#🔀┃art-asset-workflow

1 messages · Page 19 of 1

misty lantern
#

Curved surfaces are always kind of tough to apply normal maps or parallax maps to, technically

lusty beacon
cedar goblet
#

hello i want modify my mesh collider how can i do it ?

misty lantern
cedar goblet
misty lantern
royal gorge
#

this is still an issue and is even worse with newer sprites i've added

#

In-game vs sprite

#

why would anyone want this?

misty lantern
royal gorge
#

ok yeah that fixed it i think ty

quick plover
#

Any tips on texturing the walls? I want it to look good and realistic and I'm not the best at texturing

hoary kindle
sudden breach
#

can anyone at all help me with what i think is a super easy problem i just dont know how to do it and ive looked up a bunch and i cant get it to work. i downloaded a free low poly asset from the asset store with the intention of smoothing it to use a cell shader on it. ive taken the mesh and ive smoothed it in maya however when i export the smoothed package as an fbx back into my unity project it remains low poly

#

maybe im doing something wrong but i have no clue. ill send whatever screen shots you want i just dont know whats important

misty lantern
spare cove
#

why when i'm exporting from blender in .fbx , my object has a scale of 100 and not 1 ?

lime charm
spare cove
misty lantern
spare cove
true crystal
#

guys what do u use to get real life photo scans of textures

#

like they did in the old days, on ps1 style graphics

#

thats the style I want to use for my game

fluid oak
true crystal
#

thats it?

fluid oak
#

Well, generally you'll want to cut out the bits you want and arrange them on your uvs, but that was the basis.

true crystal
#

what should I used to do photo scans of faces

#

just regular photos?

kind glade
#

anyone know what causes these weird artifacts (the thin white horizontal line above the circle character)? they appear as my camera moves

#

also appear at different zoom levels and such even in the editor. I was hoping it would only appear in editor but it appears when playing too so it would be nice to fix lol

sage lynx
#

does anyone know why is the model pink?

lime charm
#
  1. do not take pictures of the screen
  2. it is a render pipeline mismatch or missing shader

Google "unity magenta" and many guides will pop up.
But first, what render pipeline are you using?
And assuming this is an asset, what render pipeline does its store page or github page or whereever you gound it say it is for?

quartz galleon
#

Hi all, I was wondering if someone could help me with a problem I am facing with blender 4.2 exports into unity.
I'm working on a tile based game that uses a meshes directly, rather then instancing them as game objects for performance reasons. As such I wanted the scale of the tile to be exactly 1m^2, exporting from blender has the issue whereas the mesh is scaled by 0.01 (from the conversion between cm to m).

Following this tutorial https://youtu.be/dQWHU8yDpAo and using Apply Transform on export seems to only make the problem worse, instead the size of the base object is now 0.0001, which makes me think Unity is doing the axis conversion the wrong way around. I have tried both turning off and on convert units and bake axis conversion which both again continue to just make the problem worse.

#

This seems to be the complete opposite from what is being said online, so I was wondering if anyone knew what could be causing this?

#

Example of a really basic wall tile: (1, 4, 1)

#

Export settings

#

Unity side settings for the mesh

#

When the height is correct (auto applied on dragging the mesh in) the scale is 0.0001

misty lantern
quartz galleon
#

Oh, I have no idea, I'll fix that and see if this fixes things

#

I think this could have been a problem with the reimporting of the mesh into blender

#

Thank you, I didn't even notice that

misty lantern
quartz galleon
#

Okay yeah so looks like the problem is that the mesh is scaled extremely small in object mode but the raw mesh in the edit mode is huge.
I think this is a compounding issue for every time I import it and seems to scale it up in edit mode but down in object mode (some weird blender import thing)
Ill have a look at the addon you suggested! thank you

#

Addon seems to work perfectly! Thank you

#

Importing also working too :D

misty lantern
#

Always export from source files only

quartz galleon
#

Ah okay, fortantly I don't have to many fbx's i've been using as I'm at the start of this project. So I'll get the all stored as blend files correctly and then use them from their.

gritty raft
#

ACK! the Catmull-Clark smoothing distortion on Blender Subdivision is killing me! I think i found a way around it though. but it almost amplifies details now, which were supposed to be subtle :/

hoary kindle
gritty raft
hoary kindle
#

all good

true crystal
#

how where the textures made on the models seen here?

#

where they hand made or photographed?

#

also whats this type of style called?

#

ps1?

gritty raft
#

When making LODs for a SkinnedMesh, do all levels share the same skeleton?

gritty raft
#

Ok, i left them on the same Skeleton and Unity created a LOD group, so i guess that is the case

hoary kindle
lone meadow
#

Hi guys, i wounder what are the issues with overlapping UVs ? I've got 2k objects that have overlapping UV and i'm not sure what is the problem with that ? (I'm just using a asset, i did not made it)

valid slate
#

man the sprite physics shape editor is so trash how is it even allowed to be in the game engine

#

u cant even select multiple or copy u just have to click the copy button cell by cell

glacial vector
misty lantern
# true crystal how where the textures made on the models seen here?

They were usually photographed, then tweaked to be seamless or to improve their colors, and sometimes digitally painted over
Or rather than photographed digitally painted to begin with, since the resolution was so low it was often easy to mix the two techniques
That style is not PS1, but since it's made with GoldSource according to the engine's limitations, that's what the style would be called

true crystal
true crystal
misty lantern
#

Just like there's no one specific "ps1 style", each PS1 game had their own style, and used the graphics technology in different ways

misty lantern
true crystal
misty lantern
true crystal
misty lantern
true crystal
misty lantern
true crystal
#

thatnkyou

hazy citrus
#

whats the usual way to solve these lines that make the texture look weird when it repeats?

tribal pivot
#

i answered to your post in the wrong channel so ill answer here too. it looks like you haven't made your texture seamless

paper violet
#

i dont know whether it is forbidden or not to post a link here so if you write to me i will send you the link of the site

pastel walrus
#

Im building a modular environment pieces for my game in unity, should i import all the pieces for the set in a single import to untiy? or import all the variations of one type of piece as one? or should i import every asset individually? Im unsure of the best workflow for this

lapis elk
marsh summit
edgy hedge
#

Hi all! I'm working sprites in VR and noticing that they'll get culled on screen. Is there some way to adjust their bounds so this doesn't happen?

#

or do I need to take a different approach to having 2D assets in my scene?

fast scaffold
#

Curious if theres any addons for blender that just gives you access to a bunch of royalty free well made game assets...
Like I have been just searching for bespoke free models that arent complete trash and figured someone has to have consolidated a lot of generic ones.

gleaming sail
#

Making flexible ragdoll objects?
(Noob workflow/technique question)
I want to make flexible "blobby creatures" that I can use like ragdolls in Unity.
I figure my workflow should be: make model in Blender, "rig" a skeleton in Blender (but this will not be anything similar to a human skeleton) and then use Unity ragdoll tool to make it complete.
One problem is that Unitys ragdoll tool wants a humanlike skeleton. Another problem is that the tutorials on the topic I find are aimed towards making humanlike 3d characters.
For example, make a sphere that I tried to model to three connected blobs and put three limbs in it. I would like to get a similar glitchy spaghetti effect as the 3d characters here, but on (blobby creatures):

https://youtu.be/z22s-5poS14?si=uQ2gtmQljAmizp2t

Can anyone help me in the right direction to make this happen?

tawdry valley
#

for whoever was asking/ talkin about how many edges and stuff u got.. check out this simple video..
the key to optimizing is.. (do we need this edge to hold the shape?) if not. we can get rid of that edge entirely..
Dissolve Edges we technically only need the ones on the edge.. and the ones in the center (creating the curve)
the rest is just wasting space.. and not adding to the object any.. sooo we can get rid of them..

#

now the same shape.. has less than half the edges it had before

#

@slim needle @grim vapor ^ i know ur not the OP dec, but since u were helping him out id figured id ping u to for the redirect

#

and yes.. that PC model.. has way too much geo for what it is.. unless its a Flagship object.. (an important object being focused on alot, etc)

#

if its just a prop.. too heavy

tawdry valley
#

and probuilder is really nice to prototype w/ but you'll be doing urself a huge service by learning blender now

grim vapor
#

i make all my maps in blender

#

i use probuilder for testing maps

tawdry valley
slim needle
#

so ive installed tidy monkey

#

how do i use it

grim vapor
#

i made some but idk how good they look

tawdry valley
#

i haven't a clue.. lol ive never heard of it.. i normally optimize my mesh's by hand

slim needle
#

oh u sent it lol

grim vapor
#

you also can use decimate modifier to clean up the model (not for faces that cant be seen, those have to be hand removed)

slim needle
#

is there a quick way to remove tris, i dont care about how the game looks as its supposed to be arcady

tawdry valley
slim needle
#

and i have hundreds of objects to modify

tawdry valley
#

but results are going to be hit or miss

tawdry valley
#

heck ya, they look solid to me.

grim vapor
#

quake style kinda

tawdry valley
#

not pixelated enough for quake 😛

grim vapor
#

256 x 256

#

i believe

tawdry valley
#

these cirlces are way too "circly"

slim needle
grim vapor
grim vapor
#

i suggest you look at some

slim needle
#

so is this good?

tawdry valley
#

click object -> add decimate modifier (drop the value [the lower the value the less geo they'll end up being])
-> apply modifier to actually change the geometry
modifiers are meant to be non-destructive.. u can add one (change it later) and even remove it..

#

but for it to affect the geo.. u must get applied

slim needle
#

it used to be 800 tris

tawdry valley
#

but for things like that i like to Dissolve edges manuall

#

manually

slim needle
#

oh

#

how do i do that lol

#

sry im new to this and i hv a deadline

grim vapor
#

you can also to planar on decimate and set it to 15 degrees, which is what i found best

slim needle
#

this side looks too good

#

and this side is horrid

grim vapor
#

try different setting for decimate to see what works best

#

keep in mind decimate wont solve the issue fully

#

you will have to put in some work for it

tawdry valley
#

here im using LineMode -> Alt + Click to select an entire edge..

#

and im using ( Alt+Click )+ Shift to select multiple lines at a time..

#

then right click -> dissolve edge

slim needle
#

bro casually pulled up a monitor

#

tahnks tho

tawdry valley
#

chipping away at that tri count

grim vapor
#

the lazy way is to go on sketchfab 😂

tawdry valley
slim needle
#

no way

#

howve i never hear of that

tawdry valley
#

i try to keep it a secret 😛

grim vapor
tawdry valley
#

lol sure im just salty that it took me soo long to find it

#

but its freaking awesome to help you develop.. has clean geo.. good uv-maps.. and my favorite part 👇

#

helps me world-build.. by having assets that are scaled correctly

grim vapor
#

oh and i updated my game/github, you want the github?

tawdry valley
slim needle
warped spade
#

Is this the right place to ask about .vrm files and exporting an avatar for VSeeFace?

misty lantern
warped spade
#

this is considered a game asset

misty lantern
warped spade
#

if I can't get help using Unity in the Official Unity Discord I don't know where to look

#

I figured that someone in this community would have the experience

misty lantern
paper violet
#

hello i made a door in the style of frosted glass. i want the normal map on it to appear in a place without light in the second picture when there is no light it turns into common glass how can i do it?

#

glass consists of 2 different surfaces

misty lantern
#

It sounds like you're looking for a refractive, reflective glass material

paper violet
#

i used reflection probe it didn't work

misty lantern
paper violet
misty lantern
#

Your logic seems reversed which is maybe what's confusing me
A transparent surface doesn't "transmit" light, it renders specular reflections and blends them with what's behind it
Light cannot "affect" normal maps, when a light hits a surface the normal maps are used to bend the surface as part of the light calculation

#

There are some ways to render the light that's hitting the far side of a surface on the near side of the surface that we're looking at, but that's usually for fabrics or paper

paper violet
misty lantern
#

Since your window is glass, the light hitting the backside wouldn't appear on the front side
Other than in the form of refraction

misty lantern
paper violet
#

light passes through a transparent surface and affects the normal map in another material

#

you just said it couldnt happen

misty lantern
paper violet
#

this game engine is very complicated

misty lantern
#

I think you may have some misunderstanding about how shaders and materials work
And we have a language barrier

paper violet
#

bro you just said that a transparent surface cannot transmit light but in the picture above it transmits light and also reflects it to another object making its normal surface visible right?

#

i just want the transmitted light to make a reflection in fact it does make a reflection albeit very slightly in its current state when i look closely at the glass i can see the normal map albeit very slightly i want to know how i can solve this i cannot put light there so i have to do the job with a single light

#

i hope i explained it correctly

misty lantern
#

If you mean that the dim light on the dark wall to the left is getting its light from the glass door, I think you may be mistaken

#

Due to its rough normal map it could be getting that light from almost any direction

#

If you remove the door from the same perspective, the lighting conditions should remain unchanged, aside from shadows the door casted previously

paper violet
#

i turned off my pc right now so i cant show you but if you want tomorrow i can pm you how I did this transition

misty lantern
jaunty mural
#

anyone know how to fix this

#

it appears at the right orientation in game but the preview being sideways is just irritating

merry prism
#

I’m trying to make a tree asset for my game in blender and the leaves aren’t being lit correctly using 2 sided planes. The normals are flipped. Is there a better way to make a tree with leaves? So I don’t need to make a custom shader?

#

This guy has my exact same issue

#

Any ideas?

fallow frigate
#

Hi how do I get my player model to show up

misty lantern
#

You can simply flip and duplicate the leaf geometry
Or make a shader that flips the normal when viewing the backface

#

I think the example tree in the forum post has duplicated and flipped geometry, despite what the original poster theorizes, or it has purely one sided leaves but a lot of them

#

I'd go with duplicated and flipped
Extra geometry is rarely a big expense, and you can automate the process in blender with a Solidify modifier of 0 depth and rim removed

merry prism
#

Ok ill let my artist know

tribal pivot
#

@versed sable in blender, export as fbx and drag that into unity (to the spot where your folders are at the bottom of the unity window) and then from there drag it into your scene

versed sable
tribal pivot
#

then you'll be able to instantiate that prefab through code at runtime

sonic kayak
#

is there anyway to edit 3d objects? I mainly use poly pizza to get 3d models, but they are all turned into 1 "object" but with different meshes. For example instead of: Bun, patty, cheese, tomato, salad and bun2 it is just "Burger".
Is there anyways to edit those? Like delete the tomatos for example?

tribal pivot
sonic kayak
#

even in blender it is one singular object

#

or I am just to incompetent

tribal pivot
sonic kayak
#

mhm alright thank you

tired topaz
# jaunty mural anyone know how to fix this

Fixing Blender to Unity:

  1. Select armature
  2. Rotate -X 90
  3. Apply rotation
  4. Rotate +X 90.

Export settings:
forward: +z forward
up: +y up
Turn off the small button next to scale panel.
Apply scalings: FBX all.
Armature: only deform bones, turn off add leaf bones

Use file scale in Unity.

limber elbow
#

Hey
I am modeling a gun for my game
So can anyone tell me how much vertices I should prefer for an AK 47 gun model
right now I have around 38k vertices (which includes base gun, 1 bullet in barrel and 30 bullets in magazine)

sonic kayak
#

how do I scale this picture down? so it looks like an eye and not like a burned doughnut

merry prism
fallow frigate
#

hi what should I set my grid size to for a 64x64x64 block to stop cliping

hoary kindle
hoary kindle
fallow frigate
#

Thank you my bad I have only worked in 2D

jaunty mural
#
#

ive timframed it

#

press owl?

grim vapor
#

He says L

#

He just has an accent

obtuse ledge
fallow frigate
#

HI I cant find the ppu in the texture settings

lime charm
fallow frigate
#

sorry heres the texture I still cant find it

lime charm
fallow frigate
#

Oh ok sorry for wasting your time

lime charm
misty lantern
fluid oak
merry prism
merry prism
merry prism
#

My artist said they’re 2 sided leaves. Will they be lit correctly then? With just the URP/Lit shader?

merry prism
#

Is there a common way of making trees for Unity? Without needing to create a custom shader? (If my above question is wrong)

fluid oak
#

I mean, it teally depends on the fidelity you need

merry prism
fluid oak
#

360 era, use billboard leaves

misty lantern
merry prism
#

I observed this in Unity. He uses Blender

#

This is what it looks like in Blender

#

This is what it looks like in Unity^

#

As you can see, the leaf textures are flipped (I think he can fix tht), but it doesn’t appear to be as good looking as the one in blender

misty lantern
# merry prism I observed this in Unity. He uses Blender

This does not help answer the question I have
Just because both sides can be seen doesn't mean the geometry is two-sided
Blender by default does not cull backfaces and renders lighting on them correctly
Unity by default culls backfaces, and if culling is disabled on the Lit shader, will render backfaces incorrectly much how it appears in your unity screenshots

#

My money's on your artist not knowing the difference of two sided geometry and two sided rendering

tall spire
misty lantern
tall spire
#

Sorry, maybe I'm too late in the conversation, I was thinking on help a little with this topic

merry prism
#

So is there anything in the shader settings on the Lit shader I need to change then? Or do I need to have him redo the tree?

merry prism
#

I mean ig we could if we need to, but I just figured a tree wouldn’t be so finicky 😰

misty lantern
misty lantern
merry prism
#

Okay thank you. My artist says he knows what to do, so ig we will see. Thank you for being so helpful.

fallow frigate
#

Hi I need help both blocks are the same size but are not lineing up corectly please help

south verge
fluid oak
fluid oak
#

Yes.

lusty beacon
#

so how come substance painter objects look more detailed than in unity?

#

I was making a 4k rock pack which looked good and detailed in substance painter

#

then I imported into unity and it was blurry

#

only when I exported 8k textures and imported into unity did it look better

#

still not perfect, but better

hoary kindle
glacial vector
lusty beacon
#

only at 8k did it look ok

glacial vector
#

8k rocks notlikethis

lusty beacon
#

multiple rocks

#

but still

#

my game takes place in a cave...literally the only decoration I have is rocks

#

they need to look good...plus they need to jive with the detailed wall textures

glacial vector
#

Still would be unacceptable in any production setting, but it's up to you how to do it. I would highly recommend looking into some other approaches https://youtu.be/QcqJckp_q3M

In this video we will cover at a high level many of the techniques we use to texture large assets for games such as boulders/mountains, buildings, large machinery and more.

I will introduce you to the idea of modeling to existing textures, ways we can adjust our UVs to span large surfaces, normal map blending, z up shaders, vertex painting, UE5...

▶ Play video
lusty beacon
#

What do you mean

#

You mean I should use splatmaps or something for rocks

#

I mean, I don't know about that

#

For big cliffs, yes

glacial vector
#

A combination of tiling textures and smaller baked maps would be the most reasonable approach in my experience

valid slate
#

uv array not aligned with mesh vertices array (?)

lusty beacon
#

But these are around human size

#

A bit bigger

#

And what's the difference between a texture atlas and individual 1k textures

glacial vector
#

If you need 64 different 1k textures then the memory footprint is about the same yes

#

But at that point you're brute forcing something that could be solved in a smarter way

#

If you have a baked normal map in 512 per rock, and combine that with tiling rock surface normals, then you can get the necessary texel density. Then you can combine that with a bakes 512 mask map, with masks for things like moss and dirt, which gives you more variation

lusty beacon
#

That sounds ok but I haven't done that before

#

Ah no I understand now what you mean

#

That does sound like a good solution but is it necessary?

#

My game will only have rocks and walls

#

Walls that have tiling textures

#

Splatmaps whatever

#

Should I really be concerned with performance there? In tests I get a shitload of fps right now

glacial vector
#

In the end it's your choice how you optimize your game

trim gazelle
#

I hope this is the right place to ask. So far I have been doing a lot of programming, gameplay and level design in Unity and used placeholder assets for everything. Now I want to get into creating good looking graphics.
There are obviously lots of things I need to learn, but one thing I don't understand is how to create enviroments quickly.

Let's say I'm trying to create a city enviroment. I have modular buildings, which have wall segments etc. that can be snapped together to create a variety of buildings. I can use decals to make the materials more interesting and varied, but that only goes so far.
In the source editor for games like Half-Life 2, you could just blend textures so every surface could look unique. Obviously you can also that in Blender etc., but I don't see an easy way to do it in Unity other than building the entire system for it by myself.

Unity has terrain tools, but am I supposed to use that for a wall? For a wall with a hole where a window goes in?

I have trouble thinking of a workflow which allows me to create somewhat good looking levels, without painstakingly creating every little detail by hand, and especially being very inflexible when it comes to changes.

I'm making a 3D FPS with linear levels btw. Think of Half-Life 2.

I hope this is not too rambly and someone can point me in the right direction? Thank you.

misty lantern
trim gazelle
#

valve uses displacments for buildings in the inferno remake

misty lantern
# trim gazelle valve uses displacments for buildings in the inferno remake

That's probably because displacements are the only tool Hammer has for blending textures and they no longer are too expensive objects to use casually
There's twenty years difference between HL2 and the inferno remake and both had multiple pro environment artists working on them, which is important to consider when evaluating your expectations I think
You don't really get a level authoring tool from the Unity editor, but whatever modeling programs you use will be your level editor in most cases

#

You would need a custom shader for the texture blending

#

One tool Unity does give you is PolyBrush, that can do vertex painting which your custom shader can then utilize for blending

#

Blender can do that fine too, and splatmap painting as well

#

If you're open to third party asset solutions, I hear MicroSplat has a good coverage of features for exactly what you're looking for

woven temple
#

https://www.youtube.com/watch?v=8LfyLx1l4Go&t=60s
Hello guys !!!
I want to make a very cute "cartoon" style for my game ! 🙂
I'm not at all initiated in graphics
and I was wondering what software you can advise me!
I have a drawing tablet that my sister gave me
I really like the style of the video
and I was wondering what tips you could give me

IGN

We were blown away by The Plucky Squire, a beautiful, charming storybook adventure that blends 2D and 3D gameplay in smart, variety-filled ways. Check out our hands-on impressions. Previewed by Will Borger

▶ Play video
valid slate
#

i recommend checking out how many developers are on their team and how long they spent to make it

#

it looks like they started before 2021 and has at least 4-5 people working on their team

#

and both owners of the game studio have multiple big games in their cv like being an pokemon art director

#

so u gotta plan it strategically or ur gonna slowly realise how long its gonna take a year just to do character movement or one map area

woven temple
#

omg yes

#

I just want to make a cute bear and cat (co-op game)
and minimalistic and cartoonish map using tilemaps, and objects to break the squarish of the game, and make it more organic @valid slate

south verge
misty lantern
south verge
#

i can change the value of the pencil background, but for some reason not for the trees while only hte brown color part is shown to be changing

misty lantern
south verge
misty lantern
misty lantern
south verge
misty lantern
#

If it is so, the problem is somewhere else
For example with changing the tint of the wrong sprite

south verge
misty lantern
south verge
#

i just still don't get it, it works for the pencil mountain background by changing the color value to make it look like it's far behind, but not for the trees

south verge
#

do anyone else know?

south verge
#

since I don't know what I*m doing (i am trying to use the same color from the sky on the tree sprite to make it look like it's far back)

cedar goblet
#

hello i have made a script when i touch my tree his color change someone can help me my script change only 1 material on my mesh ```if(col.gameObject.tag == "Tree" && FireLevel2)
{
col.gameObject.GetComponent<MeshRenderer>().material = BurnedMat;

        firePrefab.transform.position = col.gameObject.transform.position + new Vector3(0f, 1.5f, 0f);
        firePrefab.transform.localScale = col.gameObject.transform.localScale * 1.5f;
    }```
signal glacier
signal glacier
#

So, do you only want to change the material for the bark of the tree if I understand well?

#

The bark of the tree is the brown part

signal glacier
#

Ah

#
        {
            MeshRenderer renderer = col.gameObject.GetComponent<MeshRenderer>();
Material[] materials = renderer.materials;

for (int i = 0; i < materials.Length; i++)
{
    materials[i] = BurnedMat;
}

renderer.materials = materials;
            
            firePrefab.transform.position = col.gameObject.transform.position + new Vector3(0f, 1.5f, 0f);
            firePrefab.transform.localScale = col.gameObject.transform.localScale * 1.5f;
        }```
#

try and see if that works :)

cedar goblet
#

ok

cedar goblet
signal glacier
#

You're welcome

south verge
#

since i don't know how to change the color value on the trees in unity, i had to do it in art program isntead

merry prism
south verge
merry prism
#

That's the proper way to do that if ur looking to have different color trees without having to remake art all the time

#

The way it works (in simple terms) is it tints the color of the image. So if you have a darker color (like ur green tree) it may not appear to be tinted. The lighter the color, the better the tint

south verge
merry prism
#

Here let me give you an example image to test with

#

Put this into Unity, change it's color 😉

outer halo
#

They're trying to make the existing sprites fade to the distance, so it should just be tinted from the original.

#

But, they (as usual) go off the rails when someone tries to dive into the reason they're not getting it to work.

merry prism
#

Ah i see. Well the tint should work regardless

#

Just might be harder to see

south verge
south verge
south verge
merry prism
#

Sometimes a good ol fashioned restart works. Have you tried making the tree like a really intense red? My guess is its the color of the tree.

south verge
merry prism
#

Yea so its working. You just gotta play around with the color a bit

#

Im not an expert with colors and shaders but i think the way the color tinting works is it's additive. So darker colors have a harder time. I could be wrong on the technicality behind it but ya

south verge
#

i was trying witht he same color as the blue color from the sky to make it look like it's far distance

merry prism
#

Ah i see. Id just make the alpha LOWER with the tint blue

#

Anyway, goodluck 😄

merry prism
#

Lower the A value in the color

#

It will fade it into the background

south verge
merry prism
#

Do you see the A value

#

Lower that. It should make it somewhat see through

south verge
#

it will just make it invisible

#

or transparent

outer halo
#

No, it will make it transparent. It will blend with the background. Think for even a second please.

#

Also, make thread, as usual.

merry prism
#

He wants to blend it with the background

outer halo
#

Either way, your issue was never an issue to begin with. Play with the colours, play with the alpha, until you get the look you want.

#

Yep, which is why they should be changing the alpha + colour.

south verge
merry prism
#

I have to go, but the only advice i have left is to make your trees grey scale and do their color in unity

#

Goodluck

south verge
tropic gale
#

idk how to fix this

#

anytime I use probuilder to detatch a face more of those appear

tawdry valley
#

looks like uv's got messed up or something

tropic gale
#

ok

#

any idea how to fix it?

tawdry valley
#

cant say i know how to fix it..

tropic gale
#

ok

tawdry valley
#

i model in blender

tropic gale
#

oh

tawdry valley
#

but your talkin about this dark patch right?

tropic gale
#

yeah

tawdry valley
#

ya is ther anywhere in the probuilder tools to re-map/recreate the UVs?

tropic gale
#

lemme check

tawdry valley
#

if not.. i could say.. create a new object instead of detaching faces... but thats a horrible solution

tropic gale
#

there is uv editor and lightmap uvs

tawdry valley
#

yea, those may be helpful

#

dont know how to use em tho sorry

tropic gale
#

ok ill check

#

thats ok

tropic gale
#

no identical face behind it

tawdry valley
#

ya, its a normal/uv issue it looks liek

#

search Probuilder Dark Faces

#

and you'll find some resources

tropic gale
#

ok

#

thanks

tawdry valley
#

np, good luck 👍 maybe someone that knows a bit more about probuilder will see and comment 🍀

tropic gale
#

THANK YOU

#

all I had to do was generate the lighting again

tawdry valley
# tropic gale YO IT FIXED

nicee.. yea the post above that other one said to turn on realtime lighting and it'll fix it.. but i guess rebaking works too

#

that'll be a pain in the arse. once ur level gets big enough

tropic gale
#

alr

#

I turned on auto generate

#

so anytime it changes it auto generates

#

thanks for the help

tawdry valley
#

no prob

odd wren
#

i have a big scene with a lot of instances in blender, i want to export all the instances as seperate fbx and instantiate stuff in unity from transform data ive got from blender
but this ends up being extremely wrong inside unity, have anyone tried to do this before?

odd wren
#

how tf does this happen imma lose my mind 😭

#

now i found a way to get the same look inside blender

#

resize all with individual origins in x axis by -1
rotate all with median point in y axis by 180
scale all with median point in z axis by -1

#

wtf is this

misty lantern
# odd wren wtf is this

Blender and Unity use different coordinate systems
My guess is that them getting the axis conversions separately will mess up their relative positions to each other

odd wren
#

thanks a lot, ive actually found a way to manually fix this by scaling and rotating some stuff like how i did inside blender
but uhh why cant i set scale of a child to negative numbers with a script? is it bad to use negative scales in unity?

misty lantern
odd wren
#

is there a better way to flip objects inside the editor? i dont really want to edit meshes directly

misty lantern
#

It might not cause any, so the workarounds could be unnecessary

odd wren
#

uhh i cant really try if it causes any problems at this point of development 😬
ill try to find a way to export all collections as seperate file with that blender to unity exporter

misty lantern
odd wren
#

im not making a game, im trying to import a map into unity for porting it to another game as a mod
so i cant test if this would cause any collider issues atm

odd wren
odd wren
strong ibex
#

how come the texture setting does not match what i set from the inspector ? anyone got any clue

#

im packing this texture into a compressed sprite atlas so i need the asset to be at its best texture format

near juniper
#

Sorry if this isn't the correct channel. I just dont know where to go or what to do. I've tried finding videos of people doing what I'm doing, making an interactable phone that emits light like an actual screen, but I can't find anything

misty lantern
misty lantern
# near juniper Sorry if this isn't the correct channel. I just dont know where to go or what to...

You are wondering about three separate things
First you can apply the phone texture to your phone mesh by making a material that texture and assigning it to the phone (It need not be a Sprite for that though)
If you want to use a world space canvas to display UI elements on the phone screen, you don't need anything special to do that, simply attach a a world space canvas with the UI elements to the phone
An image mask will help them not spill over the borders
Those UI elements will not be rendered with any lighting or shading though
If you want light and shading you can use a camera space canvas on an RT camera to render an RT texture, then assign that to the emissive channel of your phone material

misty lantern
near juniper
odd wren
odd wren
#

uhh i dont think its gonna happen soon

#

still exporting

misty lantern
odd wren
#

nvm it just finished exporting, now im gonna try again in unity

alpine laurel
hoary kindle
alpine laurel
#

There is a reason I posted it here, because no such community really exists

#

The official maya server is dead

hoary kindle
#

It might be dead for a reason. Most Unity solo devs use Blender anyway so only very few people here would be able to help either

alpine laurel
#

Wish I didn't have to learn this software in the first place but game industry living in the past ig

#

Too many companies use Maya in their workflow

hoary kindle
odd wren
#

and result is still not what i want

#

i can never get the stuff to look right without any negative scaling 💀

#

i got an idea ill try smth else

grim vapor
#

then X, Y, or Z depending on the axis that you want to flip

#

in blender

#

so you dont have to manually rotate

odd wren
# grim vapor in blender

well yeah but i needed a way to do that inside unity, no need anymore
i did some random operations to object transforms and now it all looks good somehow

tall spire
#

you can even delete the history of the mesh before creating the bevel, select the mesh and then pressing Shift+Alt+D

tall spire
weak surge
#

How can I import the object with a transparent background texture?

#

I can't edit the shader

weak surge
#

Is it still not possible to create texture with two sides?

weak surge
#

How can I open the prefab editor?? unity is opening my prefabs in windows 3d viewer

lime pollen
weak surge
#

where can I find the prefab?

lime pollen
#

You make the prefab yourself by dragging it into the scene and dragging it back to the project windows

weak surge
#

ok, got it, thank you

weak surge
#

How can I stop seeintg trought the texture?

weak surge
#

This is how it is supposed to be

weak surge
#

How can I change th orientation of a prefab?

novel reef
#

hey guys! i'm currently trying to build a store scene in unity, how would you guys go about placing objects in a crate (eg. a bunch apples in a box)? i'm not sure how i can do this while maintaining a clean hierarchy.

also, if you guys have any good tutorials, please let me know! stonks

outer halo
#

Put them as a child of the crate

tranquil arrow
#

Anyone aware of any good reasons to keep models as manifold (watertight) in Unity/real-time engines? Specifically i'm looking to cull backfaces from my meshes prior to importing, say for example walls, where you are never expected to see the back of the wall as its 'outside' the level. I'm trying to work out if that might cause issues elsewhere in terms of rendering/lighting.

As its not expected to have lights or probes behind the wall then real-time light leakage or shadows shouldn't be an issue , but i'm not so sure about GI systems or lightmapping. Can anyone think of cases where this approach may cause problems?

I should add, obviously one could contrive special cases where this might be an issue, but i'm more interested in the general case.

bleak fiber
#

I imported a .FBX file from blender in unity and it ended up like this.... theres 2 images in unity to show the glass being highlighted

bleak fiber
#

It's been 2 hours how did no one send a messege yet ;-;

glacial vector
bleak fiber
#

I did it manually because I was too lazy to search if theres some automation for that.

glacial vector
#

When you import it into Unity, it generates triangles anyway. with ngons it's better to do it in blender so theend result is consistent

#

If it is triangulated, then you need to flip the normals. There is a viewport option for face orientation

bleak fiber
#

I found a tutorial that seems like its exactly what I'm looking for

grim vapor
#

When working with unity assets you always want to see the normals, blender by default renders both sides for convenience.

near juniper
#

Sorry for the long video, but basically I have animations that control the players arms. And I trigger the animations transitions based on what the player is doing etc. If the player is walking and they pull out their phone it wait until the walk animation for the left arm is done and then transitions to the showphone animation. Although I WOULD like it to instantly go to the showphone animation, but I'll figure that out.
My problem is, when the player walks around with the left hand in the cameras POV the hand disappears every couple frames. I don't believe it's because the hand is clipping into the camera because I've move the arm models away from the camera AND attached them to the camera so they can't possibly intersect. I've also disabled Dynamic occlusion for my hand meshes, although I don't think that does what I think it does, idk
(In the video you can see that the animations aren't overriding themselves, meaning when the left arm is showing the phone, it doesn't go into any other animations until the player hides the phone)

novel reef
#

another way you can check the normals is by selecting the dropdown next to show overlays (the overlapping circles on the top left) and clicking face orientation

the normals are the correct way if it's blue, if not, it's red.

obtuse oyster
#

You can see when you have it selected in the scene view that the bounds aren't encompassing the other arm when they're animating

#

which is probably why they're being culled

near juniper
tranquil arrow
grim vapor
#

dont move camera or anything

#

or delete anything, unless you want to make it that way

#

im not sure if you can automate materials backface culling, but the best way is just to make the model and then do materials so you dont have to worry about anything

tranquil arrow
grim vapor
#

thats what it is used for

tranquil arrow
#

I guess I was just wondering if there were built in preferences or perhaps some addon that did this.

tranquil arrow
grim vapor
tranquil arrow
#

No problem - was just asking in case someone had already discovered all this - I can go and google later to see if there is anything about it online

#

I just realized from that earlier post above that enabling all the backface culling stuff was something I did quite often and frustrating so figured there must be some way to automate it and thus worth asking about

grim vapor
#

and yes enabling backface culling is very annoying if done every time

#

but for materials it cannot be automated I believe

bleak fiber
near juniper
#

How could I go about attaching my characters hands to the bikes handlebars and basically "gripping" them. I see a lot of videos of attaching objects to the players hands, but this is different. And I don't know how to do it.

weary comet
hoary kindle
# near juniper How could I go about attaching my characters hands to the bikes handlebars and b...

I did recently just that with simple inverse kinematics script as Poibon pointed out. I initially used FABRIK with a pole to guide the solver which is the most common method but due to some precision issues when the hand was almost extended, I decided to use simple math based approach since I only needed it to work with two bones only (upper arm and forearm). FABRIK works for any number of bones but for human armatures you mostly need two (arms and legs)

sharp cypress
#

How can I remove mipmapping on my texture please? It's the same for all the roads (the big one where the car is and the 2 tiles in the shop) and only the top one looks good, on the bottoms one there's always only 1 middle yellow line

hoary kindle
inland juniper
#

hi, im having trouble seperating metallic smoothness maps

outer halo
#

!collab

lilac edgeBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

tranquil arrow
# sharp cypress How can I remove mipmapping on my texture please? It's the same for all the road...

You have some limited controls over mipmaps via the Texture Import Settings in the inspector

  • You could simply disable Generate MipMaps.
  • You can set filtering to Point. But it will look awful and blocky.
  • You could try switching from bilinear to trilinear as that filters between mipmap levels and not just bilinear filtering of the mipmap itself.
  • Set Ansio(tropic) to higher levels can help for long thin textures at acute angles.
  • Use a custom Mipmap Limit Group, so you could either offset the bias or force it to use a specific resolution percentage.

Though in this case and for any of those i'd be tempted to duplicate you asset, maybe at as low a resolution as possible and assign these values on that version. otherwise you'll simply make the larger view look worse and possibly adversely affect performance depending on usage. In fact i'd likely just create a duplicate texture at as low a resolution as possible and use that for those preview windows (duplicate materials if necessary)

As for shaders, from what I remember you should be able to define your own texture sample and set both minification and magnification options, but no idea if that's supported by shader graph which I guess might be a requirement depending on the pipeline you are using.

However i'm puzzled as to how exactly you are able to achieve the merging of the yellow lines. In some quick tests I did, I couldn't get it to happen without resorting to incredibly small texture resolutions ( 32x32 ).

sharp cypress
tranquil arrow
sharp cypress
tranquil arrow
ashen wadi
#

I am importing a model to Unity in an FBX format from Blender just to quickly test how it looks in the engine.
On importing i get a warning on one of the parts from the model saying it has no normals.
I recalculated them in Blender but it happened again after importing again.

#

What could be the reason this happens? i am not sure why that data is not found or created

jaunty mural
#

I made these sandbags but they appear weird in unity they look fine in blender? and all the face orientation appears to be correct? anyone got any ideas

#

wait is red or blue supposed to the the face?

grim vapor
#

i would instead use backface culling

#

in blender

#

but to fix your problem, go to your model in edit mode and press A to select everything then do LALT + N i believe to recalulate normals

#

i believe its recaluculate outside

jaunty mural
#

I think thats sorted it now to take it into unity and check

#

looking much better thanks @grim vapor

wild path
#

good evening, does anyone know of any useful tools or software with a grid-based approach to 3d modeling like that of the map-making program TrenchBroom? One that provides concise uv-mapping. Maybe some addons for blender or does 3dsmax have something like this?

honest lance
#

Is it possible to make hand drawn animation and animate the sprite limbs (head, legs, etc.) in unity?

grim vapor
honest lance
#

no, not drawing in unity, animating it in unity

#

cuz ik cult of the lamb was made in unity

lime pollen
delicate prairie
#

Hey there, I'm trying to figure out what size to make character/enemy sprites at? Game will be 4k and lower 16:9 resolutions and the base canvas for the the assets is 8k just in case for downscaling. Should my character sprite be as tall as the 8k canvas (and scaled down for unity later), or only to size according to the background?

honest lance
#

actually, what do i use to make character sprites?

eager mist
#

Hello,
Does anyone have any guides or videos that talk about making/planning out levels.
I'm working on a grey box for my level, but i cant quite seem to get it to have a decent layout. I'm working on a weird design with floating buildings on islands, so a lot of scaffolds & bridges to connect them. Any guides or resources for planning these out would be great!

spark night
#

Hi,
I am trying to update an asset's material, export it as fbx, then import it into unity to make a vrchat world.
The single change I did was changing the Color Space of the roughness texture from sRGB to non-color then exporting it with the settings in the second image, but the import into unity does not reflect this even after deleting the asset and reimporting it into unity

grim vapor
spark night
#

no
How do I bake them?

grim vapor
#

I would recommend looking up a YouTube tutorial on how to make your blender nodes into a texture. If you want I can supply a video for you that I looked at once before

glacial vector
#

The shader does not carry across to Unity. On the roughness texture, there is a checkbox for sRGB that needs to be off for the roughness

spark night
#

hmm.. ok making the material in unity itself works too

grim vapor
# spark night hmm.. ok making the material in unity itself works too

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

👾 Join the Discord! https://discord.gg/MYAujpE4xG

🫶 Access Code Files and Projects! patreon.com/RigorMortisTortoise

~ Contact ~
📷 Instagram: @rigor_mortis_tortoise
⏱️TikTok: Rigor_MortisTo...

▶ Play video
glacial vector
vernal trench
#

[Question] The doors of my model (Archimesh) have a strong anti-aliasing effect in Unity as opposed to Blender. What could be the reason for this?

The second question is I used Archimesh for the doors and there are automatically boolean operators on them. But are these then displayed as meshes in Unity? Can this be the problem that I have done something wrong?

I'm pretty much at the beginning with 3D modeling and more of a programmer. If anyone has any good tutorials or tips on how to design rooms I would be very helpful. I have downloaded a program to draw floor plans and then use them as a template in Blender.

grim vapor
#

<@&502884371011731486>

#

Pretty sure he got hacked, rip

sullen plank
#

!softban 196478212354736128 bot

lilac edgeBOT
#

dynoSuccess zokei was softbanned.

odd wren
#

ifk if its the right place to ask this but is there a way to prevent asset database refreshing on everytime i do something this shit is taking fucking hours i cant stand waiting anymore

sullen plank
#

Sometimes it's because cache files got corrupted, can try refreshing Library. Generally moving out assets to Addressables would help not to have them constantly referenced in editor

odd wren
#

moving out assets to Addressables
is there a tutorial or smth to do this for the goal of better editor performance?

sullen plank
#

When you switch to procedurally loading things, you can improve not just editor compilation times but better memory management

odd wren
#

sorry if im asking dumb questions but uhh i cant really understand how turning some asset into an addressable makes asset database refreshing faster

sullen plank
#

If it's not referenced it will not be refreshed

#

Unity only compiles things that directly referenced or in Resources folder that you should not use ever.

#

You can take out entire scenes outside of the main build and load them dynamically instead

odd wren
#

i have some big fbx files and thousands of materials, im gonna try putting them into an addressable and see what that would change

#

wait if you turn something into an addressable does it get moved to another folder?

sullen plank
#

no

#

note it has to not be referenced anywhere else to not be compiled directly

odd wren
#

if its referenced in a scene, should i also put it in that addressable?

sullen plank
#

if it's reference in a scene you already compiling it

#

you need to take out entire scene

#

You should do a smaller test project perhaps to practice

#

To see if you even want to switch. It changes workflow

odd wren
sullen plank
#

yes

#

If it's a scene it should not be referenced in build settings, to be excluded

#

I have not played with that myself though.

#

I've only dynamically loaded assets

novel reef
eager mist
#

What is the best texture format for unity to respect transparency properly?

#

I am having a bunch of issues regarding sprites with glow and feathering thats making stuff WAYYYY more visible than it looks in other software

#

which is making the color banding look terrible along with making things too glowy

#

compared to the reference

#

i found out im an idiot and it was the player color space

inland juniper
#

when importing animation from blender to unity i get weird transform issues on some bones

night smelt
#

hello nice people I'm looking for some suggestion: I have some physical watercolors and I would like to use them for a 2d game.
My purpose would be to use them for different necessities : static bg, animated bg (imagine a tree with wind) and rigged 2d characters.

Do you have any suggestions/links I could check to identify tools/workflows ?
thank you

visual reef
#

Hi all, I'm working on some modular 3D models in blender, I want to find a way to apply tags to meshes in Blender that I can then pick up in Unity, having certain strings in the mesh names has worked so far but becoming a little unwieldy; are there any other ways of doing this?

#

(my current workflow is to export and import via FBX)

#

I think I might have found my solution! Blender support custom properties, and I think Unity can read them..

knotty dawn
#

Hey there, I'm trying to skin a mesh to a skeleton, although I'm unsure why the mesh is setting UpperSpine as the root when I have LowerSpine as the selected root?

echo sierra
# inland juniper when importing animation from blender to unity i get weird transform issues on s...

Here is few things you can review:

1.Correct Import Settings

Once the animation is in Unity, ensure you set the correct import settings.
Pay attention to the Rig tab in Unity's FBX Importer, ensuring that the animation type is set correctly (e.g., Humanoid or Generic).
Also, check the Transform settings for the imported model.
Sometimes adjusting the scale factor or correcting rotation can solve the issue.

  1. Constraints or DriversConstraints

drivers in Blender may not export correctly into Unity.
Ensure there are no unsupported constraints that could be causing issues.

odd wren
#

i wonder if there would be a difference between 1 object having 3 meshes and 3 materials vs having all those 3 meshes as seperate objects

#

performance wise

inland juniper
spark vigil
#

Hey i was wondering

For leaves to get animated I think we need to first separate the leaves and the trunk in the tree mesh? I think it might be important to ensure they're either different meshes or have different materials applied. That way, wouldn't we be able to apply the shader specifically to the leaves without affecting the trunk?

grim vapor
#

yes you would need to seperate them unless you want the trunk to have the same shader as the leaves.

upbeat ferry
#

Hey, for hand painted textures, is it worth it to hand paint a texture atlas and then UV Map the meshes in Blender?

#

Please ping me if anyone replies

fluid oak
fluid oak
#

Unless it is a trimsheet or something

fluid oak
spark vigil
#

But i also see trees that not seprated but they are animated using shaders

fluid oak
#

Yeah. It depends on the shader.

#

You can use the UVs, the vertex colors, a texture, or anything really to determine what parts animate

prime seal
humble lynx
#

hey guys.
im trying to make a somewhat human in blender who will be able to talk, and i want to be able to animate their face expressions and their mouth, both manually(for talking and scripted sequences) and with code(blinking, making a "discomfort"/angry face when being shot at, and other expressions based on their situation).
which is the best way to do this?
should i have the face expressions with shape keys, or should i make a face rig with bones?

grim vapor
humble lynx
#

but i dont want the shape keys to conflict with the face rig

grim vapor
#

for more information on such questions, best use blender discord

humble lynx
#

idk man

humble lynx
#

whats the way people usually approach face animation and expression in unity

grim vapor
#

they have animations made via blender and import them into unity

#

im not sure what else to tell you

kind wadi
#

Medieval Village Megapack (Unity), Gothic Megapack (Unity), Gothic Interior Megapack (Unity) antone not have these asset packs?

fluid oak
#

Why would we have them

kind wadi
#

if you didnt and wanted i would give 🙂

fluid oak
#

Oh, neat

kind wadi
#

They came with a bundle i bought but i dont use unity so they are free to whoever wants

echo sierra
prime seal
echo sierra
bitter locust
#

Having a 2643x85 texture, how much does changing the max size in import settings from 2048 to 4096 affect the performance?

prime seal
#

background light color

#

and the enviroment dark

#

or the background dark color and the enviroment light?

gritty raft
#

probably ask #archived-game-design , but you may get responses here (did not realize you were already in a conversation)

echo sierra
prime seal
prime seal
#

Like I want the player bloom high

#

how can I achive this?

#

I'll try using urp instead of post proccesing

ivory helm
#

It's not really noticeable at first, but I caught a discrepancy between an Asset image of mine, and the way it renders in Unity when it's loaded. The screenshots show black but that's just a background I added, the image itself is transparent.

On the left is the original image, and on the right is an image whose alpha channel is a bit tweaked in a sense, where the light behind each star in the constellation is seemingly stronger than it should be.

Below are my texture settings, and right next to that is, rendered in Unity, the same image but if I had baked it with a black background from the start (which ends up looking like as I had intended from the start)

#

Thank you very much for your time.

grave garnet
ivory helm
grave garnet
#

That material is ok

ivory helm
grave garnet
#

Oh and make sure that your camera is rendering something in the background too. So make sure that the camera's Clear flags/Background type is not set to none

ivory helm
ivory helm
grave garnet
#

Oh yeah jpg wont work, no alpha

ivory helm
#

guess ill resort to baking the background as black

#

thank you for your help though

abstract schooner
#

can someone help me exporting a blender file into unity?
I got this chess board online and wanted to import it in unity. However, the board (pic. 2) is transparent from the wrong side. In blender you can see it from both sides, but in unity the top side is transparent and the bottom side visible. Is there a way to fix this?

grim vapor
abstract schooner
#

somewhere in here?

grim vapor
#

then go into edit mode, select all of the invisible squares and to ALT + N i believe and press recalculate outside

echo sierra
grim vapor
#

and also no

#

the dropdown menu next to viewport shading

#

on the top right of the layout view

abstract schooner
#

where is viewport shading? im sorry xD

grim vapor
abstract schooner
#

i see

#

like this?

grim vapor
#

yes

#

now go into edit mode

#

select all of your invisible squares and press ALT + N

#

and press recalculate outside

abstract schooner
grim vapor
grim vapor
abstract schooner
#

i mean, the rest of the model worked just fine for some reason

#

finally, thank you so much!

gloomy patrol
#

Any ideas why my character imports in unity with 300+ bones? In blender it is fine, i have no idea what i did wrong

grim vapor
gloomy patrol
#

22 in meta rig

#

and then 200+ in rig

#

apparently its normal

#

so its okay

misty lantern
random mountain
#

How to import the material?

random mountain
#

xd

solemn lintel
#

Has anyone experience with using texture arrays? I wrote a unity tool that grabs several textures and combines them to an array. Unfortunately the .array file type does not allow myself to experiment with compression, texture size etc. Is there a good workaround besides testing it before and then baking it permanently? Especially since I would need several arrays for different platforms.

strange briar
#

How would I go about assigning Vertex groups to a sword in Blender? I've imported my character from mixamo, so it comes with an armature. every other piece than the sword have vertex groups as shown in the first picture. When I export a sword together with the armature, it says that the mesh has verticies with no weight and no bones attached. I've tried parenting the sword to the specific bone i'd like it to sit on in Blender. It will follow the bone in Pose Mode, but still doesn't solve my problem. I'd like it to export as a skinned mesh like the rest of the meshes on my player.

misty lantern
round kettle
#

Hi! Im creating a game of the ancient egypt, and i dont find a 3d model of anyone town of egypt who i can use, anyone have a free model? (sorry for my english, im from argentina)

abstract schooner
#

I just started working on my new project, importet a blender file and it worked fine on my laptop. Now on my pc (synched via github) it shows up like this (pic1) and the objects are not visible in my scene anymore (pic2). Does anyone know why?

abstract schooner
#

theres also this error. I was on blender 2.93 so I updated to 4.2, but the error doesn't solve :(

misty lantern
#

The supported way is to export and import as FBX

abstract schooner
#

on my laptop i did use 4.2

#

okay I'll try that. I'm pretty new to 3d models and I don't really get exporting to fbx/had some issues

#

dont remember which but it was a hassle when I tried, so i opted for .blend

misty lantern
#

Also, the blender istallation has to be in your OS registry / PATH

abstract schooner
#

so on the C drive?

misty lantern
#

FBX might be a hassle but blender integration is not a reliable feature anymore

abstract schooner
#

okay, thanks for the help. I did fbx and it kinda worked, except it's rotated 180° on the z axis

#

thats good to know :)

misty lantern
#

There are also scripts and plugins to do so automatically

#

USD format is supposed to replace FBX as the universal intermediate, and Unity and Blender do support it to some extent already

abstract schooner
#

thanks so much, that's gonna help a lot

abstract schooner
misty lantern
abstract schooner
#

alright, I'll look into it later on. Thanks for all the tips

rain wind
#

Whats an easy (free?) software to scale down my sprites to the wanted size, and arranging them into a grid?

#

(I paint all my sprites in ProCreate on my iPad)

rain wind
hardy oriole
#

Hello! I'm trying to use this motion Unity package for my VRChat avatar, but I feel like simply importing it is not enough for it to actually work. XD https://vrsuya.booth.pm/items/5157852

■ 原曲 ■ しぐれうい - 粛聖!! ロリ神レクイエム☆ https://www.youtube.com/watch?v=Ci_zad39Uhw ■ 紹介 ■ - せーの? - AFKやEmoteに入れてアピールしよう! - 構成品はAnim単一ファイルで、自由に活用してください。 - 表情はMMD専用シェイプキーとして使用し、MMD表情が対応していないアバターは表情が正常に出力されない場合があります。 ■ ご利用の際の使用者契約 ■ ※ 本プロジェクトをご購入・ご使用される際、以下の約款に同意させていただきましたものとみなされます。 ※

lilac edgeBOT
weak surge
#

How can I use a video with alpha in unity? I'm trying to upload a .mov and a .webm and it's not working

rain wind
weak surge
#

Create a cube or whatever object you want, put video component

#

Put the webm with v8 codec

#

Then for me what worked was use the layer override set to 2stamp

#

And then i could use my psx shader

rain wind
#

Cool, thanks!

worthy belfry
#

someone knows what to do when lights shows correctly on one tile and cuts on adjacent?
someone adviced me to use deffered setting on camera and it helped but only in few cases, i still dont know why sometimes its fine and sometimes shitty

dry geyser
floral harbor
#

Hi, I'm a solo dev looking for resources on the visual side of game development. I'm confident in design and prototyping but struggle to bring my ideas to life in the project.

I have reference games but can't decide where to start—terrain, fog, water, enemies, or maybe just a hand-drawn map to focus on gameplay? Thinking hand drawing might clarify things. Any advice?

misty lantern
#

Whatever you make first you usually end up having to make again as your style settles and skills hone during the project
So, it's most common to start from the least important asset to get a feel for working, or from the most important asset to help style develop in service to that asset

floral harbor
#

I've created a few GDDs for this game, but you're right—they didn't cover those aspects. I think I'll start by making a list that distinguishes between functional visual elements and purely decorative ones. Then, I'll create a gameplay map that details where the player can go, why, and the reasoning behind it.

After that, I might revisit our post-processing settings. For instance, today I experimented with the directional light settings (since it's a horror game), but it felt like I was making changes without clear reference points. I need to establish why certain choices are necessary, like lowering the directional light for the fog effect or adjusting the player camera's clipping distance to limit visibility—although the fog should take care of that anyway, stuff like that. 😶‍🌫️

wanton quail
#

Hi guys! I'm stuck on a problem regarding switching meshes on an existing rig. I imported the working FBX from unity to blender, but when I export it back the orientation and size of the bones seem to be messed up, no matter which export settings I choose. Any advice on how to fix this?

jovial roost
#

Hey, looking for a tutorial on how to create my own GUI(art) for Unity.
Like, what extension, how to make it 9-slice(do I even need to?) and other random things I should be aware of.
I want to draw a simple UI for starters and import it into a project to test.

misty lantern
#

The process is incredibly lossy and you can expect exactly that kind of result

#

Always work on source files

misty lantern
#

!learn

lilac edgeBOT
#

:teacher: Unity Learn ↗

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

misty lantern
jovial roost
#

Like, I know how to draw a rectangle, but perhaps there are other things to keep in mind that are common sense for artist but not for me

floral harbor
misty lantern
#

All Unity resources assume you have gained those skills elsewhere

jovial roost
misty lantern
lilac edgeBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

viscid knot
viscid knot
polar spade
#

When I flip the sprite (either using spriteRenderer flip or set scale to -1) the sprite becomes unselectable (I can't click on it to select it). Is there any workaround or a way to fix it?

misty lantern
polar spade
#

ahh, that's not perfect but it definitely helps, thank you!

river wagon
#

when ever I try exporting this model from my unity project it completly breaks the rig and the blendshapes. can someone help me out?

misty lantern
#

Always work on source files

river wagon
#

I dont know where I put the source file

#

This is the only place I have it now

misty lantern
#

If you don't have it, you cannot modify or re-export the rig without it becoming a tangled mess in the process

candid moat
#

hii, hopefully this is the right place to ask ;; im having to make modular walls/floors for a project im working on, but its my first time doing that and im wonderinf if i should just do planes or use cubes ?

#

if it helps, the camera view will be a little like in animal crossing

echo sierra
candid moat
echo sierra
#

Use Geometry for better control over it

#

Or to be simplified use planes

candid moat
#

Okay, thank you 🙏

misty lantern
#

But sometimes might be

echo sierra
misty lantern
gritty raft
#

does Muse, when generating Textures, follow a PBR workflow? if so, is the entire set 8 tokens, or each, such as color, height, normal, etc

fiery lynx
#

Hello guys, is it normal for bones to be oriented nonconsistently in models? I would like to procedurally control my bones using code, but they are oriented differently and it seems like it could be too complicated.

gritty raft
barren venture
#

hey guys i just wanted to know is it okay to use gacha characters assets (hairstyles) for my own 2d game?? would i get a copyright issue??

#

mobile 2d game

outer halo
uncut silo
#

why are texture arrays stored as plaintext hex in the asset file?? for an already large file that is kinda crazy. Is there any way to instead have a texture array be a reference to textures in the editor?

misty lantern
barren venture
# outer halo If you're taking assets from another game, what do you think?

basically i just want hairstyles, eyes, mouth and face structure and not the clothes, body and ornaments also like gacha has already coverd almost all hairstyles eyes mouth so basically there not anything new a person can make cause gacha has already got those designs in their game also i am not gonna directly use those things i will make the outlines more thick and my body of the character is totally different from them i just want the upper head parts

uncut silo
# misty lantern How are you making the asset?
                    Texture2DArray textureArray;
                    if (collection.NormalMap)
                    {
                        textureArray = new Texture2DArray(sample.width, sample.height, collection.Textures.Count, sample.format, false, true);
                    }
                    else
                    {
                        textureArray = new Texture2DArray(sample.width, sample.height, collection.Textures.Count, sample.format, false);
                    }
                    textureArray.filterMode = FilterMode.Trilinear;
                    textureArray.wrapMode = TextureWrapMode.Repeat;
    
                    for (int i = 0; i < collection.Textures.Count; i++)
                    {
                        Texture2D tex = collection.Textures[i];
                        textureArray.SetPixels(tex.GetPixels(0), i, 0);
                    }
                    textureArray.Apply();
            
                    AssetDatabase.CreateAsset(textureArray, path);
misty lantern
uncut silo
#

That alone will double the filesize

#

But to begin with having it be an actual file instead of being stored as references seems redundant

misty lantern
uncut silo
#

Well, it's an image so storing it as an image file makes more sense

#

Ideally though, since it's an array of textures, having an equivalent that just takes an array of textures as input and then generates it as a texture file in Library makes way more sense

misty lantern
uncut silo
#

I'll try what the last person in the thread mentioned and see if that helps though:

public class DisableReadWriteTexture2DArray : AssetPostprocessor
{
    void OnPostprocessTexture2DArray(Texture2DArray texture)
    {    
        if (texture.isReadable)
            texture.Apply(false, true);
    }
}
#

I don't see how that'd help though

misty lantern
# uncut silo in project

I guess then you need a script that writes a PNG file rather than a texture array, and then imports it as a texture array

uncut silo
#

Just for custom filetypes to custom types

#

Hmm, or maybe a scripted importer can do it after all

#

Or maybe Asset Importer is all I need even

misty lantern
#

So that seems to do most of what you need
Except you can't specify import types like array, for some reason

uncut silo
misty lantern
#

The package's code is public so it might be an useful base, since it both writes an image file and imports it with customizable settings

green frigate
#

Hello. I've downloaded some models from net. Let's start first with the ones that are .fbx and have a folder with textures. How can I import these models so the textures would be applied. They also have some glass materials, so I'd like them to work too.
Another question, what if they are .gltf / .glb, would it be easier to work with them or no?
Thank you.

uncut silo
#

Thanks for the help!

uncut silo
green frigate
uncut silo
green frigate
#

Emm, ok, let's get back to the start. How to import correctly if I have these after unpacking the archive.
I've tried every option, but I still don't get it why it does not work.

#

I'd like the model to be on this path: Assests>Model>Missiles, and the textures somewhere in this folder: Assets>Textures.

misty lantern
#

However, consider that there are no universally compatible materials so you'll probably need to make new materials and reassign them anyway

green frigate
#

Next part, why doesn't glass material work?
What textures shall I bake or how to fix it?

misty lantern
green frigate
misty lantern
#

USD format is supposed to solve this material/asset incompatibility problem, but the adoption is not quite there yet

fiery lynx
gritty raft
ornate temple
#

I am making my own model with blender and then using that blender file in unity for my game. When there isn't a cube included in the blende model the size is different

#

I don't know why the scale keeps changing

#

With v without the cube in my blender model

fiery lynx
# gritty raft Yes, that will most likely be a requirement as you move forward. Although, a mod...

Thank you! Maybe it does work, I might just be using it wrong. I've tried using IK solver package (forgot what it is actually called) and my bones were being rotated weirdly, but I might have setup it wrong. I'll have to look more into it. Although my concern was more about axis being rotated inconsistently, and that's something I'll ask #🏃┃animation as you have suggested, or Blender community to see what they think. Thank you for all the help

tribal pivot
ornate temple
grim vapor
#

just scale it via unity

ornate temple
#

I have been applying the blender scale, currently i'm re making the models all in the same file to hopefully fix my issue

outer halo
#

@copper anchor We don't allow discussions around asset ripping/modding here.

copper anchor
#

Why? Are modder not supported? Is there another channel or discord about it? Making a mod where old textures are AI upscaled + rerendered in higher res

outer halo
#

No, modders are not supported, and no there is not another channel here - it's a server wide rule.

pastel echo
ancient linden
#

Hi, I'm working on a unity project were I'm using a 2d tilemap but the tiles weren't displaying correctly, so I searched on YouTube for a solution and found a tutorial that said to put my sprites under a "Sprite Atlas", it worked but I wonder what does a "Sprite Atlas" actually do ???

ornate temple
eager mist
#

Can 3D object be easily changed like SpriteRenderer's .sprite?
Can I use a sphere as a placeholder for an item system and replace them later on when I have the actual 3d thing/asset?

honest radish
#

I managed to bake a simple cube into Unity, but now I’m working on a whole building model, and it's overwhelming with so many objects.
Should I join all the objects and bake them together, or is there a better method? Any advice on how you’d handle this would be super appreciated!!

viral barn
#

(ignore the framerate I'll fix it eventually) anyone know the cause of the black seems appearing between my modular objects when the character moves? (see the walls behind the character)

#

MSAA disabled btw. TAA seems to eliminate the seams but it looks awful in pretty much every other regard

pastel echo
pastel echo
# honest radish I managed to bake a simple cube into Unity, but now I’m working on a whole build...

When unity goes to render a frame, Every extra object requires an additional draw call. So ya, Join them into one object. https://youtu.be/IrYPkSIvpIw?si=AU-nuhohdkm2WI2-

A short video on how to improve your frame rate in Unity. This video covers various optimizations to reduce draw calls such as combining meshes, batching and gpu instancing.

Music Credit: LAKEY INSPIRED
Track Name: "The Process"
Music By: LAKEY INSPIRED
Official SoundCloud https://soundcloud.com/lakeyinspired
Official YouTube Channel:https:/...

▶ Play video
misty lantern
grand sedge
#

Hey, I have some questions related to the asset store publishing. Is this the channel to ask?

grand sedge
summer crest
#

After updating the Read/Write setting on a mesh, new objects using the same mesh recognize the change, but already placed objects in the scene do not. How can I get the existing objects to update, would rather not have to delete and re-add them manually but is a possible solution i guess.

misty lantern
grand sedge
#

It's about whether the organisation feature makes any difference when publishing to the asset store or is it just my account. Because I want to publish assets under my studio only and as far as I can see organisations are the thng I can closely relate to it.

summer crest
viral barn
#

you thinking of the one I posted like a week ago about the janky lines on the ground?

true sapphire
#

I'd like to import my 3D models into Unity as .blend files so that I can avoid managing the source .blend files and exported .fbx files, however I can't seem to get axis conversion to work properly on imported .blend files.

When exporting to fbx I can configure it properly, but I'd like to get this conversion to work automatically with blend files if possible. Toggling Bake Axis Conversion does not appear to fix orientation of my .blend file. Any ideas?

true sapphire
viral barn
#

cant you just rotate the .blend file

#

and then apply the transforms

fluid oak
#

That said, you can write an asset preprocesser to fix it.

true sapphire
cedar goblet
#

Hello i have made an house in 3D in blender the house in blender look good but when i import in Unity i have an hole in my house all my part are solidify and the hole was fill with the key "F" someone know what can i do ?

misty lantern
cedar goblet
misty lantern
mortal socket
#

Okay now that I'm in the right thread, thank you @swift estuary for the directions on where to post. Much appreciated.

Is there a Unity Store Asset that would allow me to move bone ends around inside an exist model to make small adjustments to an already Rigged Model? I do not see a Rigging section on here to specifically place this section in, and I have a model that has a bendy rubber elbow instead of bending at the elbow like it should, and the wrist on that arm umm how do I put this properly, is limp and looks stretched while the other arm is 100% just fine. I can not re rig the model as I paid someone to rig it for me since my rigging skills are sup-par and my time length to get edits done is over.

Taking it back into blender makes the model go Wonky as heck and I don't know how to fix that.

swift estuary
#

Wait so hold on. I feel like your options in order should be as follows:

  1. Get the person you paid to fix it, since they gave you a messed up model
  2. Fix it in Blender (not sure what you mean by wonky)
mortal socket
#

1: The person I paid was on Fiver and they have a set number of days you can get edits made.
2: Your probably gonna slap me. But I had my programs mixed up. It's not Blender I was thinking of, but Daz3d. Facepalm I'm tired. 16 hours of work and come home and work on this project. yeah.

I don't even know how to fix it is the issue and give than this is Unity, I'm guessing i'm gonna need to ask in a Blender related Discord. I was hoping there was a plug-in (Free or otherwise I could get for Unity to fix this, but alas, I have looked and I am at a very tired loss.

Little background, College was 16 years agoi and we learned on UE4. I am self learning Unity for this project. I might be crazy.

snow current
#

OMG this makes me so happy 🥹 . No idea how long it took me to make the tracks line up perfectly.. Well almost perfect.

The straight track is easy to line up into a straight line but that curve was the death of me painstakingly zeroing it in blender on a curve on a plane then going into unity and making sure it lined up and instantiating that perfectly exactly in the middle so it all connected.

Now it just looks and works like magic 🤩 .

mortal socket
grim vapor
#

thats your camera clipping plane in blender

#

you imported it though

#

so its using blenders camera now because you are in blender

#

ah then its using unity's camera and camera clipping plane mb 😅

#

although you cannot change it

#

but you can press F to focus

#

and that should go away just dont get to close to it

#

you could move the bones in blender or in unity, the bones in unity act as gameobjects in the hierarchy

misty lantern
#

In Unity you'd have to give those particular transforms selectable gizmos from the inspector, or use the Bone Renderer component (though it requires the Animation Rigging package)

grim vapor
crisp lynx
#

I modelled a loop in Blender but when I imported it into Unity some faces facing the camera become transparent. How can I fix this?

outer halo
#

Use a solidify modifier on it to give it a little thickness so it has front faces on both sides.

crisp lynx
#

kk thanks

crisp lynx
misty lantern
pliant solar
#

is there no double face option in unity?

grim vapor
#

unity only renders 1 side of a face

#

so no

pliant solar
#

i seen some demo somewhere it renders the same texture on both sides even though its single face?

grim vapor
#

neat

pliant solar
grim vapor
#

if you have URP and are using a shader there you go, i didnt know a shader had that option for materials

lusty beacon
#

some objects on my texture atlas look way more blurry and low res than others. What am I doing wrong?

fallen dove
#

Has anyone else had success importing USD files exported from Unreal 5.4 into Unity 2023/6 using the "USD Importer 1.0.0-pre.2" package? I have no issue importing the scenes into Blender, but Unity errors out on what looks like Unreal's use of relative paths. I've got a reliable workaround for now:

  • Export scene from Unreal to USD
  • Import USD to Blender
  • Export from Blender to USDC
  • Drag/drop USDC file and textures folder into Unity project window

This worked nearly flawlessly on an Unreal scene with ~4Gb of assets and was only 15 minutes end-to-end. Pretty impressive, but it's obviously one way for now.

lusty beacon
#

ok I'll show you my issue
The same texture (where the mouse is) looks a lot more low res than the same one on the further rock
Image
generally seems like inconsistent texture quality to me
oops you can't see the mouse, but I mean the grey spots
in unity, the textures look lower quality overall even though they're double the resolution!
substance shows 4k in inspector but they're actually 8k in unity
I don't understand why
they're in a texture atlas, so 6 rocks, 1 texture set

lusty beacon
#

is this a normal looking uv map to you?

grim vapor
#

thats what a UV unwrap looks like

#

I dont get what you are asking, because your "problem" looks fine to me

#

what you could be seeing is a face being stretched to look like it has inconsistent textures, but to me I dont see anything of inconstancy

lusty beacon
#

But some parts look a lot lower res than others

#

Maybe a texel density issue

grim vapor
#

it looks great ngl

#

good job

lusty beacon
#

A better example

#

A better example

#

Notice how it's all smudgy in the middle

#

And it looks worse in unity even though it's higher res there

#

Idk I will take a video when I get back home

lusty beacon
grim vapor
#

bumpmaps bring out the detail in the texture and makes it shine

misty lantern
#

It has bump mapping
I see no other error mesides that the resolution is low
Unwrapping, especially automatically is inefficient for texture resolution use

lusty beacon
#

It's an 8k texture for 6 rocks and this is a big one

#

Should look more high res than that, no?

lusty beacon
misty lantern
#

You might get more resolution out of them just by increasing the relative scale of the islands
There's so much empty space there

#

Personally I'd just use more textures, or re-use the textures for the rocks to use even less

#

Baking and unwrapping them individually seems like a waste to me since they're virtually identical at a glance

#

Recall that story about the Halo game where all the rocks and cliffs were the same mesh scattered around multiple times

lusty beacon
#

So how much better do you think it woukd be if I unwrapped it better?

misty lantern
lusty beacon
#

Do you think it looks LQ?

#

I'm importing 6 meshes at once on 1 uv map and exporting the texture thus

#

On 1 texture set

misty lantern
#

Sounds like you are baking and unwrapping them

lusty beacon
#

But you said individually. I thought you thought I did 1 per uv map

misty lantern
#

I misspoke
It looks quite fine in engine
Maybe not quite 8k good but close enough perhaps

#

You can at least easily shrink the excessive padding between islands

lusty beacon
#

I will take a vid later...also, will reduce uv padding

fluid oak
#

Unless you have any distinct features, I'd just use a single tiling texture, maybe with a second detail bump, and use triplanar or stochastic mapping. They're rocks.

signal osprey
#

I have a question regarding importing models in Unity. I am used to working with Unreal and in that software, whenever I create an export in my 3D modeling software with multiple models in it, it imports them all seperately into the game engine. Unity creates a prefab of all the models (if I understand correctly). I've figured out how to ''unparent/unpack'' the models from the prefab in my viewport hierarchy, however I would also like to unpack them in my project browser. Does anyone know how I can do that?

#

Is this only possible by duplicating the meshes inside the prefab?

misty lantern
#

I guess it could be automated with an asset processor but I don't know how

lusty beacon
#

and I'll have natural variation for triplanar because of world space, right

#

they will all look a little bit different

lusty beacon
misty lantern
lusty beacon
#

I never used them cause I never thought them necessary

#

What you're saying is they look more detailed/crisper than if it was something included in the base map?

misty lantern
# lusty beacon What you're saying is they look more detailed/crisper than if it was something i...

That is their primary function
For example skin pores on a face texture
The pore pattern must be multiple times higher resolution, while its repetition barely matters
This is why you can use a small resolution detail texture as the detail overlay displayed at a much smaller scale to get the same practical resolution increase for the skin as you would by increasing the base map resolutions by multiple factors

#

Rocks and terrains benefit from it just the same

lusty beacon
#

Can I use multiple

#

Like 2 detail maps on top of a base texture

#

Cause I'm a perfectionist

misty lantern
#

If the shader has support for that many