eg, in the screenshot I don't want to see the blue and green faces.

I guess a different way to ask. Can I disable renderering the backside of sprites?
I understand that Unity is doing some calculation to make sure that the side of the sprite that faces the camera is always the one being rendered, but I specifically want to make it so that only one side is visible - otherwise I'd like nothing to be rendered.

edit: seems the answer is I should be using a material and a quad, rather than a sprite + spriterenderer.
edit2: it is not that simple, because i cannot use a quad to create these triangles. i would need to create a new triangle mesh I guess

fathom arrow
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does this art style work according to you

lusty beacon
fathom arrow
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placeholder

lusty beacon
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He's also too small...it took me some time to realize he's in the scene

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Ah

strong apex
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reason being, I'd like to figure out why the triangle (blend file) is a different size from the quads, and what I should be changing to make them the same size without relying on changing the scale of the transform.
If this isn't the place to ask, can someone point me where I should be asking as well? Is it in Graphics?
edit: Anyway, for now setting scale to 0.5 seems fine.

dim ibex
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Hi im making this game and need up to texturing I made this texture for this sphere and i have applied it but the sphere isnt changing its texture anyone know how to fix

candid badger
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Does anyone know where the viewport Post Processing settings are? This toggle is making my viewport look different than the game. I have no post processing in-game, so it shouldn't be doing anything

night socket
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GLTF models with materials that have textures always get imported as these weird textures that only have two import settings

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How can I fix this? Do I need to import every texture individually?

hot anvil
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Hi there, I'm a self taught artist and I'd like some help on unity and fbx format, mostly to do with importing a hybrid driver controled blend-shape and armature animation into unity from blender
this is what I get:

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the animations import, but if the blend shape is controling the vertex position, the vertex just disappears

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I'd like to skip setting up blend shape animations in unity if possible since I already made a driver/armature hybrid rig for that in blender

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And ignore the gray mesh, it's for interactive clickable face areas

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Reading online, it seems this happens because the blend shapes affect vertices with vertex groups and that unity does not support it? Is there a workaround for that?

misty lantern
misty lantern
hot anvil
misty lantern
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@twilit saffron There's a shader for procedural stochastic texturing but it's rarely preferred because it's a relatively expensive shader, and there are often more practical ways to cover up repetition
The simplest one is to tweak the texture's contrast areas in an image editor while previewing its repetition until the repetition no longer sticks out
Most games do have visibly repeating textures, but since they cover them up with objects and blend to other textures it's not practically noticeable
Detail mapping which lit shaders support by default is another good way, with that you have one texture for small details and another for large ones, so you have two layers that can avoid lining up

twilit saffron
gloomy kindle
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is there any way to get one more LoD slot on a LoD Group? i need a 4th before it gets culled

hot anvil
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but my face mesh uses those to differentiate between left and right side of the face, I'd just have to delete those and apply the changes manually

hot anvil
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Probably because unity uses vertex groups for animations only

eager mist
wintry canyon
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how tf do i export models from blender to unity without any location offset, i've tried to CTRL + A meme and whatever but that doesn't work, and when i want to export multiple objects as a single model file to unity it becomes extremely shite to just reset their transforms because you have to reposition every single object

thorn forge
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Hey guys how can i alter these to get the highest quality sprites?

gloomy kindle
fathom arrow
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to create wall jump i would have to make separate jump animations when character jump from walls?

outer halo
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If you want it to have some sort of transition, sure. But you could easily just transition straight to the jump animation and nobody would notice.

fathom arrow
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yeah thanks

cold bison
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for some reason I have this weird shading error while I activate the blendshapes. you can see the errors on the leaves and on the feet clearly. it turns black. why this happening? I checked those vertices aren't included into the blendshapes.

fluid oak
misty lantern
hot anvil
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Also which program are you using for export?

gritty raft
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do we have to use a 3rd party importer for gltf? it did nothing when i copied the files in manually. it is a .bin and .gltf. glb not working either

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i only see 3rd party solutions, so i am trying that. khronos group, and siccity. at this point it is just for knowledge/experimentation sake.

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That ended up being a waste of time. the raw gltf file was 1.16GB. got an out of memory error. too bad. that was promising

cold bison
misty lantern
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You may be also able to import it into blender first and reduce the size or split it into multiple meshes

gritty raft
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Thank you for the information

misty lantern
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This is not the kind of place where unrelated software promotions are welcomed

tender haven
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is anyone experienced in krita

lime charm
tender haven
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trying to start out

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to learn to use the program

lime charm
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Is there anything specific (related to unity) that you are wanting to know?

tender haven
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not at the moment

dense oar
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I want to create a sword blade mesh that has this kind of geometry to it - flowing shifting polygon faces, constantly re-faceteing crystal UnityChanThink
But how would I even go about doing this? The above there looks nice in a shader but how do I then turn that into vertex data, or deformations?
I tried to apply mine to deformations but it just looks kind of bad because I subdivided the mesh heavily to try to achieve this and that's not a good way of doing it

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part of me fears the only answer to get it done 'right' will be to do an extremely deep shader thing where you build the mesh of the blade entirely vertex by vertex, but I am just not that smart, tallented, knowledgeable enough as a tech artist to achieve that

misty lantern
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Like using the voronoi for a normal map and a parallax map instead

hot anvil
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The eye mesh keeps presenting itself as an issue during animations 😩 I might have to redo the eyeballs

dense oar
hot anvil
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another way of doing it is like you already did, but there's no reason to subdivide the mesh as much, just have some form of a crystal structure in the blade mesh, and have the vertices move according to the texture value, it'll still look believable, even if it's much fewer vertices

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or, a blend shape loop animation to the mesh itself, + some playing around with the shader, animating fresnel or dot product nodes for a better effect

misty lantern
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True, another way to have something similar for cheap is to just have a low-poly flatshaded mesh that you wobble about with a noise texture
Though it won't really scroll and reform in that fancy way then

hot anvil
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it can if you have a noise texture that's seamless, with a smaller scale seamless noise texture overlapped on top, both animated, one's speed a multiple of the other

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this can then be used for any wobble effect, really

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usually used for water in games, but here the geometry would define the look, the noise just defines the wobble motion

lone ingot
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Howdy. In my game, on one device the sprites are normal, but on other devices, some sprites are much brighter. I tested on my machine and a VM (due to lack of other devices). Here is a comparison: host/VM

sullen plank
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If the device doesn't support a shader it will fall back into another one supported.

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So either make sure so use the one all devices will support of check that fallback shaders will work the same

lone ingot
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I'm making this game for my mom and want to make sure it looks good on her laptop

sullen plank
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You should start with debugging to understand what is actually happening

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Reference the object you want to examine and print out its material properties at runtime into a UI text element

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Then you'll see what's different

lone ingot
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Is there a way to access the player log on a prod build?

sullen plank
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yes !logs

lilac edgeBOT
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📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

sullen plank
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hmm, runtime log is in player data

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might need to build in debug mode to generate it, not sure

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It's just as easy to output into UI text element as into Debug.Log though, that you need to dig out

lone ingot
sullen plank
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%USERPROFILE%\AppData\LocalLow\CompanyName\ProductName\Player.log

sullen plank
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There are also pre-made console plugins

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More fun to build your own

lone ingot
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So I don't have much time

sullen plank
lone ingot
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Both are build.

fluid oak
dense oar
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hero asset/piece in art visual terms

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having a crystal blade the dynamically refacets itself would be cool af 👀

fluid oak
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I'd suggest the classic double hull effect that like, 90% of magic swords use

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Have a second, transparent layer that is a bit larger and has its own shifting pattern to break up the silhouette.

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At least try it out and see how it looks

lone ingot
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The import settings are also exactly the same, apart from Max Size and Pixels Per Unit, but they can be high and low on both bright and normal sprites, so they are unrelated.

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If it was indeed a shader issue, the game in general would be very bright. But only certain sprites are.

fluid oak
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Are the sprites flipped or rotated?

lone ingot
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How would that be related

fluid oak
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Sprite mesh tangents are a known issue with some lighting setups.

lone ingot
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I don't have lighting

fluid oak
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Then why are you using a lit shader?

lone ingot
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Some sprites are brighter than others in all occurences

lone ingot
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They're also brighter in UI

fluid oak
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Have you tried an unlit sprite shader?

lone ingot
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Though all sprites use the same shader yet only some are problematic

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Strange

lone ingot
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Nvm i have to set the material in the sprite renderer

fluid oak
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yup

lone ingot
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Is it an issue with the VM itself? The main goal is to make it look good on my mom's laptop cause I'm making this game for her birthday

fluid oak
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I mean, it is possible.

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Do you have the opportunity to sneak onto her computer to test it?

fickle quartz
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So Umm...im having a tough time putting in the textures from blender into unity, I have this 3D object and I was told to make it into an FBX which i did, I imported it and the textures with it, but unity still isnt reading ythe textures correctly after following an instructional video. Other then baking the textures (Which over the course of 3 days has become a nightmare and I gave up trying to do that) this was supposed to work, but there all blank. How can I get these textures back on these materials?

fluid oak
hot anvil
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So I really cannot figure out why my eyes are still moving weirdly after baking the animation

hot anvil
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in blender all is fine, I export fbx and import into unity and this happens, to both tongue and eye meshes, teeth, despite being a separate mesh, are still properly animated with the head

hot anvil
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it seems it's the torso bone rotation, unsure why it would do that when it works correctly in blender

hot anvil
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yeah any bone that the head is parented to down the chain, if I rotate it, the eyes will move like that

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annoying

hot anvil
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ok so it was unity all along, turning off

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'resample curves

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fixed it

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but Idk if I wanna do this for a game

polar rampart
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New to using blender, I exported as FBX and only one side of each face is showing. I tried flipping normals but the problem is that I want the inside and the outside of the box to render. How can I fix this?

wide crane
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hey guys! i dont know where to ask this but this is happening in my scene! theres no lighting so i dont know why theyre illuminated?

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oh wait i get it

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its the skybox?

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maybe

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i dont freakingk now

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FIXED!

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the scale was in the negatives

fickle quartz
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I have to Add a collider to an object, its a bit of a oblong object so is there anyway I can make just go over the object itself?

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Is that what a Mesh Collider is for?

smoky schooner
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hi. Im pretty new so a easy question. Is it possible to draw anything directly on a 3d object?

fluid oak
fluid oak
smoky schooner
fluid oak
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You could probably use a decal projector for that

smoky schooner
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okay thanks. i will try that then.

lone meadow
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Not sure if its the right channel :
Hi guys, I can't find a way to bake occlusion culling in a prefab....
I have a couple of big prefabs and would like to bake the occlusion culling to gain fps

glacial vector
hot anvil
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Isn't that data dynamic?

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As in, dependent on the camera position?

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I don't see how you can bake that

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Nvm to use it you HAVE to bake it

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It's stored and loaded at runtime

hot anvil
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Useful for game levels with closed off spaces

lusty beacon
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How many rocks would you make share a single material (on one UV map)?

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I somehow made 25 rock models lol, thinking now that will be too much for one UV map

hot anvil
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For rocks you can always use a noise base with reuseable details atlas for example. So one texture could be enough

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And then change the atlas and noise scaling per different rock types

lusty beacon
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I deleted 7 rocks, now I'm on 18

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And I close to a reasonable level?

hot anvil
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Also is this stylized or realistic?

lusty beacon
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I would import all the rock models in blender, make one uv map for all, then import into substance painter where I would paint them and export texture

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I don't want noise because I want to hand paint them

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I don't want just anything...
Also, realistic pbr 4k

hot anvil
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Then you'd have to indeed reduce rock amount. For draw call reducing and distinct rocks I'd still go with a base noise and detail atlas for which you can reuse parts of through UV, but if you're going for 4k texel density per asset, that's gonna be a tough feat.

lusty beacon
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I am thinking of having a biome that's a bit different

#

So maybe I could do half for one material for one biome and half for the other

hot anvil
#

If you want each rock 4k and uniquely hand painted, i doubt you can make it work with one draw call. Your AO is gonna be scene based?

lusty beacon
#

Isn't that going to happen when I have one material with a big uv map

hot anvil
#

You want one texture for multiple rocks right?

#

And you want each of those to be 4k?

hot anvil
#

You'd either need an extreme resolution texture for that (which is not adviseable) or you'd need each to be 4k unique texture, which is fine, but not if your goal is optimization.

lusty beacon
#

Occlussion culling will be a major factor

#

Not many objects on screen

#

No terrain, no distant objects

#

Dark, shined by a flashlight

#

All of these work to my advantage

#

Maybe it can be done

#

Not to mention no grass which is always a huge one for me

#

One realtime light from a flashlight, + I will make a bounce realtime light with the flashlight with several point lights but those won't have shadows so it won't be a problem

lusty beacon
hot anvil
#

For a cave you don't need rocks, just model the cave geometry and use the approach with atlas for details, noise for base

manic birch
#

Any suggestions for these ugly gradients on my sprite? The eye bags and and shadow are supposed to blend nicely with the skin like they do in photoshop. Don't have this issue with other sprites...

#

Merging the layers in photoshop fixed this

lusty beacon
hot anvil
lusty beacon
#

I can't make really tight passages

#
  • the unity 6 hdrp digger shader is broken, I'd need to buy microsplat and more assets for it to work
#

but I get stretched textures in tight passages

#

so either I'd need to use digger for bigger parts and manually sculpt tight passages in blender, or sculpt everything in blender

#

for that, I might need to use some procedural texture

#

polybrush doesn't really work for me for painting it

#

what do you suggest? I kinda feel lost

#

or rather, I can make tight passages with blender but they're really square due to the voxel sizes

fathom crystal
#

Hello artists,
I've wanted to compress my textures to have an optimised webgl build. Certain textures reduce well without a big loss of quality. Some of them however get disgustingly ugly. I suspect my 3D colleagues could make textures that compress better but I'm not quite sure that's the case. I'd like your input.
Here's an example :
On this texture, I've highlighted the parts that are actually used on the model (The red are the uv mapped parts, the garbled part is text. As you can imagine, when compressing, this text is barely legible)
Thanks in advance for your advice.

tidal forge
#

anyone knows why most the times my obj models dont have theyre textures on and i have to put them manualy?

fluid oak
tidal forge
hot anvil
fluid oak
#

Sorry, the mtl file

hot anvil
#

Also about the mtl file

fluid oak
#

The file that contains the obj material data

hot anvil
tidal forge
tidal forge
#

cause it doenst work

#

if i import it it doesnt do anythig

fluid oak
#

I dunno; all I know is that obj files keep the material in another file.

fluid oak
tidal forge
#

is there a way to convert obj to fbx?

hot anvil
#

I meant to ask the original poster that xD

hot anvil
tidal forge
#

it dont work for me ther

hot anvil
#

What are you trying to achieve wihth .obj?

tidal forge
#

these maps

#

witch sometimes do let some textures get on when i import it

#

but most of the times i have to drag it 1 by 1

hot anvil
#

Fbx export should woek

#

What are your export settings?

tidal forge
#

in blender?

hot anvil
#

Yes

#

For fbx

tidal forge
#

i dont know i barely know how to use it

#

man blender is whack it either deosnt do anything or gives errors

misty lantern
tidal forge
#

i dont know i just dont want to do wha i did now had to put textres 1 by 1

fluid oak
crisp violet
#

working on character for my portfolio

#

my final render

outer halo
#

This channel is for questions related to workflow issues with Unity and art. Not for showcasing art.

gusty pasture
#

With the built-in spline instantiate script, how do I make it use the other items in the array? Right now it's only spawning the first one

#

Hoping this is the right channel 😅

#

Aaaand I just spotted the percentages. 👍

tepid solar
#

A question for anyone with experience with UMA. Is it possible to achieve say the character quality of a game like Like a Dragon: Infinite Wealth in URP with UMA? Gameplay and cutscenes.

misty lantern
nimble birch
#

hi where can I find simple assets such as colored cubes

misty lantern
nimble birch
#

where can I find it?

outer halo
#

Right click in the hierarchy, 3D , choose the shape

nimble birch
#

sorry I still cant find it, can you show me how

outer halo
#

Do you know what the hierarchy is?

nimble birch
#

like the place where the objects are

#

I know how to create objects, cubes, etc, but im looking to color the cube a certain color

outer halo
#

Make a material, assign it to the cube, change the colour

nimble birch
#

how to make the material?

outer halo
#

Right click in your project tab, create material. These are all very googleable questions.

hardy pawn
#

If all you want are cloth straps, is there a more performant way to deform those than a SkinnedMeshRenderer?

hot anvil
#

What do u mean by cloth straps?

#

Like, leather straps that dangle?

hardy pawn
#

These armor pieces are going to be three seperate gameobjects in my game, and I want to render straps leading between them that deform

#

but a skinnedmeshrenderer is way overkill for that.

grave garnet
#

Does it need to be a separate object? Are you going to be swapping plates/straps independently?

dull swan
#

i have a set of bones for ribbon on chest. when im parenting ribbon to the chest bone in blender, it moves away in unity... but when its not parented to anything it is in correct position Think

how do i stop it from moving away when parented?

#

the set of bones that are moving away also becomes very tiny

edit: exporting it through better fbx exporter addon with having game engines checkboxes checked helped

hardy pawn
hot anvil
#

Why not just parent it to the arm bone?

grave garnet
#

Which is the first option that I mentioned

hot anvil
#

so back on my rig

#

it works, but I needed to turn off 'resample curves' and I had to set position animation optimization to 0.1 (rotation and scale are still kept at 0.5 for the error)

#

and it seems that it affects the head, not the eyes themselves, this is with position set to 0.5 for animation compression, the head for some reason, when optimized, gets affected in a way by any of it's parent positions, so these are not bad weighs, but possibly the way I rigged this

#

much better comparison of the keyframe reduction with these two

#

so if I set my import settings like this it works, but I'm not sure how adviseable it is for a project with a lot of unique animations

split timber
#

Does unity always use Y+ normal maps, or does it use Y+ while using OpenGL and Y- while using DirectX?

dense roost
#

unity changes green color with importing sprite - Can someone please help?

#

I think I'm importing wrong

grave garnet
#

Or does your spriterenderer/image have a red Color?

eager mist
#

my concrete texture is really weird. It shouldn't look like this I made my map in blender It should look like the last image.

eager mist
eager mist
#

Can you show me your full material

#

sure jjust to let you know i might struggle im really new to unity

eager mist
eager mist
#

well it is tilling issues, so change both the tilling axis

#

Higher - Smaller
Lower - Bigger

#

its only changing the floor even tho the texture is applied to the walls aswell

#

Because the walls are different sizes

#

Texturing in Unity from Blender is a bad idea

#

You'll have proper UV's which will make it look correct in Blender

#

I didn't texture anything in blender

#

which is weird.

eager mist
#

oh

#

im going to test something

#

im going to make a plane with pro builder

#

and see if its streched

#

it wont, probuilder will make proper UV's

#

its working on pro builders plane

#

Because it puts the texture properly on the UV's

If I am correct, when you simply drag a material on an object, it places the entire texture over the UV map, with Blender or ProBuilder it actually puts in proper location

#

oh thats kind of cool

#

i guess ill recreate my map with pro build

ruby scroll
#

if you dont want to unwrap your model, you can try using triplannar node (only if you use shadergraph)

eager mist
eager mist
#

I'll just rebuild the map in probuilder than add the textures that's teh easiest way and it works.

#

Yeah, that would only be reasonable if the map is simple though (Which I assume you have a simple map)

#

Yeah.

#

I have a weird game.

#

It's a abaonded lab.

#

And the monster is a headless chicken.

#

idrk.

#

lmfao

eager mist
# eager mist lmfao

Alright
Tips:
-Use NavMesh for the NPC's
-Use Character Controller for your player movement since I assume the game barely involves physics
-Next time use URP for better graphics. I never use Default Renderer anymore

eager mist
#

tysm.

#

for tips.

#

Oh yeah I didnt see the shader type, thats good that youre using URP

#

I LOVE Urp

#

it's really good.

eager mist
#

Under bloom.

#

I use ACES

eager mist
#

it makes it darker.

#

Better colors, but red glow looks whiter

#

I guess its like that on all colors, red just seems most white to me

eager mist
eager mist
eager mist
#

like it was making holes and stuff that i didnt want.

#

there's gotta be a way.

#

to fix it.

#

the texture is there just streched.

eager mist
eager mist
eager mist
eager mist
#

yes

#

great.

#

hold on.

#

its bugged in blender to.

#

💀

cedar goblet
#

hello I have imported my 3D blender model into unity but it does this to me. how do I fix it?

outer halo
#

The backside of a plane is culled by Unity. You probably want to add a solidify modifier to the walls to give them a slight thickness.

cedar goblet
#

why my eyes dont follow my character ?

lusty beacon
#

Why are the materials I'm exporting from substance painter suddenly so glossy and weird?

#

they have strange lighting

#

It only happens if the normal map is applied

#

and yes, it's in opengl format

#

all the of the materials I'm exporting now have this same issue

#

I tried reducing smoothness to 0 but no cigar

dense roost
#

The grid/ground is invisable, how can I fix that?

dense roost
#

The player can interact with it but it is just invisible

fluid oak
lusty beacon
#

Ofc it was something dumb

fluid oak
#

It happens to everyone

hardy pawn
#

I have a question, and I have literally found ZERO information on this online.

So, in URP, there's a Decal Renderer feature, and it allows you to project decals onto objects, but the problem is, as far as I can tell, there is no way to project a decal onto a specific object/objects.

There are decal render layers, but those are limited to a total of 7, and as far as I can tell, you're just... Helpless to actually make your decals render correctly unless they're totally static and there's nothing else in the way?

I'm trying to figure out a good way to make a "sticker" system, like in LittleBigPlanet, but while you can place stickers on dozens of different objects, the stickers never bleed onto objects other than the one they are attached to.

I have no earthly idea how something like this could be done, because all the resources I've found point back at Decals, and as far as I can tell, Decals in unity are not capable of this behavior.

winged flicker
#

Hey guys I'm not sure if this is the right channel, but I have this chain texture that is intentionally low resolution and has its filter mode set to Point (No Filter) in its Import settings.

The weird thing is that it becomes lower quality/resolution as it gets farther away from the camera. You can see in this example that it turns into just a gray line as it gets farther away from the camera. Do you know how I can fix this?

#

My import settings.

cerulean mural
lime pollen
lilac edgeBOT
lone meadow
#

Hi guys, i'd like to create a timer, and actually i have a plane with a circle that have a radial fill in it, and would like to have this in a cylinder instead of a circle, but can't find either assets, tutorials or anything close to what i'm looking for...

Do you have any ideas to help me ?

misty lantern
# hardy pawn I have a question, and I have literally found ZERO information on this online. ...

With unity's tools, I think not
The decals are rendered in screen space so there isn't much of a way to tell where one object ends and another begins, except with layers
Another method could be to project the decals as procedural meshes:
http://blog.wolfire.com/2009/06/how-to-project-decals/
If projected onto a character / skinned mesh, the decal geometry could inherit the skin weights of each vertex it hits to deform the exact same way, perhaps even merged with the character mesh if that helps performance

unborn iron
#

Been looking into some tools to help make levels without having to constantly export things from blender and resize them, i've heard a lot of folks recommend ProBuilder, but i've also heard of RuntimeCSG. Are there any major differences between them?

misty lantern
unborn iron
#

Just been building them in blender, then exporting it and it’s textures, then resizing them to fit them in where the old level geometry was in unity, which is clearly not the best way to do things

misty lantern
#

A natural environment with forests and hills would be made very differently than a level of interior industrial corredors, for example, and many different methods that work for both

unborn iron
#

Oh fair enough I wasn’t specific, I’m talking environments similar to say, thief or dishonored. Cityscapes, lots of interiors mixed with exterior spaces but not too open worldy or terrain focussed.

#

And since levels like that have a huge emphasis on tight knit design that requires lots of iteration, the time taken to make changes with the blender workflow has just been too long

misty lantern
#

When the blockout is finished then you start building the level properly in blender, for example by exporting the blockout with the fbx exporter as refence

#

Then you don't have to keep going back and forth

unborn iron
#

yeah that's the approach i'm going to head towards, was mostly curious about what tools are out there to achieve that

sonic fox
#

is the 3d coat app link still working

#

is new and 3d coat looks great. so i am looking for a way to get 3d coat models into unity maybe fbx

outer halo
#

Not sure why someone new needs to go down that level of production, but if it exports as FBX then you can put it into Unity. 🤷‍♂️

sonic fox
#

is completly new so but yeah would be great if envoriments could be made whit in unity

outer halo
#

Why can you not?

sonic fox
#

cool just installed like 20 min ago

misty lantern
dawn notch
#

Hello, I have a fbx object with textures in separate folder, how can I import the fbx into unity and apply the textures on it ?

#

I tried to play with the material menu of the asset but without success

cerulean dove
#

what software you use to create yours sprites? (Pixel Art)

misty lantern
brisk orbit
misty lantern
brisk orbit
errant iris
#

Has anyone dealt with pixel-perfect text?
I'm using TextMeshPro text assets and trying to set up the sizes, so the text aligns to pixel grid.
It looks ok, the font pixels seem to snap to background grid, but when I run it, the pixel-perfect camera makes the text randomly jitter (when the camera is moved).

misty lantern
errant iris
fluid flax
untold saffron
#

why does my texture looks so weird?
Second is how it looks in blender

trim musk
#

https://puu.sh/Kbgab/248d47aeb3.png
Hello. Sorry for the very beginner question, but do any of you know why the assets get glitchy and have these weird artifacts when imported into Unity?

#

Like notice how the colors at the coastline changes

#

Never mind. I fixed it

wet ermine
#

Hey everyone! Hope this is the right place. How can I set the pivot my object to the bottom center? My arcade consists of multiple objects, which I've put in an otherwise empty parent object.

unique shale
#

So i want to export my object as an fbx file to work and model in blender a bit, but when i try to use the exporter it doesn't export the textures or materials resulting in a plain gray mesh in blender. or do i needd to reshade the entire file in blender all over again?

thin marsh
#

haii i just need some help with an error im getting for mipmapped textures i enabled the texture streaming but i cant find the advanced tab on the import settings

wet ermine
# errant iris Change it here

Thanks! So with that set to Pivot - how would I get my Transform component to displays the BOTTOM values? Or how do I set the pivot of my object to the bottom? Much appreciated. I want my position Y value to be 0, and then have the arcade machine be exactly on the 'floor'.

errant iris
#

Or for a lazy solution - just place it inside another parent, I guess

wet ermine
#

Thanks @errant iris ! I'll try that.

errant iris
fathom canopy
#

Does anyone know what this art style is calleD?

fathom arrow
#

idk

slow pilot
#

Hello. This is a model of a garden building I created in blender. I am doing all my textures inside unity. I was wondering if there is a way I can texture the outside wall of this building different from the inside? Or would I need to create another 3D mesh for the outside, then apply a different material to that mesh. I am just trying to find the most efficient way.

tiny jungle
#

I made a very simple little guy for my Unity project and saved it. But when I used to import this in Unity, there was error in console named "Blender could not be found". I use the newest Blender version and my saved little guy's file is named "little_guy.blend". I tried to open file by clicking on it but when I selected Blender to open this, there was an error: "a critical error has occurred". When I was opening this project by "Open" in Blender, everything was good except the fact of Blender freezes for few seconds. It's problem too and I don't know why. It must be something different than bad processor or graphics card because I have Intel Core i7 and RTX 3070. I don't know what is happening

fluid oak
lapis elk
#

You can apply materials to every triangle/face.

slow pilot
lapis elk
barren venture
#

can someone guide me in figuring out what should be the size of the tree in 16x16 tileset ??

misty lantern
barren venture
misty lantern
barren venture
crisp lintel
#

something like this

#

make it bigger or smaller as u wish just use a chacter for reference

fathom arrow
#

i think now it looks more like paper

barren venture
#

1st time makin a pixel game 😭 i do think my progress is great so far

unborn hull
#

I'd love to know ya'lls workflow for krita->unity. I like to paint everything on a large canvas with layers so I can 'assemble' the scene in krita. When it's time to export, the best flow I've found is to:

  1. make the layer the only visible layer (easy)
  2. Draw a selection box around the sprite
  3. Copy merged
  4. New document from clipboard
  5. Export as PNG
  6. Close the temporary file
    That seems...ridiculous. Is there a simple way to have either krita or unity crop the png so not every sprite is exported as a huge 2000x2000 image with a tiny sprite in the middle?
#

I've also tried saving as PSD, but the PSD importer doesn't respect overlay layer transparency, so anything with a transparent layer on top doesn't work

south verge
#

won't it matter if you use too many different colors in my game? especially for shading and stuff? and even if it's voer 40 stages of different types? it won't crash or anything?

lime pollen
misty lantern
#

However, the most efficient way to manage sprite pivot points is to author the sprites with a specific canvas size or sprite sheet layout to begin with
Otherwise you would have to rely on the unpredictable automatic pivot method, or place them manually which would be more work than setting image dimensions when authoring/exporting the sprite

misty lantern
south verge
south verge
misty lantern
south verge
#

And if its not going to lag

misty lantern
simple river
#

Hello I just joined, I wonder if someone could tell me if it is possible to get 3d models from one game (powerwash simulator). I tried but couldnt find any sharedasset file, Idk that much so is there a different way or is it impossible ?

#

I just want the player model and powerwasher but oh it is hard to get them

misty lantern
simple river
#

oh alright my bad sorry then

nova fractal
#

Hi,
My friend give me hsi graphic for a monster but with too much void. Is there a tool in Unity to crop the picture and delete all the void or I need to do this in Photoshop ?

lime pollen
clear viper
#

random question but my model is partially inside out and I'm not sure what went wrong... looks fine in blender.

misty lantern
clear viper
outer halo
#

Because the normals are not inverted for the body?

clear viper
#

Hmm is there something during the modeling process I should be aware of to prevent this from happening? I don't think I did anything different in the head from the body.

outer halo
#

Just check the face orientation in Blender and flip them

clear viper
#

sorry for the dumb questions this is my first model ever

#

its this, correct?

outer halo
#

No, red is facing inward. There's a guide in the pinned messages.

clear viper
#

Sorry, I didn't word that well. I meant to ask if I'm looking at the problem. Its all fixed now though, thank you.

fluid oak
dense oar
#

Any idea what might cause this weird spherical reverse shadow here? At first I thought it was related to the material shader but it has something to do with the shadow casting layer bands

#

weirdly it doesnt happen everywhere, only in certain places

#

only near these long walls

#

Hmm it seems to get worse with the length of the wall segment

#

moral of the story appears to be: dont have single very long meshes

misty lantern
obtuse flax
#

When I import my character as fbx into Unity it’s rig always spawns with -90 on the x-axis to stand upright. When I change it to 0 the whole mesh is laying down. Are there settings in Unity for this or do I have to do something different on the Blender export?

fluid flax
spare cove
#

do you think 44k vertices is to much for this caracter ?

outer halo
split timber
#

Can anyone help me understand hat type of Convolution I want and when I should use it?

#

also not sure if I'm asking in the right place

misty lantern
#

The setting only affects how mip maps are generated for the texture

#

That can be useful if you're doing something like PBR roughness in your shader
And also if you're thinking of blending to a higher mip level of the skybox in an atmospheric fog shader for example, glossy convolution might make more sense

split timber
#

ooh ok. When would Diffuse make sense? idk what an irradiance cubemap is. Is it costly to have it set to diffuse? I like how the reflections look all blurred and muted with it set to diffuse. (I read what it does, I just don't know why it'd do it. It doesn't seem costly?)

misty lantern
split timber
misty lantern
#

PBR shaders and reflection probes do their own convolution

#

You only need to specify a custom one if you need it in your custom shaders

#

If you use it just as a sky, you can disable mip map generation entirely

#

What convolution does is interesting, but it does not seem relevant in your case at all

hot anvil
gentle basalt
#

Project face photos on 3d Head....
I am wondering how to achieve this in Unity. I have a generic 3d head model with blendshapes and a UVW Unwrap.

I have 3 photos. 1 from the left side front, front and right side front. I guess these 3 photos are blended together first before they are projected on the 3d model? Or are the 3 photos projected from 3 angles and blended via a shader script?

I hope someone give me some more information about this workflow.

meager sonnet
#

how would i go about making a collider for this?

#

is there a way to make a collider in the specific shape of the item?

#

i was trying to test if the scaling was a bit weird but then

#

falling through the map would be a bit of a problem

#

is it just mesh collider?

#

i hope it doesnt break

#

im just trying to test the size ;-;

lapis elk
split timber
split timber
#

in the circumstance of reflection probes

#

reflecting the skybox

misty lantern
#

The probes don't reflect the skybox, they capture a cubemap of it so nearby objects can reflect it
Showing a specific example might be helpful

split timber
#

hmm well it must blend with the environment probe then (thats what its called?)

misty lantern
#

Since the reflection probe creates an entirely new cubemap, it should not be affected by your sky's convolution type or mip maps at all

#

I have not found a scenario where the sky's mip maps are used in the first place, discounting mip map bias of graphics quality potentially

split timber
#

when i have convolution set, the skybox becomes blurred in reflections when i generate lighting

misty lantern
split timber
#

like very blurred aa in the texture itself is blurred. I can get you a picture later today

#

Perhaps its a glitch and causing it to use the lowest level mip map

misty lantern
#

Perhaps

split timber
#

But diffise does say it blurs the image in the description

#

Well the mip maps i guess

misty lantern
#

My experience seem to indicate that
-sky texture mip maps are not used, even for mip map bias of graphics settings
-generated environmental lighting and reflection probes re-capture the skybox, so they have their own convolution type
-convolution type normally only affects PBR shaders, which either calculate their own convolution or use whatever the reflection probes are internally generated with
Thus the only use for generating mip maps with a custom convolution type would be for sampling specific lod levels of the sky in a custom shader

#

Environmental probes are spherical harmonics, not textures, so they have their own quirks

fluid oak
gentle basalt
fluid oak
#

Disable 'convex'

fluid oak
gentle basalt
#

so first blending the textures and then project them via one Camera (front)?

#

and then a render to texture i guess?

fluid oak
#

That's the usual method that stuff like UMA does

split timber
dusky mulch
#

Can I ask a question about meshsync here?

#

I tried to use Unity's add-on meshsync, which connects blender and Unity in real time, so I added an add-on to Unity as a url, and I also brought an edon to the blender, but it's set normally in Unity, but in Blender, it's only imported to the ed-on page and it's not selected when I press the checkmark. I've downgraded the blender version and installed Edon again several times, but it's the same. What should I do?

wild idol
#

so i have this unwanted side effect where when i have a specular map, even if the map is completely black it will still kinda make it shine from extreme angles, how 2 fix?

gritty raft
#

What pipeline are you using?

#

in URP, you can try unchecking this, in the Material

wild idol
#

the specmaps look like this if it helps

fluid oak
#

Increase roughness?

#

Slash reduce smoothness

long plinth
#

I'm new to modeling so bear with me. lol I'm importing a higher-poly sphere from Blender into my project. I need the textures I apply in my shader for the planet to map correctly around the sphere (which is actually a cube). I guess, how can I properly map the UV's here? The square example texture (4096 x 4096) should wrap around the sphere and align perfectly at the poles. All my textures are perfect squares.

#

I'm not sure if this is something I need to handle in Blender or my shader graph or both.

fluid oak
long plinth
fluid oak
clear viper
#

My question is maybe more code-related, but I have an fbx file as a child of a GameObject, is it now considered a GameObject in terms of accessing it through a script? Can't find any documentation on it.

lusty beacon
#

so if I actually want to let the player paint on my terrain in real time, said terrain needs to be uv unwrapped?

#

in other words, digger meshes won't work?

foggy vessel
#

what am i doing wrong here?

sullen plank
feral ibex
#

oh right

lapis elk
foggy vessel
#

it should look like my actual sprite with its shape

lapis elk
foggy vessel
#

something like this

slender owl
#

Connect the A output to the Alpha port

fluid oak
clear viper
#

thanks! I ended up figuring it out

cursive elbow
#

my uv coordinates seem to only work in the texture X and Y is not affected at all, any idea what might be causing that?

#

the coordinates are assigned procedurally in code, everything worked fine before when the only Y coordinates where 0 and 1, now any float acts like it's scaled to 1

earnest blade
#

does unity web have a limit on how big the screen can be? No matter how big I make the itch.io dimensions, the game is still cut off

cursive elbow
#

I guess there was also another issue but I think it fixed itself at some point

unique crow
#

What place would you recommend to find people who can do (simple) 3D models ?

haughty iron
#

Hello There! I just started using unity, I'm having a bit of an issue, im trying to export my VRM avatar to vseeface, but when it exports, the clothing is not moving with the character like it should be. I've tried looking for answers on google but nothing seems to be working. What may I be doing wrong?

misty lantern
haughty iron
misty lantern
#

Don't crosspost please

#

People who know about art workflows browse all these channels anyway so it doesn't help any

warped solar
#

how can i use an image as a background for a game

misty lantern
warped solar
#

elaborate

#

im a beginner

misty lantern
# warped solar im a beginner

Parenting objects and creating images on canvases are some of the most basic things to learn when getting into unity
!learn

lilac edgeBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

pulsar crypt
#

made a low-poly car with Blockbench, free to download and use , enjoy! https://skfb.ly/p67Fy

south orbit
#

Do you guys reccomnd using svg instead of PNG? I've heard GPU's arent made to render SVGs.

#

If I can't use it to texture 3d objects, should I use it for UI?

lime charm
south orbit
lime charm
#

No comment. I have not used svg with unity.
Just wanted to point out the misconception in your first message

hoary kindle
# south orbit Do you guys reccomnd using svg instead of PNG? I've heard GPU's arent made to re...

No experience with unitys svg but using vector graphics for UIs is a common practise in general. For instance, most text in realtime applications is rendered from some sort of vector format which just goes to show how fast vector graphics can be rendered on GPU. Don't know how much of the SVG rendering is built in the GPUs/drivers itself but the vector graphics rendering algorithms can be highly parallelised and therefore suit GPUs well

misty lantern
#

While GPUs can be good at it, the support in game engines like Unity is more spotty
The Vector Graphics package lets you import SVGs into textures, and to render vector data directly from code, but there's no simple "vector graphics renderer" component as far as I can tell

barren venture
#

so this is a casino room where slot machines are there can i have some guidance on what should i add designs ?? ohh btw the green zig-zag strip keeps changing color like rgb also give some desings/patterns on the slot machine as they look very empty

coral lichen
#

halfway though the extract textures process i'm getting this

foggy vessel
#

Should I get one of those pen mouse pads or graphic tablets for pixel art and Unity

foggy vessel
#

Also I never used both

#

I don’t think anyone in my city is willing to let me try

misty lantern
# foggy vessel Which one is the better option I save money and get the pad or wait a bit and ge...

If by "pen mouse pad" you mean a drawing tablet without a monitor, it fills the same purpose as one with a monitor, just less fancy
There's nothing in Unity that benefits from a tablet, and pixel art is one form of art that can be done just fine with a mouse
If you enjoy drawing on pen and paper that indicates you may like a tablet, but it won't be necessary
Buy the cheapest one if you're curious, I dunno

foggy vessel
lime charm
#

@foggy vessel If you're looking for cheaper, my wife got an old ipad and a stick-on sheet coating that gives you some resistance while drawing (more feeling like paper) and just sends the images from that to her computer.

This is for making stickers, prints, and stuff like that. Not games

She also had a monitorless drawing tablet (huion giano (wh1409)) that she used for a while before that. Her opinion was that it was ok, but hard to reconcile drawing on a surface and watching a monitor above it. It took a lot to get used to, while the ipad is intuitive (you draw directly on the image)

#

The coating is a "paperfeel screen protector"

foggy vessel
#

the other problem is that i dont have a pen to draw with for ipad

#

i could get a cheap stylus and mirror my laptop to my ipad

foggy vessel
#

when i edit the material for one gameObject it does for the rest.. for some reason

misty lantern
foggy vessel
misty lantern
#

A material is an asset for storing a set of material properties

#

Different properties means different materials

foggy vessel
#

Oh so I just make a duplicate right

past token
#

how is it possible that my folder for my game is more than 8 Gb large? that can't be normal right?

foggy vessel
#

i made a mat preset

past token
foggy vessel
#

oh

past token
#

this morning I let it build a couple of times (only to see that it doesn't work), but why would that download 8 gb???

lime charm
lime charm
# past token yes

1, don't ever do that. Build to another folder
2, each build takes up space.

lime charm
past token
lime charm
lime charm
#

Tomorrow is always a future word

past token
lime charm
past token
#

but what do I need to do now?

#

to make the folder smaller

lime charm
#
  1. Don't ever build to your project folder

  2. delete your builds, or move them

past token
#

I also deleted the logs folder

#

hopefully it wasn't too important

#

Oh, I found the large folder:
Library\Bee

lime charm
#

Logs and library are fine though

past token
lime charm
#

They may be bloated because of the builds

lime charm
past token
lime charm
#

Both will be regenerated as needed

past token
#

ok

#

I deleted the Library folder

past token
winter bough
#

meow

#

is anyone able to help with an fbx export from blender

#

the image texture is not mapping corerctly in unity for some reason

misty lantern
winter bough
#

Ooo

#

That’s intentional

#

I am not sure how to get it into unity exactly how it is in blender right now :3

misty lantern
#

Two common issues are that the texture in blender might be using some other texture coordinate for mapping than just the raw UV channel 0

#

So if you've scaled or transformed it with the Mapping node, are using some other Texture Coordinate than UV, or are UV unwrapping to some other UV channel than the first one

winter bough
#

Oo, is there a video that can explain this? I’m new to UV mapping and unity

#

I’m trying to find a tutorial that will give exact steps for exporting the thx correctly into unity

misty lantern
#

They are not exporting steps exactly

#

If you show the nodes of the materials you're using, and the UV maps the mesh has, I can tell if there's an issue

winter bough
#

What is a texture coordinate and what is a UV channel?

#

I just used image texture as the base colour for the material

#

Im also new to blender

#

I did this exact uv mapping thing a few years ago and it exported fine but im not sure if things changed

#

I also imported my exported blender FBX back into blender and the mapping looks correct

misty lantern
#

Can you show the nodes and the UVs

winter bough
#

So I think it might be an issue on the unity side

#

Yes

#

By nodes is it the points where the uv is unwrapped?

tidal forge
#

hello anyone knows what to do ? some textures have this like reflection from them idk how to turn it off

#

i got it good

warped wing
#

hi, i'm currently wondering how i could implement multi-sliced 2d sprites using unity's tiled/sliced spriterenderer mode

#

basically, if i have a platform sprite like this split into 3 pieces, how would i be able to make it so that only the middle portion scales with resizing, while the left and right portions stay the same size without stretching

misty lantern
warped wing
#

i can work with that

#

as far as im concerned all i need is an outline that doesnt scale weirdly

#

how exactly would i get a sprite ready for nine slicing

warped wing
#

ty

#

works flawlessly

spark vigil
#

Hey do i need to make the leaves a spearate mesh for making the wind effect?

misty lantern
heady epoch
#

Hey, what to do here to "smooth out the seam"

green needle
#

why does this FBX file have a different orientation when i drag it into the scene?

#

also, when i instantiate it through code, it has the vertical orientation. in blender it has the horizontal orientation

#

oh when i drag it into the scene, it's setting the game object's rotation value to something nonzero

#

what's weird is this didn't happen for my other FBX files, and i don't think i changed any export settings related to rotation...

#

oh... i exported with the "apply transform" option and it worked... but that option has a scary warning

#

oh it depends on whether there's a single object or multiple objects

#

i can't use "apply transform" for one of my other objects because it has an armature, and the "apply transform" option is broken for armatures. it looks ok in unity but the child objects have an applied transformation of -89.98 degrees. i don't like the fact that it's off by 0.02 degrees, so i think that leaves me with the option of designing it in blender with a different orientation in the first place

#

although that still might not work for files with multiple objects...

cloud prairie
#

Hi. I used the opacity map as the albedo

#

But it doesn't works

#

Here is the full details, but For unknown reasons it doesn't works

#

My editor version is 2022.3.16f1

misty lantern
fluid oak
cloud prairie
# cloud prairie

I could finally figure it out by myself

I will tell you what happened just in case
It had to be from grayscale the input alpha, and the source as metallic alpha

gritty raft
#

Is it known which is more efficient between: 2 FBXs that each hold 20 Armor Meshes, that i then turn into Prefabs for each, or 40 separate FBXs with 1 model each, that each gets turned into a prefab? To me, it seems that the monolithic FBXs have to use more memory, since to get to part of it, it perhaps has to load all of it. so, my intuition says multiple FBXs with one Armor Model each would be more efficient. I know that i can profile all of this, but the prep work to compare is pretty involved, if the answer is already a known fact

fluid oak
#

But still best to profile, because you never know what might affect it.

gritty raft
gritty raft
#

I am trying to figure out why toggling a mesh with 6.6k Tris adds and removes 20k tris from scene

#

3.4k Verts, but adds and removes ~12k verts from scene

misty lantern
gritty raft
green narwhal
#

i imported a sprite but it doesnt match the hitbox, any way to edit the sprite so its a bit to the left and operations like that? should be relatively easy

green needle
#

i asked a question in #🏃┃animation but i think it's better suited for this channel

green needle
green needle
#

i had animated the up and down motions but maybe it's better if i just update transform.position

fluid oak
green needle
#

i could see doing it either way

#

i was questioning myself because i was having a problem with the animation

fluid oak
#

Any of the popular tweening packages can make that sorta thing particularly easy if you want a code based solution

green needle
#

i'm skeptical

#

i mean, i'm sure you're right but

#

i don't think that will help with my problem

fluid oak
#

Well, what IS the problem?

green needle
#

oh, i'm trying to move something up and down, and when the animation plays, the object jumps to 0, 0, 0

#

when the animation ends it jumps back to where it was

#

a video suggested making it a child of another object, and that seems to work but it has led to more complications

fluid oak
green needle
#

ok

dawn egret
#

hi, when importing a tree for terrain, should it be just one joined mesh?
I have a tree prefab with leaves as a child and the leaves aren't showing up when I paint trees on the terrain

subtle crane
#

Anyone here with any suggestions on how to consistent with the choice of color to pixel art?
I've tried to stick to a HSL rule myself. Saturation around 60 if possible and changing the Light from 20, 40, 60 and 80 for different shades. Does anyone have other suggestions regarding this topic?

green needle
#

i didn't have that problem when placing prefabs with children into the scene

#

question - i have an object that can have different numbers on it, so i was thinking i could have the object in an FBX with no material, and then have different materials in unity that i can apply to it

#

is that logical?

noble crescent
#

yeah, I extracted textures out of my model in unity but they are still also present in the model too unlike materials, what do I do ? doing this in blender is okay but there's no way I am going to import that asset again unity and design all my levels from start, so is there any other way ?

#

cuz it's a mobile game I don't want waste 30 - 35 MB of storage

noble crescent
#

why increasing your game's size with multiple meshes when you can have one :)

cedar goblet
#

hello i want put my 3D model become invisible with script someone can help me (my model dont have mesh renderer component so i cant set meshRenderer.enabled = false)

outer halo
#

How do you have a 3D model without a renderer?

lime charm
cedar goblet
#

i dont see renderer component

outer halo
#

Is there a reason you cropped out the hierarchy? It's probably a child object.

lime charm
#

Best to never crop your screenshots

cedar goblet
outer halo
#

Well there you go, it's one of the children.

cedar goblet
#

Ohhhh

lime charm
#

myChildModel.renderer.enabled = false

cedar goblet
#

thank you

rugged nexus
#

Hi, i started made game. I used blender for modeling and textures. Models are ok but i have problems with textures. Sometimes they worked but it's random. I heard that blender used different languages and it isn't possible to transfer textures from blender to unity identically. Do you think is better use antoher software only for texture or it's possible to do with just blender and unity?

cedar goblet
#

hello i want make grass on blender so if i use hair particule system does it will work on unity ?

eager mist
#

Hey I'm not to experienced on unity and need help loading in some map I downloaded.

I imported it but only the textures pup up in assets and in source it just bring me back to the file.

I'm not sure how to put the model in her so I can put it in but can somone help?

royal gorge
#

unity is mixing my pixels and i don't want it to, i have none compression and point filtering

royal gorge
#

i'm in bed rn, but for tomorrow, which settings?

fluid oak
#

Your import settings for your current build target

balmy wave
#

Hello, can anyone help me with this issue? I don't want the bone to affect a specific area of the sprite, but if I set the weight paint to 0, it causes an error in Unity and the sprite looks distorted during animation. Additionally, the weight paint brush is behaving oddly; when I try to paint with a minimal value, it applies a lot more weight than intended. 😡
error: Sprite "bow" contains bone weights which sum zero or are not normalized. To avoid visual artifacts please consider fixing them

sullen plank
#

Perhaps if you don't want this part of the sprite to deform it should be a separate one?

balmy wave
#

could do that. but cant i just set value to a minimal with this joined here? i just want the error to go away without distorting the sprite.

#

nvm i solved it

lusty beacon
#

What is wrong with my notmals? I am losing my mind

#

Only happens when viewing at an angle without sun

misty lantern
fluid oak
#

Generally, you solve this by having a root bone.

fluid oak
#

Sidenote; unless you're doing some really odd stuff you likely don't need nearly as many bones for a smooth curve; you can get very smooth curves by weight painting rather than having a ton of bones in a chain. You mostly need chains for stuff that might need to get kinks in it, like physics hair or the like.

buoyant pulsar
#

Hello,

I'm writing because I was following the tutorial "Ruby's Adventure: 2D Beginner," but for some reason, I believe I didn't download the necessary assets at the beginning. Now I need them for the Tilemaps section, but I can't download them from the Unity store. Is there any way to obtain the necessary assets to continue the tutorial?

Thank you very much in advance.

lusty beacon
#

all of the textures I exported from substance painter have this issue

#

I made sure they are in opengl format, not directx

#

I don't know what else

#

I uploaded 2 mats for reference

misty lantern
lusty beacon
#

maybe my project is cursed

#

probably having something to do with no ambient light + it's underwater

#

or something like that

misty lantern
#

Normal maps bend the surface normal a certain way as we know, generally between 90° and -90°
This means that glancing angles on an object with a normal map, the fragment normal can actually face away from the light that's hitting it, as well as our view since it lines up with the light

#

It happens in all circumstances with any normal map, as far as I can tell

lusty beacon
#

that looks weird tho to me

#

maybe hm

#

but some spots are particularly bad

#

I think I have a clip

misty lantern
#

It is weird, because in reality the shadowed areas should be occluded from our view, just like they are occluded from the light

#

The stronger the normal strength is, and the more angled surfaces your texture has, the worse it is

#

Same texture, but 100% scale instead of tiled multiple times

lusty beacon
#

these are digger walls...I am already moving away from digger and sculpting them as meshes in blender

misty lantern
#

additionally this means that the opposite can happen just as well
If the object was not casting shadows, the normals behind it could be seen actually turning towards the light

lusty beacon
#

but maybe digger just outputs shitty geometry from the start

#

ok so if you look at that clip...normal maps shouldn't be like that

#

they are facing the wrong direction or not done right

misty lantern
#

Nothing's incorrect about this crazy looking example I have

#

Except fundamentally that the normals are implying a very different surface than the geometry is

lusty beacon
#

the light

#

from the other side of the cube

#

regardless of whether the normals are pointing toward the light or not

#

now this does happen more on digger meshes, it looks better on some meshes I made (like rocks)

#

but those have UVs even though I'm using the same normals

misty lantern
#

I think the real solution is to decrease normal strength

#

This issue repeats on all meshes, with mesh UVs as well as triplanar and planar mapping so I'm not quick to blame the geometry

#

Tiled again, but with much smaller normal strength

lusty beacon
#

I tried it already with a weaker normal map and it looked better but it still wasn't right

#

maybe I should decrease it further

misty lantern
#

If you've got very big and prominent chiseled rock details, you need something more than just normal map for them

#

Since we expect those details to occlude other details, just like they can occlude light on a normal map

#

So they should be a part of geometry, or a displacement map, or a parallax occlusion map

lusty beacon
#

I tried a height map but it didn't really work 😄

#

probably too low poly for that

#

no but it does look better on rocks

#

I will show you