#🔀┃art-asset-workflow

1 messages · Page 20 of 1

misty lantern
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That's something we should fix yes

lusty beacon
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And would you say this is better than texturing UVs? It sounds like it will look higher res

lusty beacon
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What I mean is, it sounds superior

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I'm guessing detail maps are triplanar too so they will never have exactly the same layout

misty lantern
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The detail needs to be repeatable for one
With ground it usually is

lusty beacon
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Alright so just to be clear...the detail map is also a texture with a base map and others, right?

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It's not just for bumps and stuff

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Since you were mentioning pores

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For all intents and purposes, it's a normal texture

misty lantern
lusty beacon
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Best would have been to make really high poly rocks but

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That would have worked in ue I guess

fluid oak
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What do you mean that you can 'see it in engine?' You were just complaining that you couldn't.

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If the texture is larger than the maximum texture size you have set for your build target, unity will downscale it.

lusty beacon
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But I think it was 4k textures for something else

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I am actually not sure if I checked these 8k textures

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Good shout

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I will check that

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That would actually make a lot of sense because I can only see up to 4k in the substance painter viewport and it looks similar to that unity, if a bit worse

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Could be that

lusty beacon
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and the textures ARE 8k so that's not the problem

outer halo
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We don't allow job/collaboration posting on this server. You can use the !collab forums. Good luck finding someone who will work for free.

lilac edgeBOT
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: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

fading bluff
earnest pecan
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If my character was sliced up into multiple separate meshes (arms, legs, torso, head, etc.) but all still shared the same skeleton and animator, would this be a substantial performance cost?

Trying to figure out a good workflow for modular characters.

grim vapor
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well the vert count and tris count would be the exact same so it depends on how many verts and tris you have

earnest pecan
grim vapor
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If you are not changing the tri and vert count you should be fine splitting it up

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If any it would be negligible, so I wouldn't worry about it

ruby scroll
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like if you have 10 of them on screen and they cast shadow, you can expect to have at least 100 batch (if they consist of 5 parts)

earnest pecan
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How realistic is merging these meshes at runtime?

ruby scroll
earnest pecan
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It's possible, Unity does have internal API for merging skinned meshes. I just don't know how practical it is for my use case haha

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I will take a look at this though, thank you!

cold musk
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f I'm importing a model to unity from blender, is there a way I could like swap out the faces of a model? like could I change UV positions in unity towards different positions on the texture to change the face? or is that something I have to set up in blender

misty lantern
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As long as the face has its own material slot, since offsets are per-material

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You can also swap those materials at runtime

cold musk
leaden fox
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Is this a good place to ask questions about turning parts of a tile map into sprites?

grim vapor
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Dont crosspost

leaden fox
# grim vapor Dont crosspost

I'd argue when figuring out where to post it would be valid?
Especially since I only went with two forums.

Thanks for moderating.

misty lantern
grim vapor
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and dont crosspost either way

leaden fox
grim vapor
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where?

leaden fox
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code-beginner

grim vapor
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okay and your question was about?

leaden fox
grim vapor
leaden fox
grim vapor
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you're all good, I was just being a dingus

amber dagger
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Guys any Tips and suggestions on game art? Designwise? I know it needs to improve but im rly bad at design.

Here are some of assets I made...

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(green ones are supposed to be trees, white ones are trees on snows, gray thing should be stone)

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and a worst UI yall can ever imagine

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(supposed to be inventory)

zinc shard
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How to make my Pivot point to be default point for prefab. So scale would be 1,1,1 and pos 0,0,0?

grim vapor
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i hope that makes sense

zinc shard
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Pillars, gilyotine, cilinder are 3 separate things that are needed for animation controller

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Unity does not have this functionality???

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This is kinda weird because you always need to adjust for example for the world environment generation

grim vapor
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what, not being able to adjust pivot point? thats solely on the model

zinc shard
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But what if it 3 models?

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in one prefab

grim vapor
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just do the same you did with probuilder

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i have never heard of adjusting 3d models pivot point with probuilder before so this is pretty new to me

zinc shard
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I have a wall

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This is a single object

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I'll try with my guillotine

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What a hard word xD

zinc shard
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I'll do it programatically. Nevermind...

grim vapor
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you are trying to make all of their pivot points 0,0,0?

zinc shard
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I want to adjust one pivot to another

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Merge two pivots

grim vapor
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you cannot merge both of the points, if you wish to make the model have the same pivot and not use an empty gameobject then do as i said here #🔀┃art-asset-workflow message

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each pivot point is for each model

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unles you merge both of the models together, which i dont know if probuilder can do

sweet pumice
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how do i put the sliced tileset.png as palette?

misty lantern
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Modifying the mesh pivot itself requires modifying the mesh vertex data, which is generally considered out of scope for the unity editor

sweet pumice
misty lantern
hidden yoke
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should I export substance painter to unity or blender then unity?

grave garnet
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I do blender > substance > unity

hidden yoke
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I was making them in blender but I just got substance painter so I think im gonna switch

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so what you said

fallen dove
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Especially for HDRP

hot anvil
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What are you working on? Which platforms are you targeting? And if you aren't using substance, why would you be exporting to and from it?

green moon
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I'm trying to import my model with armature, I made and rigged it in Blender. I can't create an avatar due to the following error: "Invalid Avatar Rig Configuration. Missing or invalid transform: Required human bone "RightFoot" not found.

I changed my bone names to match this format, but still I get this same message. Can anybody please help?

green moon
oak spear
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So whenever I import my fbx into unity, only one material is there instead of the rest. What do I do?

tight forge
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Hey so I upgraded my project to Unity 2022 and post-processing fully stopped working, do you guys know what could be wrong? I already re-installed the package

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As far as I can see its correctly set up, but the visuals just wont change in the slightest

eager mist
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hi somebody help me? i want put steering wheel model from blender to unity but in unity steering wheel get 89 rotation x

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in unity

hoary kindle
lusty beacon
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Does anybody know is camera culling object based or vertex based?

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Meaning, if I have a large mesh, do I need to split it into more meshes in order to camera cull it effectively

green moon
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Please if anyone is experienced in the Blender to Unity workflow, I'm losing my mind here. This is a multi-prong question.

Why is it when I export from Blender, my model appears to be facing down in the preview window? Blender export settings and Blender viewport in the first image attached. I export using Z forward and Y up, as this is how Unity handles axes.

My model appears standing upright in blender, but face down in the preview icon, as seen in the bottom of the first image I attached.

I set up an avatar, and import over an animation but then the animations instead cause my model to lie face-down and causes otherwise strange rotations. Additionally, you can see in the attached videos that these animations fling my model around and cause erratic movement rather than animating as expected. Can anybody answer why this happens and help me figure out how to solve this?

hoary kindle
# lusty beacon Does anybody know is camera culling object based or vertex based?

Culling happens per object but pixels outside the camera frustum are never rendered because in the end each triangle is clipped to the camera view. Individual objects also have their overhead so you don’t automatically want to split everything into small pieces. Vertex shader still needs to be done for each vertex afaik so it depends on the vertex count of the object and many other factors which object size would give the best performance

devout leaf
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Can i download the fbx from a free asset I found on the unity asset store so i can use it in mixamo to re-import? I can only find "export package" which just gives me another unity package. Is there a way to just scrape the asset i want?

grim vapor
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if you are allowed to use the asset such ways, you can import the asset into unity then export it via Unity Exporter, to wherever

modest delta
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stuipid question- where the hell do I go to edit the sorting later?

modest delta
tribal pivot
modest delta
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I have no clue

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I didn’t change any graphics

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I think my unity is fucked as I’m also having other issues

night coyote
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hey everyone so in blender i smart uv unwrapped all my fingers into the same picture because they all use the same shader graph. then i imported into unity, put the normal and diffused map onto an material and drag and dropped it to the finger, now it looks like this. its just the bland baked texture image onto the model, what do i do ?

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note that i was in blender, selected all the meshes and uv unwrapped them in the same place, since the fingers are sharing the same material and it would be easier to export that way. maybe thats the problem ? but i dont think so to be honest idk
thats what it looks like:

tawdry valley
# night coyote

is the texture set up correctly?
if it all is.. then i would guess its the UV mapping
sorry if i confused u earlier.. this ^ was basically all i was getting at..

but to be honest i dont really know what you mean by the bland baked texture image..
i mean, is that the wrong material or texture for the object?
like what is missing, or not working in other words?
(is there supposed to be something more or different)

night coyote
# tawdry valley > is the texture set up correctly? > if it all is.. then i would guess its the U...

ok so maybe the word i used sounds wrong here. what i mean by bland baked texture image is that when i apply the texture to the finger you can see in the picture how unity doesnt really unfold my baked texture image onto the mesh like it should but instead just puts the image on the mesh. its hard to see because the textures are dark but if you look closely at the picture above you will see what i mean

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and i think unity should automatically detect where things should go when the texture is applied to the model

potent wraith
tawdry valley
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i look at that image and no matter how hard i look i can't see anything i would term as fingers

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OHHH.. yea w/ zoomed out u can see

potent wraith
# night coyote

Ok, next, take a screenshot both in blender and unity such that we can see the difference between them. Zoom in or make the scene brighter such that the difference is easy to spot

potent wraith
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It doesn't seem like a normal map is applied to the blender model either, but I do see that the color texture is not mapped correctly.

potent wraith
# night coyote

Did you actually save the whole model and reimport it in unity?

night coyote
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i mean its the same model

potent wraith
night coyote
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ill do that wait

night coyote
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like in the export options i mean

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here ?

potent wraith
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Not that I know

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Uvs are part of the vertex data

night coyote
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idk man same story

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looks the same again

potent wraith
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Did it import as a new asset in unity or did you modify an existing file?

potent wraith
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And you dropped it into the scene?

night coyote
potent wraith
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Hmm... Something is weird then.

potent wraith
# night coyote yes

Instead of exporting as fbx, try just drag and dropping the blend file into unity and see if it's any different.

night coyote
grim vapor
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i thought it was for newer unitys

potent wraith
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Or do you mean deprecated?

grim vapor
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haha sorry

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deprecated

potent wraith
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Is it? It would be weird to remove such an option, considering it worked well. Where do you have that info from?

potent wraith
grim vapor
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never mind then

night coyote
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wait, i used a modifier to setup the textures, is that maybe the problem ? i drag and dropped textures onto the models. then i exported the fbx file but didnt tick the apply modifiers box

grim vapor
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did you apply such modifers?

night coyote
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but that shouldnt be a problem since the modifier only creates a shader graph or not ?

grim vapor
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if you are using a shader graph to make textures you have to make such shader graph textures a image since unity dos not understand blender's shader graph other than normal colors

potent wraith
grim vapor
night coyote
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look at the top of our conversation

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i tried to export with modifiers but still bad results

grim vapor
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are you using that image when UV unwrapping?

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i couldnt think of anything else

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ive never personally had this issue before

potent wraith
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I guess at this point it's kinda hard to help you without seeing the blender project with our own eyes.

night coyote
# grim vapor are you using that image when UV unwrapping?

no bro, look, i selected all my fingers, every part of the finger is a seperate object, but they all share the same shader graph because its the same material, then i went into edit mode, clicked smart uv unwrap, let him bake it all into one picture, went into unity and did the thing everybody else does. i importet the normal / diffused map, put it into the material and just drag and dropped the material onto the mesh. and got the thing i sent at the beginning of the conversation

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thats the thing im not sure about, if its ok to select multiple objects, bake it all into one picture, then import into unity, put it into materials and just drag and drop it onto every finger, which are all seperate objects, but only one picture

potent wraith
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Yes, that should be fine normally

night coyote
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i mean in blender it does look fine. resolution a bit messed up but thats fixable later

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idk man

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really weird

potent wraith
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Maybe take a screenshot of your material in blender

night coyote
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really hard to see

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a bit more upscailed here

grim vapor
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well im not sure what it would be then

night coyote
grim vapor
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ah you're okay, the only thing I have to mind is maybe its a problem with UV scale or model scale or something

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other than that i have zero clue 😅

night coyote
grim vapor
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if we can

night coyote
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alr very grateful for that, then see you tomorrow if i dont fix it myself

ornate rose
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Hey guys, i'm having some trouble with meshcollider convex, it over simplify my object. Would you have an idea from where the misstake might come from ?

misty lantern
ornate rose
grim vapor
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If you need it to be a simple shape I would instead use a simple primitive instead of a convex meshcollider

wicked stratus
lyric pond
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alternatively 3 capsule colliders (lol) but maybe not great for automation if you have many many assets.

signal osprey
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Hello, I have a Unity lighting question. I have been trying to set up baked lighting in a level. All assets in the level have lightmap UVs, which I created in Blender in a 2nd UV set. I checked the lightmap UVs in Blender and they don't have any overlapping faces, however when I try to bake my lighting in Unity, I keep getting errors about overlapping faces and I get weird shading artifcats. Does anyone know what could be causing this?

misty lantern
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"Weird shading artifacts" can also be caused by other things than UV overlaps

signal osprey
night coyote
misty lantern
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@night coyote how many UV maps do your models have in blender? Unity's shader uses only the first UV for main texture maps
and do they have modifiers?

night coyote
misty lantern
# night coyote

There you go, appears blender is using the second UV map which doesn't show up in Unity

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If you click the camera icon of the first one you'll see what Unity "sees"

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But you'll probably just want to remove it from the list using the minus button

night coyote
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youre right that would cause problems in the future perhaps but thats still not the solution, give me a minute to provide screenshots

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this is what unity sees.

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and these are the uv maps in blender

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the problem isnt that the texture doesnt look like the one in blender, the problem is that the material isnt applied correctly in unity

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does this affect it maybe ?

grim vapor
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well, probably

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i have zero clue why a mesh wouldnt have normals though

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try recalculating normals in blender again on the mesh

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SHIFT + N, while in edit mode

night coyote
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i did, still getting these errors

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man at this point im just confused, how can just putting materials in unity take me the most time its really irritating

grim vapor
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i personally have never seen this issue before, try using the decimate modifier on your model, it says your model have overlapping vertices (probably from using the Boolean modifer) , and that might be deleting the normals?

night coyote
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my mesh doesnt even have that many vertices

grim vapor
# night coyote but im not using any modifiers

I probably shouldn't have said boolean modifier, I should have said bevel modifier. I got a little mixed up but what happens when you go to far on a bevel on an edge or a vertex is 2 vertices will get stuck inside eachother. And may be causing this

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Nvm it was talking about polygons, probably still applies though

misty lantern
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It wasn't fully clear if you had modifiers or not, but make sure they're all applied and that no addon features are actively modifying your mesh data

misty lantern
# night coyote does this affect it maybe ?

These are not errors, and should not be related to texturing or UVs
But they may be a clue that whatever you're using to generate the mesh didn't do a perfect job
Triangulate modifier should reveal or fix the self intersecting polygons, and could help with the warning about normals too
But it's more important to deal with the excess UV channels

night coyote
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finally

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i was about to go insane

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ok so i always delete uvmap and let automap stay there ?

night coyote
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ok but where does uv map come from i mean what is its purpose ? maybe u already explained earlier sorry if i didnt catch that

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not generally the term uv map but i mean the one above auto map, like why are there two

misty lantern
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(Or multiple channels of UV coordinates)

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When you UV unwrap a model you write a position coordinate to each vertice's UV data, this will determine what part of a texture is rendered at that vertex when the renderer does texture mapping

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Either you made a second UV channel, or the "automap" thing you probably used did

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Which UV channel is used for each texture is up to the shader, which blender and Unity handle separately

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For example you saw previously in Unity's material that you can choose which UV map to use for the "detail map"

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But other texture maps are hardcoded to use the first channel (UV0) in the shader

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The second channel would be treated as the lightmap UV channel by the shader, if you were baking lighting

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But you probably don't use either detail maps or baked lightmaps so they remain as tangential examples

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If you make your own shaders (or materials in blender) you can choose to use specific UV maps, or multiple at once for different textures

wicked stratus
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Node wrangler will setup the material that will work in unity,I only know this because I had to figure out why my material was white in unity, the reason was I tried connecting the ao texture

hot anvil
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instead of mix color, blend

wicked stratus
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only thing i want is the shortcuts

signal osprey
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I am still struggling with overlapping UV errors. I keep gettting them whenever I bake my meshes. I triple checked my lightmaps in Blender which do NOT have any overlapping facing, however when I bake in the viewport, as you can see there are overlapping faces. I am also not sure why my baked lightmap looks like this (last image). Can someone please help me

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I've already read through the Unity documentation and tried adjusting the settings they recommend, but nothing seems to help

night coyote
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hello everyone, ive baked my textures and now i want to ask if there is any faster way to apply these to all my objects without always creating the material, then applying normal and diffused map to material, then putting it on object, its taking up much time and it would be really exhausting in the future

next dew
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i have this scene, what would be a smart way to go about texturing the terrain, without having enormous texture size and it also being a bit dynamic

sullen socket
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It gives me it takes two vibes bc of the lighting and stuff

next dew
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haha i get what your saying

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i found a way to do it using triplanar shaders

grim vapor
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as long as it can be tiled, what i mean by that is, if you can see the texture repeating you should fix it

outer halo
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Tiling terrain that way isn't really an option. Triplanar is the correct way to do it.

grim vapor
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so Triplanar node just does the same thing but more efficient?

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I didn't know that existed, well I guess you learn something new everyday

next dew
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lol

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true

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this not done using the node tho

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ive heard its more efficient to do so tho oh well

outer halo
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It projects the texture in world space, so you don't have to UV anything, and it's applied evenly (ish) across the entire mesh. Triplanar refers to doing the same based on multiple textures/sides so you can have different ones for the sides and tops, and the blend them.

grim vapor
next dew
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yeah its way nifty

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simplifies terrains a whole lot

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looks pretty clean too

grim vapor
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cool beans

next dew
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yup

glad sail
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Helo there, im trying to retopology a head that i made and i have some subdivisions on the nose to get it right, and now im going to the top of the head, and i dont want that many subdivisions, how can i make this ?

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I tried converting all of them in one point, but it creates a pole on the center, is it the only way ?

grim vapor
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You should probably ask in a !blender discord server as this is a unity server

lilac edgeBOT
hallow moat
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Anyone experience animations just showing as rest pose when importing to Unity from Blender? No keyframe data inside the animations. I don't know how to fix this.

next dew
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its probably something with your export settings

green hare
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Hey people. I am importing in Unity some sprites with complicated shadows+glow, exported from illustrator.At first I used PNG as usual, but I get some weird banding and artifacts, even if I don't compress and import as 32bit RGBA. However, I loaded the same PNG in photoshop (where it looked great) and exported as a TIF. And voila, it looked amazing. In the image, top text is TIF, bottom is PNG. I don't want to use TIF though because they're too large. Any ideas about export settings for the PNG files that can help me resolve the artifacts in Unity? Maybe I should use GIMP to export them again as PNG but with different settings since it has more options on export? EDIT: Eventually I used compressed TIFs which are decent in file size but I'd still like to know if there's a workaround for PNGs too (I tried different settings from GIMP but none helped)

sly quail
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Having trouble generating Lightmap UVs!
My .fbx is nothing crazy, but I'm stuck in loading purgatory whenever I tick "Generate Lighmap UVs", and apply, even after changing the "Min Lightmap Resolution" from 40 to 10

Anyone know what might be causing it to have so much trouble?

tribal pivot
tribal pivot
# sly quail

is that the same size inside unity? you could have exported the fbx wrong and made it huge

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if you place it down in unity does it look normal sized and is the scale 1,1,1?

sly quail
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(I'll check the size now, I just have to kill the program again)
25 min in and still no progress
I wondered if waiting longer would help but it seems not

tribal pivot
tribal pivot
tribal pivot
# sly quail Fully modeled

oh wow. i guess that explains it. what games do is they make the wall flat and have a normal map that makes them look like they're modeled

sly quail
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Some things keep suggesting I generate the lightmap UV in the software before the model was imported into Unity, but I can't find any tutorials for generating Blender Lighmap UVs

I'd really like to figure out why it's not working or what I can do to fix it for Unity
I already have light probes set up, I'm just a bake and an environment script away from it being ready - it's just really flippin frustrating

pastel dune
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How do you guys make your own Handrawn 2D Frame By Frame Animations for your games?

Rotoscoping and references? Or what else?

I’m planning to make frame by frame rate animations for my character, but right now I start with a simple idle animation.

zenith pulsar
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what settings do i need to export something in blender and import it in unity?

my tank in blender has X forward so the front is the X+

in unity it needs Z-? I exported it like screenshot but it's still X+

gritty raft
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since you followed the video it should be working. but, you mentioned that child meshes have different rotations? you would need to align them how they should be, and Apply the Rotations and Scales there in Blender @zenith pulsar

sly quail
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Every time I try to bake my lighting, everything turns black.
Anyone know how I can fix this?

fluid oak
sly quail
zenith pulsar
gritty raft
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pretty sure Blue is Forward in Unity

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but, did you apply rotations in Blender?

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also, is that gizmo on Local or Global transform?

zenith pulsar
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    void OnDrawGizmos()
    {
        if (planet != null)
        {
            Vector3 gravityDirection = (transform.position - planet.position).normalized;

            Gizmos.color = Color.blue;
            Gizmos.DrawLine(transform.position, transform.position - gravityDirection * 5f);
            Gizmos.DrawSphere(transform.position - gravityDirection * 5f, 0.3f);

            Vector3 localUp = -gravityDirection;

            // Calculate forward direction relative to the tank
            Gizmos.color = Color.yellow;
            Vector3 forwardDirection = Vector3.Cross(transform.right, gravityDirection).normalized;
            Gizmos.DrawLine(transform.position, transform.position - forwardDirection * 10f);
            Gizmos.DrawSphere(transform.position - forwardDirection * 10f, 0.3f);
        }
    }
gritty raft
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ok.. at this point, i am not sure what is wrong, or what you are trying to accomplish.. you are changing the gizmo yourself

zenith pulsar
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wdym?

I mean.. I'm just using the gizmo cause I drive the tank and it goes sideways

gritty raft
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show your rotations in Blender

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oh, you did

zenith pulsar
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I applied all rotations

gritty raft
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Ok, the Tank front should be facing -Y in blender

zenith pulsar
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I see.. don't really know why but ok.. do you know of an easy way to rotate the entire thing completely? cause some of the meshes have their own origin

gritty raft
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well, i mean, you can always just put it in an Empty in Unity, and rotate the whole thing.. But, for future reference, use -Y forward, then when you go Forward in Unity, it should be correct. it all requires a bit of planning, now that you see that. I'd do a quick test, and forget about the rest of the things. make a Cone or narrow an end of a Rectangle so it points to -Y, then see if that moves to Forward in Unity. (use the info from the video to make sure all else is correct) as far as the individual origins, maybe one of these could help? IDK for sure.. i try to plan from step one, so fixing later is not my area of expertise

zenith pulsar
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I didn't have to do any of that mumbo jumbo in unreal ever so idk.. didn't expect to be needing to translate coordinates here

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but thanks for your help

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the turret is all messed up now but I'm sure I can fix it

gritty raft
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yeah, it takes a minute, but once you learn it, it just is what it is

eager mist
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How do I stretch the material on the face of the object, but so that it does not affect other objects. I need to solve this problem somehow.

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Chat died sadok

sullen plank
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@cursive vector There's no advertising on the server.

simple fractal
#

hello everyone i wanted to reset the position of my mesh and now it looks like this in object mode :

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and like this in edit mode

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its probably because i rotated the hand in object mode rather then in pose mode but how do i fix this ?

grim vapor
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This is more for !blender but you can reset the pose by right clicking and pressing "clear use transforms" in pose mode

lilac edgeBOT
grim vapor
#

You should definitely take this to the blender discord though

orchid prairie
#

hey so I am making a cave and I'm using a poly brush and when I am following this part of the video 1:02 and when I try to smooth it like in the video it doesn't work at all. I have to continually press random spot for it to work. https://www.youtube.com/watch?v=u2Z7KxnmmTc&t=74s&ab_channel=squiddingme2

  1. flip a probuilder cube's normals
  2. extrude it in sections so that we can subdivide it evenly later
  3. smooth and add deformations with polybrush (hold ctrl to carve when using the raise/lower tool)

a better way to line up the UVs for the rock texture would be nice, but when I do it to one section of the cube and then extrude a face, the UVs...

▶ Play video
leaden fox
#

Is there a way to make prefabs show the sprite image attached to them?
Or do they have to be the 3d blue box?

#

I've discovered it's possible! But this happened automatically and I have no idea why. Can anyone please explain why?

tribal pivot
tribal pivot
# eager mist Unity Cubes

definitely use probuilder instead, unity cubes sounds like a pain to build stuff with, and has problems like this.
probuilder is built in, you just have to get it from the package manager

fossil relic
#

Does anyone know why entities don't cast shadows? It's not the fault of their material, as a normal gameobject cube with the same material casts shadows as normal

#

2 gameobjects in this scene, everything else is an entity, can you guess which ones are gameobjects lmao

#

everything has the same material

remote siren
#

is there any good algorithim to downscale higher resolution pixel art to 16x16? 32x32, 64x64, etc

#

nearest neighbor really messes it up

pine pewter
#

Heya, I'm a complete Unity beginner, just looking to use the tool to work with some 2D asset files quickly. I have a set of .asset files, as well as a texture atlas for those assets which I'd like to separate back into individual assets. I've managed to apply the textures to each asset file individually in the engine, but I can't seem to find anything online about exporting each separate asset as a PNG file. is there any chance anybody can point me in the right direction for which tool/process to use, please?

(while i'm asking too, I do have one texture atlas which won't seem to apply because it can't find the corresponding "filename.png 1"? has anybody had that before? I'm assuming the 1 after the png is why it's messing up? I'll try to find the error log in a second)

pine pewter
#

actually, it's probably more efficient for me to ask how to go about constructing things in-engine and doing it that way
the assets and texture atlases I have are parts of a sprite - one 'body' sprite with a blank face, and then several separate sprites for the eye and mouth expressions. I was trying to manually extract each asset so that I have all of the expressions as separate files, rather than as a big atlas, so I could manually attach them in a photo editor, but since these sprites are designed for use in unity I imagine it's probably going to be way easier and more efficient to have the engine automatically align everything for me. I'm just not quite sure how to do that

misty lantern
misty lantern
pine pewter
#

sorry, I don't quite get the question I think
it's a set of visual novel sprites I want to compile for editing

misty lantern
pine pewter
#

Ahh, my mistake then, that makes sense

leaden fox
simple fractal
#

hey i have a question about importing animations to unity. In Blender I have a first person arm and the hands are holding a knife, and since that knife doesnt move much in that hand, i can just import the animation of the arm and then just make the knife a child of that arm in the unity hirarchy, place it in the right position and bam, it works just fine. Now how do approach making a animation where the hand does tricks with the knife ? Since the knife also needs to have its own animation then. Im asking this because i want to be able to pick up and drop weapons. has anybody ever dealt with this / has more experience

heady mulch
dusk quartz
#

mb if this has been asked multiple times but are there any new tools to help with the process of exporting from blender to unity (multiple models in a single file with varied node setup)

eager mist
#

I can't figure out how to solve this problem with the material. How do I stretch the material on this object so that the stretch does not affect other objects?

misty lantern
split juniper
#

you can also make a triplanar or a tiling shader. there are techniques to mask the repetition too

slate yew
#

question: why does my pixelart look messed up in the unity editor

#

the pixel resolution is very wrong

leaden fox
slate yew
#

I did... And i even set the pixel perfect camera and still when ever the player moves his sprite does that thing

zenith pulsar
#

I need some help with critias foliage.. I added it and everything appears to be working somewhat but I can't see the brush so can't paint

#

I'm trying to paint on an object that is not terrain tho I should say

languid shale
#

I need to transfer a house that I made in blender to unity. But everytime I transfer it to Unity the walls have the color of the material, but dont have the texture. In the left image you can see, that the wall and the brick have the same textures, but they show up differently. I made a UV map for it, but it did not help. Can somebody help me?

tribal pivot
tribal pivot
eager mist
tribal pivot
#

he's made multiple ones even

ancient onyx
#

Hey all, my fbx imports looks weird in Unity and I'm not sure why. In blender, it looks as it should.

tribal pivot
#

and does importing the fbx into unity cause any errors or warnings into your console?

ancient onyx
tribal pivot
ancient onyx
tribal pivot
kind hollow
#

Anyone have any clue why the legs are deforming like this in Unity?

#

I've tried every single possible export setting from Blender along with toying with some of the Unity import settings but nothing really changes it

frozen snow
#

Is MeshSync ever getting an update?
Or are there newer better tools?
Maybe Nvidia Omniverse?

safe lagoon
#

Hey, got a Blender<-> Unity workflow question:

Backstory:
I'm making an FPS game, and wanted to separate creating weapon models from the player models, so I made your typical fps POV arms rig, and I've created a test weapon I want those hands to hold. I'm attaching the hands to the correct positions on the gun in Unity Animation rigging, basically telling the hand to go to a specific "Handle_X" bone, and it has some IK so it solves nicely. This worked until I wanted anything more intricate, like reloading. And making a separate hands reloading animation, synchronized with the weapons separate animation, combining that into something whole in unity sounds like a nightmare.

The most obvious solution would be to create entire animations (hands+weapon) inside blender, and just export them baked. I have 2 issues with this however:
I would have to switch entire rigs at runtime in unity, for the appropriate bone structure to exist and animate after switching the held weapon.
Changing anything about the arms rig would mean re-importing it into all animations of all weapons I have, to bake them again and re-import to unity.

So my questions are:
How the hell do you manage this efficiently? Is there a way to "reference and reimport" different exported fbx files into another blender project? So that, as long as the bone structure stays the same the animations will still work?
Is there another workflow allowing you for quick and efficient blender->unity jumping? If so, can you please share it?

Thanks!

misty lantern
#

I guess the simplest way would be to make an arms rig that contains extra bones for gun parts, and then each gun's animation clip "assembles" the gun's moving parts using those bones

safe lagoon
#

Yeah, I'm thinking of doing this the other way that way actually, since in-game the arms rig is gonna parent the guns at some point, so animating with guns in blender, exporting just their bones and hoping unity correctly maps them by name and hierarchy so the anim plays after reparenting the gun under the correct bone is my plan now

#

Or doing some custom whacky stuff to remap them somehow, we'll see. I guess the most work-intensive part is doing any sort of modifications along the way. Is it not a standard practice to "get something going" model and texture wise, rig it ASAP and iterate over it once setup?

#

I'm just starting to dip into this 3d anim world, but that's kind of surprising, so you usually have to pretty much do 100% of modeling, 100% rigging and only then doing animations? But so often you find out that the rig doesnt quite work with the animations you had in mind, so you just kinda start all over again?

#

I hope animators do get paid by the hour then lmao

twin carbon
#

hi i have this problem

#

when i look the flag from other side

#

looks like strips of spaguetti

safe lagoon
#

you have one-sided planes and it correctly renders them from the side their normal points, that's how it looks like at least

twin carbon
#

oh

safe lagoon
#

Look up <editing software of choice> 2-sided planes or something similar, that should get you somewhere

#

unless you also have some shader business applied to it, that's another animal, if it's just a baked cloth animation imported into unity then it's most likely the planes

twin carbon
#

okay

#

i will try that

#

thank you

fluid oak
muted shoal
#

any solution please

gritty raft
#

the last time i asked, i was told "most likely Lighting and Shadow pass", so turning of shadow casting lights should lower that amount, to prove the concept

muted shoal
#

yeah i turned of receive shadows and changed rendering mode

#

when adding materials for some reasons it doubles the polycount

gritty raft
#

maybe reflection layer or transparency calculation? IDK, i thought i saw someone suggest that in a google search one time

muted shoal
#

i see

#

thanks

fluid oak
muted shoal
#

daymn , optimizing scenes is getting hard is it only unity or xd

glossy shore
#

Is it possible to create an animated material purely using Shader Graph? Because I'm trying my damnedest to look up how to do so and everything I can find seems to animate the material using a script which I don't want to do.

grim vapor
#

you can scroll a texture using purely shader graph if thats what you are looking for

glossy shore
last orchid
#

Does anyone know how I can import a .unity3d file into unity?

#

I used an online 3D model builder software, and exporting from that website gives me a .unity3d file

#

I'm trying to get the .obj or something from it

grim vapor
#

did you rip assets from a game? not sure .unity3d files are supposed to be opened

last orchid
#

no its from HeroForge

#

if you purchase the digital download option, it gives you a .unity3d file

glossy shore
#

So I'm successfully able to get the material to blink, but it's not doing it consistently (as in it's clearly spending more time with one color than the other) and I have no idea why this is. How do I make the color transitions more even?
(Forgive the poor framerate. The software I used is kinda weird for some reason)

jolly bison
jolly bison
#

anyway to generate collision model after importing with unity gltfast?

grim vapor
#

use a mesh collider, or use primitives

jolly bison
grim vapor
#

thats what you have to do its not hard to add it to a model, you can also make a script to do it for you but that would be way more work than pressing 1 button

rapid wren
#

Hi, not sure if this is the right place to ask, apologies if not. I am struggling hugely to import FBX from blender into unity and apply textures to it. I have read dozens of results from google and watched loads f videos, does anyone know of a good beginner help page or video for this?

tribal pivot
rapid wren
# tribal pivot which part are you struggling with? the UVs?

thanks for getting back to me... i did manage to get it working one one model following a tutorial i found, had a break, trying now on a second model and i can't replicate what i did before haha, gonna have another break, clear head and restart secodn model from scratch

peak chasm
#

How can i achieve this kind a look in unity with 3d? Do you guys know what to do? Is there any suggestion?

sullen plank
#

Lookup Cel shading

hoary kindle
#

And outline shaders

outer halo
#

FlatKit on the asset store can do something like this.

woven temple
#

Hello guys ! I am working on my game. And I am learning to draw. Like character and top down environment.

But I am stalling.
Someone can help me ?
I am on Krita. I don’t do great line and I don’t know to make a no pixel art top down object without having weird blurred lines hahahah …

lime pollen
fluid oak
split juniper
#

Hi there! I am preparing myself to transfer alembic hair to Unity, to be skinned on a mesh. Is there any maximum vertices of data that should be taken into consideration?

old steppe
#

do u guys know why my 2d sprite look so bad. the texture is 4096*4096 , sprite size is 100 pixel

#

this is how it look in scene vs in source image

lime pollen
misty lantern
#

The alternative is to enable mipmap generation and bilinear or trilinear filtering

#

Trilinear is the better quality one, and increasing aniso level should help also

#

But due to limitations of mipmaps, you'll only get the sharpest image when scaling it down by halves so that you're looking at the mip levels at their native resolution

split juniper
ancient onyx
dusty nymph
#

Hello! My Sprite Cuts itself in gamemode when colliding with a wall. Its not broken in scene mode tough. Pls Help me out!

meager sonnet
#

when porting models from blender to unity, do you generally try to keep the models to scale as what they'd be in the actual game, do you export it at a different scale to what you intend it to be in game, or do you simply design it in a way thats most convenient and when you port it to unity, you resize it to the preferred size?

grim vapor
meager sonnet
#

thanks
i was a bit unsure on how to go about it

misty lantern
quaint jetty
#

my few cents, i generally design it like the way i need it (same scale), but adjust in unity afterwards

#

Just need to be careful with animations, the directions are different in blender

misty lantern
#

No really point in creating scale inconsistencies between files

#

FBX export process may confuse the scale, usually rescaling by factor of 100 or 0.01
But that's only an issue with export settings, not a difference in units between programs, and can be fixed with correct export procedures (or scripts that handle them for you)

grim vapor
#

ah thats why it does that, I use FBX exporting which is why my models are either way to big or way to small

#

sorry for the confusion

misty lantern
grim vapor
pastel holly
#

hey, im a beginner, how can i switch the view of the scene ? im stuck like this :

#

i may have pressed a shortcut but idk wich

fallen dove
#

Click on Iso in the top right XYZ gizmo

humble lynx
#

Yo guys, i want to have hundreds of robots running around in my game (with lods, and animations managed by the unity mechanim humanoid animations)

Should i have 3 akinned mesh renderees for my 3 lod levels, or should i have 3 meshes for each limb on the robot, and then use gpu instancing, and the the srp gpu resident drawer and srp batching, on the my model?
I really need to dqueeze all the performance i can out of this, and skinned meshes arent doing well, so i thought indivitual meshes for each robots limb could work

#

Tldr:
Should i use 3 lod skinned meshes with my animator, or 3 normal mesh renderers for each limb, with my animator?

fallen dove
humble lynx
#

And im not sure if that impacts performance

#

I am using gpu instancing on the material tho so maybe not? Because they will all be rendered in a single batch

hexed lily
#

Sorry if this is the wrong place, but I am trying to make sprites and import them with aseprite importer, but whenever I do.. theyre not centered in their frame. Is there anything i can do to fix this because its really messing with my particle systems and I dont know what to do about it...

#

Any help would be greatly appreciated!!!!

snow glen
hexed lily
#

Not really but it makes it super easy for my animations and stuff

#

I did find a workaround though

misty lantern
#

Otherwise it uses them like 3D materials ignoring any slice and pivot information

versed slate
#

how do I make my monitor in this scene produce light on the environment around it?

#

or just look more glowy overall

#

here it is slightly better but without the image,

lusty beacon
#

and also bloom

#

although it's a bit different depending on the pipeline, so google it according to your render pipeline if you can't find it

#

Anyway guys, why does anisotropic filtering not work for my textures? Does it not work with heightmaps or what?

gritty raft
#

today i rediscovered that Blender NLA tracks that are Blendshape Animations do not export to Unity. WTH BLender.

fallen dove
#

Since there’s no “export to unity” in blender, what are you exporting to?

#

Are you sure it’s being included in the export correctly

gritty raft
#

If it is a single Scene Animation with Blendshapes, it is fine. the issue comes in with Action Editor/NLA which would have made multiple animations easier. so now, i have to export each individually, and then remove the FBX from Unity later

fallen dove
#

interesting.. i don't do any blendshapes in Blender. Does it affect all export formats?

#

I wonder if it would be different in USD

gritty raft
#

i am not sure about usd or gtlf as i never really spent the time to get those working properly in Unity (Blender is slightly behind on those Export formats last time i checked. for plugin reasons, i am limited to Blender 3.6.x) But i am pretty sure it is a Blender side issue with the way NLA considers what is Animation data, and what is not. it prefers Armature data, so you Can set up Drivers based on Bones to be able to use NLA with Blendshapes, but that is so redundant it gives me a headache just considering that workflow

fallen dove
#

i hate the idea of being stuck to specific DCC versions

gritty raft
#

indeed

snow glen
fallen dove
snow glen
#

God I wish they just said "This is no longer supported new version here"

hot anvil
#

But again, I'd have to test it again

#

Idk if I managed to document all the export and import settings

snow glen
hot anvil
#

Wait yea ur right I'm on urp

#

Ur talking about usd

#

Albeit isn't urp supported by usd?

gritty raft
hot anvil
#

so just blendshapes themselves are an issue if manually keyed

gritty raft
#

When put in NLA yes. they can be exported fine one at a time as a Scene animation

hot anvil
orchid prairie
#

Hey so when making a arms and hands in blender and when importing it to unity should it be a humanoid? I tried to make it humanoid and it doesnt work just errors

winged obsidian
#

When you import a model as a Humanoid, Unity expects to find an entire humanoid skeleton

#

hips, spine, chest, neck, head, plus arms and legs

#

You could definitely make a full human skeleton (and then only have meshes for the arms and hands)

lusty beacon
#

why might my anisotropic filtering not work on textures?

#

makes no difference on biliniar, triliniar, 1 or 0 or 8 with the anisotropic mult

#

and it's forced on in the settings

#

does it not work with heightmaps or something?

elder inlet
#

Hey so i have this model im trying to import into unity but the body texture is showing up weird, the eyes and hair textures show up fine
this happened on a past avatar i was working on and never ended up finding a fix, anyone know how to fix this??
vvv Blender vs Unity comparison vvv

I ENDED UP FIXING IT SO NVM LOL

lusty beacon
misty lantern
#

Anisotropic filtering smooths out the transitions at sharp viewing angles, which rarely becomes relevant up close

#

Or rather rarely is noticeable in that situation, though it technically happens

lusty beacon
#

Yeah ok so I got that straight

#

So, the only way to have a higher quality looking texture up close at angle is to simply use a higher res texture

lusty beacon
#

Does anisotropic filtering not have anything to do with mipmaps then? If you're looking at something very close at an extreme angle, does it "work"?

misty lantern
lusty beacon
#

Does nothing to close textures

sullen plank
cedar goblet
fathom flint
#

hey, so what is the most efficient way to create materials for multiple base textures and apply them to their respective meshes? for example, if I have a scene with 50 different meshes that use 20 base textures (with 2-3 meshes sharing one base texture), what would be the best method to import and apply these materials to the meshes from blender?

hazy citrus
#

my models are always on this level of quality

How can I make them look more gameready and finished?

I dont know how to add detail really

misty lantern
misty lantern
#

But it's possible I misunderstand what you mean by "sharing textures"
At the end of the day you can just make a new texture, make a new material for that texture and assign to any mesh

shy quarry
#

Hi I'm very new to Unity and am curious if there's any way at all to bring my roughness map into Unity as gloss map from my .Blend. The project has 100s of materials but the material I have to use in Unity only uses Gloss map, Basically I need the material in Unity to pull the Roughness map from the .Blend I import and put it in the gloss map instead of me having to import them manually 1 by 1. My normal and diffuse carry over jsut fine. Please help <3 this is killing me

misty lantern
shy quarry
#

I fix all my textures in photoshop quickly the issue is getting the material in unity to place my roughness into the gloss on import. Sadly I'm on Unity 2019

misty lantern
#

By default only the render pipeline's default materials can be created automatically
But assets of any kind including materials can be created via editor scripts if it seems worth the effort to automate it

shy quarry
#

I have 0 clue how to work any of that or write scripts :C

misty lantern
#

No, nothing to do with that
If the issue appears in motion it's a camera issue

#

Stay in the relevant channel
I already saw your video there but I could not see any jitter in it

cerulean crater
#

Is there any decent workflow setup that artists can work on a duplicated scene from production scene

#

Then i can copy back what changes

#

Im facing the issue that when artists commit the change, i cannot apply all the changes, something always misses here and there

#

And due to the fact that they duplicate the scene tp work on, sometimes the script setup on that scene is broken

#

That means i cant also merge the change easily

misty lantern
cerulean crater
#

sometimes artist might make a mistake that breaks a reference with new assets

#

that means when it merges, i need to fix a lot of stuff

queen parrot
#

Whenever I try to get this asset into my game this happens, then when I do everything it brings me back to the same place I started does anyone know what to do

#

Do I have to do more then click yes

misty lantern
cold sundial
#

Hi all! I'm making a quick guide for students making their first character in Blender - I have some notes on best practices when it comes to creating character reference turnarounds, if anyone has any experience/advice please do share! I am a coding specialist so I imagine I have probably missed some info/ industry standards. Would really appreciate it ❤️

grim vapor
#

I would ask this in the !blender server, as this more related to 3D modeling

lilac edgeBOT
dawn siren
shy quarry
#

I'm new to unity and I have a few questions that have been siphoning my mental ability to work with the engine. For context I'm using unity 2019.4.39f1 peronal dx11 and am using it to make mods for Escape from Tarkov.

Question 1
The shader I'm supposed to work with for the game I'm modding is called Bumped Specular SMap which uses Gloss instead of Roughness and Specular inside the alpha of the Diffuse. The models I work with have up to 60+ materials with unique textures so setting them up one-by-one and manually in Unity takes up so much time, because I'm working with the Bumped Specular SMap using Gloss, when I place my .blend file into unity and extract the materials, the SMap shader retains my Diffuse/Specular and my Normal but not my Roughness in the Gloss map of the shader. Is there any way at all to get it to retain the roughness and place it into the Glossmap instead of doing it manually?

Question 2
I cannot for the life of me get my materials looking right, I don't understand it at all. I know it's something to do with how the game uses specular/gloss instead of rough/metal but there has to me something I can do to make it look how it does in blender. There's 0 extra shader setup going on in-blender as I've already "fixed" my textures so they're ready to be thrown in-game and in unity but it so rarely looks how I want it to. I'll provide examples below. Also is there a way to fix backface culling on it? I'm guessing the bright white issue is because the specular map is perfectly reflective so it's just reflecting 100% of whatever my relfection color is set to (grey in the images). If I turn specular to 0 or reflection color to black then it's too dark in-game.

misty lantern
shy quarry
#

either way I appreciate any info

chilly citrus
#

Anyone knows why the skinned mesh renderer doesnt get the bones array properly when instantiated on runtime? Any solution?

The goal is to change a mesh from a skinned mesh from another

echo ivy
#

Hey all,
My general question is, it is better to optimize on draw call or polycount ? Target platforms are PC, mobile and webgl.
For more details, I have an environment which uses single atlas (The atlas is made of so many colors and gradients like a palette). Also our buildings are using that atlas. So for example we have a floor for one the buildings which contains of 20 planks.
It is better to change the floor to single mesh with its own textures which contains wood and plank details or keep 20 meshes (planks) which uses atlas texture and same material like other modules in the environment ?

acoustic gull
#

i want to import assets from fab, specifically the megascans ones. however it's a ton of work to import each model sepperatly, and each model pack has each model and texture seperatly, aka i need to make each material seperatly.

is there a way to speed this up/simplify it?

#

the one i'm trying to import is the 'unfinished building' pack.

acoustic gull
fallen dove
#

or write some kind of custom asset processing script in Unity

acoustic gull
#

I'll take a look at this tomorrow, Thank you

weary linden
#

Hello, I'm pretty new to Unity and really need some help/advice please! 🙂 I have been having issues with shading when applying materials. I am using a trimsheet to texture a small scene in version 2022.3.35f1 using URP.

If I export the models with the materials applied from blender it looks ok but if I assign the material created in Unity then things look very bad. Pic1 is the scene with the materials applied from Blender and Pic2 is with the Unity material assigned help would be very much appreciated!

obtuse oyster
misty lantern
obtuse oyster
#

There should be warnings on the materials if that's not the case

weary linden
#

I have looked at the normals in blender and done recalculate outside. The normal map is set to Normal map and I have flipped the green channel to see if there was a difference but no luck. Maybe I'm missing something though

misty lantern
#

If it's the same mesh in both images but with different materials, the issue probably isn't with the mesh normals
I'd prefer to see the texture itself and the properties of the custom material, and optionally the embedded material since it seems to work

#

The tiny thumbnail kind of looks like green should inverted but a bit hard to tell

weary linden
#

I've got screenshots of all the textures used and their inspector settings. The embedded is only using base coulor and normal and the packed texture is AO/Rough/Metal in the RGB. There is no additional setup with the embedded texture in blender it was just thrown on for the unwrap

#

Even if I remove the packed texture from the material and have just base colour and normal just like the embedded I still get the shading issue

obtuse oyster
weary linden
#

THANK YOU!!!!

#

Really appreciate the help guys, you are brilliant 🙂

pastel peak
gritty raft
gritty raft
#

@tawny oriole you can probably ensure you are downloading the Unity format. you may have to set up materials manually. You'll need to go through the Essentials pathway, and at least some of the Creative Core Pathway to get going. they're are on the !learn site

lilac edgeBOT
#

:teacher: Unity Learn ↗

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

tawny oriole
#

okay ill try that thanks

#

wait it literally has an fbx for unity option lol im gonna try that

gritty raft
tawny oriole
#

yeah i chose fpx binary instead accidentally but u were right

gritty raft
#

Cool deal, now i know for sure for the future that that format does bring the Textures/Materials as well

tawny oriole
#

it looks identical to the fpx binary file

#

also no texture/material

gritty raft
#

well shoot. hmm, if i can recall my mixamo password, i will test to see what is going on

gritty raft
#

Click Extract Textures and Apply

tawny oriole
#

i did that but it shot an error at me so im reimporting the character real quick

gritty raft
#

Probably has to do with Built in Render Pipeline VS URP

tawny oriole
#

which one is it automatically assigning to? unity for me is using URP atm

gritty raft
#

URP

tawny oriole
#

goodness golly gracious it worked

#

i selected the wrong folder to extract textures to lol

turbid plume
#

What's a good place to start with learning how to use quads or something else to build levels out of flat planes with sprites for textures? I'm looking to do something similar to Duke Nukem 3D.

turbid plume
grim vapor
#

why would you want sprites for textures? just use planes to make levels with probuilder or something along those lines then texture them accordingly using materials

#

if you want to go a step further you can export probuilder models to blender and UVunwrap them to make them even better

turbid plume
#

In Duke Nukem for example there was a lot of math done to actually project these quads with sprites onto the screen but as I understand I should be able to avoid a lot of that side of the work through just using Unitys actual 3D system and maybe billboards.

grim vapor
#

use planes to make the level as they are quads then use sprites or billboards and face them to the player as enemies and such

#

probuilder would be good for this

turbid plume
#

I assume I can still apply sprites to the individual faces?

grim vapor
#

you can add materials to each wall and use a image as a source I believe, albeit to make Duke Nukem style graphics the image will have to be low quality

#

I haven't worked with sprites much but I believe they are just flat images

turbid plume
#

Finally found the sprite section in the docs for ProBuilder and like you said it looks like this is perfect for what I'm trying to do. Thank you so much!

dawn siren
#

Hey mates, I saw this Windblown new game and I really liked it's art style (how it look and feels while playing), does anybody know any of the techniques employed to look like it? I'd like to know more about it 🙂

quaint jetty
#

Cartoon textures and a cartoon shader

#

Its mostly the textures and shader feel to make it look like that

cold musk
#

How can i change UV position to swap out face plate textures? i want to be able to switch out textures to move the eyes and stuff

outer halo
#

You need to seperate it from the rest of the texture, create a different one that contains the eyes and use a different material for those faces on the mesh.

fluid oak
#

That won't be perfectly accurate for build engine but it at least gives an idea.

turbid plume
# fluid oak https://github.com/Xitog/raycasting

Im a bit confused as to what you're saying here because sprites were also used for the levels. We have entire sprites sheets for every level. Are you talking about how the world is displayed? As I understand the geometry loads in one vertical line of pixels at a time after calculating the angle it should show you the sprite.

#

I've recently seen a video breaking down this process and if I can remember which one it was I'll link it.

fluid oak
#

Point is that the actual map is just lines with top and bottom heights. I dunno the degree that you actually want to simulate the look compared to just having similar level geometry

turbid plume
#

oh tbh I wouldnt mind avoiding the limitations of Build since they had to hack together certain parts of it due to 3D limitations.

#

As i understand I can do something similar to the way they built the levels by using planes + probuilder

fluid oak
#

Or just extrude shapes and texture them.

#

Usung a bunch of separate planes will probably be a pain to manage.

cold musk
#

what could be causing this? the mouth and eyes are seperate textures. they are very small but it has the point filter and no compression

fervent frigate
#

Having issues with sprites looking very bad in game, I know that the small details need to go, but could the brush texture itself be causing issues

violet kraken
#

hey guys i'm new to making 3d asset for game and i have some questions like if i made a door and if i want to animate let's say the handle moving and the door opening should the handle and the door be the same mesh or a seperated ?

regal jacinth
#

guys, does anyone know how to add megascans to the scene now? They removed the ability to directly export to a Unity project from Bridge because they "have a new home"

woven comet
violet kraken
woven comet
violet kraken
#

i see, maybe i just need to look at animation and i will understand everything

#

thanks for your help

woven comet
#

no problem. it is possible to also just animate the mesh objects themselves without joints and export it into unity, but it is not my preferred way to do it.

#

^it works well for simple animations like a door though

violet kraken
#

yeah that's what i thought like if it's really easy why not try to make it work without going back to separate my 3D model but i will just keep this in mind for the future

woven comet
#

you will need to separate the door handle if you want it to move

#

as long as you export the two objects together in the same fbx, they can remain separate meshes but they will still be the same object

#

you can make the handle mesh a child of the door mesh so it will move together

#

you can move the pivot points of the mesh objects to more easily animate them

violet kraken
#

ah yes i see okay thank will look into that

violet kraken
#

new question let's say i want to make a window what should i do in blender like leave the glass "open" or give it a face and then i can apply a material on it to make it transparent ? like what the method

regal jacinth
#

how to use Quixel Bridge in the new FAB Era? My Bridge does not allow to download the items

hoary kindle
random osprey
#

Hey, I'm looking for a scale fbx of a model character to make sure the size of my game is correct.

swift estuary
random osprey
#

This guys I think

swift estuary
random osprey
#

I wanna make sure my rooms are to scale.

#

Ok thank you I will check this out now

#

dang it needs me to sign in lol

swift estuary
#

the default unity cube is 1x1x1 meter though

#

and the default capsule is 2 meters tall

#

you can use those to check your stuff

random osprey
#

Also can I port that guy to say blender so I can build in blender then port to untiy

swift estuary
#

send you it? no, get it from the store

#

and yeah sure you can open the model in blender if you want

obtuse pilot
#

is it possible to have obj models not automatically create an empty parent?

#

i know its useful for rigged models or models with multiple parts, but all of mine are just single part models. i dont need the parent

unreal plover
#

I don't know if this is the channel or not. Hi. I have a problem with exporting from a 3d program to importing to Unity: Not all textures are transferred to Unity. There are no procedural textures in the 3d program (Blender) (I took the textures from the Internet). Everything shows fine in Blender, but after importing to Unity, some of the textures simply do not show and are not imported. I tried to find a solution to the problem on the Internet, but nothing worked.

misty lantern
#

Unity uses inverted roughness as smoothness so you'll have to swizzle that on import anyway

unreal plover
misty lantern
signal osprey
#

I recently updated to Unity 6 (6000.0.23f1), but whenever I try to bake lighting now, sometimes it works fine and sometimes it gets stuck halfway through the light baking (with the exact same baking settings) and if I try to cancel it, I get a pop-up message that just keeps loading forever. Does anyone know why this is happening?

obtuse oyster
#

Upgrade to 24f (or whatever is latest)

#

@signal osprey

signal osprey
#

Did they make changes to the lighting in that version?

#

I am now also struggling with the fact that everytime I bake my lighting with these settings, everything looks really grainy, but if I up any of the lighting setttings, it takes incredibely long to bake

signal osprey
#

Even when I make the direct, indirect and lightmap resolution alot higher, it still gives me the exact same grainy result

tribal pivot
#

unless you have a very good pc

north vessel
#

where can I find free models online

#

I just need pool cues, balls and a table

signal osprey
#

I already tried increasing the lightmap size in the mesh, the mesh import settings and adding a filter in the light baking settings, but nothing gets rid of the grainy result after baking

misty lantern
#

But I'd go through all the chapters that look relevant

signal osprey
red grail
#

Idk if this is visible in the image but my pixel art is like not like 'pixel art', some pixels are different sizes and its overall blurry, here are my settings

#

let me know how to fix it, thanks for the help guys

#

for reference, aseprite vs unity, you can tell the unity one is way more blurry

obtuse oyster
signal osprey
# misty lantern Noise is not necessarily sample or size related <https://discussions.unity.com/t...

I've read through this entire page and tried everything that I thought might be relevant to my issue, but nothing helped. No mattter what change I make, whether it's in the mesh settings, lightmap mesh settings, lighting settings or anything else does not seem to change my baked lighting in any way. The only way I've found to get rid of the grain is to add a mixed light, but I really need baked lighting in this scene

#

Do you have any more suggestions?

#

I keep getting a result like the first picture, even though the mesh looks like this (2nd picture) without baked lighting

misty lantern
# signal osprey Do you have any more suggestions?

There's always some noise in baked lightmaps, and it becomes more apparent when the surface has little texture to conceal it
What I might do is try to produce an accurate as possible test bake in a new project using the latest LTS editor, with default cubes and default bake settings to start with

#

That might rule out any weirdness snuck into your settings, internal project files or your current editor version

#

Worth to note that different light sources generate different levels of noise
Bounce lighting, environmental lighting, area lights and emissive materials can stretch samples thin, so it's worth comparing those to direct and punctual light sources

signal osprey
#

Im trying to set it up in a completely new scene now with default settings, but it seems to be giving me a similar result. A lot of noise and I completely lose the details in my textures.

#

(Still playing around with that a bit at the moment though)

misty lantern
signal osprey
signal osprey
misty lantern
#

Especially not ways that would introduce noise
Usually they just multiply by it

signal osprey
#

That looks like this

#

But as you can see, the difference between my material and a white material is quite big

misty lantern
#

Maybe it is the autodesk shader being problematic
I'd try your render pipeline's own Lit shader instead

signal osprey
#

That one is applied on the left image

#

I already switched to that to ensure that wasnt causing issues ;/

#

This is what it looks like when adding a mixed light in the scene. As you can see the chair texture looks a lot different

shadow fern
#

I need help importing materials from blender to unity, I have a huge map with at least a hundred materials and I've never even ported materials to unity. Is there any way I can port them all over (without dying in the process)?

grim vapor
#

UV unwrap your model(s) and import them with 1 texture which should be on a material

fallen dove
#

USD workflow may do the trick

#

Experimental though

shadow fern
#

:(

fallen dove
#

Using what importer in unity?

shadow fern
#

so the experimental one

fallen dove
#

Because this one is now pre-release

#

Yeah new one is com.unity.importer.usd

#

I had no issues exporting most objects from an Unreal 5.4 scene and importing to unity. Pretty sure I’ve done same from Blender 4.2

shadow fern
#

I'll try exporting the map again in blender with textures and everything in usdc and import it with that new package in a test project

#

huh

fallen dove
#

Unity 2023+?

shadow fern
#

2022, vrchat forces it

grim vapor
grim vapor
#

200+ models? if they are not supposed to move just combine them in blender then unwrap them

#

if they are all supposed to move or be interactable in some way, afaik you are out of luck and have to do it manually

eager mist
#

does anyone have any knowledge ambientcg?

hoary kindle
#

@eager mist AmbientCG sure is a website many of us have used at some point but that's not really an information you likely needed so you could've just asked about the actual problem you faced assuming you did.

eager mist
hoary kindle
eager mist
#

and i'm using URP Simple Lit for all materials

hoary kindle
# eager mist its provided as a seperate texture, black and white color

You would have to combine the color texture with the alpha into one texture if you wanted to use the standard shader. You can do that in image manipulation of your choise or a texture channel packer extension made by someone else (asset store or elsewhere), I have used one of the free options myself but don’t remember which one

eager mist
hoary kindle
eager mist
#

i used the Select from Color Range feature

upbeat ferry
#

How hard is it to make humanoid models? For a solo dev?

fallen dove
#

Depends how much money you want to spend. For a few hundred dollars, you can make your own AAA quality models fully rigged. For a little less, you can do them in Blender - not quite AAA but still good. Then there are likely some close to free options out there.

upbeat ferry
fallen dove
upbeat ferry
#

its not completely realistic, but it is sorta

north vessel
#

how can I get textures to repeat

#

nvm did it

tribal pivot
upbeat ferry
#

I thought you meant I HAD to hire people

tribal pivot
north vessel
#

where can i get free 3d models

tribal pivot
raw hawk
#

Does anyone know how to create a Rim light like ( red arrow) in the picture for 2D Sprite in a 3D environment URP? I currently only have shadow and normal( Third Image) but I want the rim effect for the sprite too. Or maybe some article or shader... I have the rim image with only black and white but don't know how to use them together...

misty lantern
#

As long as your secondary textures are correctly named, the lighting can utilize them

raw hawk
misty lantern
#

All 2D lighting components do

raw hawk
misty lantern
#

They can't "act together"

raw hawk
#

yeah, that's why I'm trying different ways using shader just to make use of the rim texture black and white to combine it with the one I already have above... and also re-acting with light too... But I'm dumb in Shader so it would take long time...

misty lantern
raw hawk
#

yes I'm doing 3D with 2D sprite so I would stick to 3D Universal Renderer

misty lantern
#

2D renderer supports 3D meshes, but not the Lit shader
3D renderer supports sprites, but not 2D lighting

#

The choice is not obvious

raw hawk
misty lantern
raw hawk
#

yeah

thorny pike
#

Hey guys
Any chance somebody could give an advice on handling "tile" assets to avoid gaps?
I figured problem is that tiles are snapped to 1.2 units, which is non-exact for fp32. Scaling to 1.25 fixes it (i think) but it does seem limiting. So... is there a way to have constructors without strictly following power of 2 sizes?

misty lantern
#

None of them perfect solutions but is a perfect one necessary

thorny pike
#

Thank u ^^

misty lantern
#

I'd add the buffers to extend down/away in a 90 degree angle from the surface, like a lip
The only drawback is that those vertices might add up

#

But might not

thorny pike
misty lantern
thorny pike
misty lantern
#

If you want to keep the transforms tidy, the walls could be extended by that distance at the mesh level

#

Or even just as an import scale factor

signal osprey
#

Does anyone know why shadows like this appear underneath some of the objects in my scene. For basically everything, my shadows look completely fine, but there are a few objects that have shadows that look like this

fluid oak
misty lantern
fluid oak
#

Even their example projects needed to extend it.

slim vine
#

Hello, I was looking at the Time Ghost demo project character and noticed they used a Skin Attachment Mesh script to have the eyelashes and tear ducts follow the blendshapes used on the head
I’ve been trying to use it for my own character but can’t figure it out, when adding the eyelashes they constantly get put on the root bone when I click bake And I can’t find much about how to use this online

Can anyone perhaps explain how to use the Skin Attachment Mesh script or maybe have a tutorial or something?

fast tinsel
tranquil palm
#

Did you assign the texture to a material, and the material to the model?

#

Also, Does your whole mesh only have one material?

tranquil palm
#

you don't assign textures to models

#

you assing textures to materials, and materials are assigned to models

fast tinsel
tranquil palm
#

that's an unity-side issue

fast tinsel
#

wait i think i did assign it correctly?

#

is thuis rright

tranquil palm
#

yeah

fast tinsel
#

its a material

tranquil palm
#

looks to be assigned corretly

#

so we go to the next probable problem

#

it's in the wrong UV channel

fast tinsel
#

oh ok how do i fix tghat

#

the model does have 3 seperate texture photo thingys so maybe is that a reason

#

tyhe horns, model, and hair are all supposed to have diffrent textures, but the entire model is joined

misty lantern
#

Chances are you have more than one material slot after all

tranquil palm
#

Alright, so that means it's taking two materials

#

assign each texture to one material and switch them around until the model looks good enough

fast tinsel
tribal pivot
sudden lion
#

Hey, I’m encountering an issue when importing a blender model into unity. my model in blender has around 500,000 vertices, but once I import it into unity, the vertex count jumps drastically (around 27 million)

vapid scroll
#

When making the rooms/stages for a metroidvania, should i block in the level with basic boxes then build onto it with decorations?

grim vapor
#

usually people greybox then when it plays right they add decorations, baked lighting, etc

fast tinsel
#

like show a photo or something

misty lantern
#

The earlier screenshot to me indicates that either the geometry we're seeing is not actually using the assigned material, or the first UV channel has all the vertices in the same spot which may happen if you've unwrapped it to one of the other UV channels instead

misty lantern
#

Additionally when rendered in scene, each light and shadow casting pass renders the mesh wholly again (in forward rendering path), multiplying the vertex count

fluid oak
#

Unity's vertex count is generally a closer reflection of how the GPU sees it, while blender's is more from a modeling perspective.

bold hare
#

Does any one has suggestion for a high qaulity trees asset for HDRP and it gotta be optimised too

strong ibex
#

are there any tools to simulate the way sprite atlas packs sprites ?

im trying to create an automation sprite atlas generation tool that are assigning to atlas evenly to make sure the size content in each atlas are about the same.

wide yew
#

has anybody used the asset FEEL for creating extra game feel.

#

i wanna create a effect where i stretch my ball while it is moving

misty lantern
eager mist
#

is there a trick to create a normal map from a texture?

viral barn
#

Whats a good image format to export textures to? I've been using jpegs and pngs for years but somehow it only occured to me now that that's probably an awful idea

misty lantern
viral barn
#

yeah jpeg I sort of figured was really bad, just wasn't sure how small png file sizes were. ig it gets compressed in the build anyways but doesn't hurt to keep your source small

misty lantern
#

Maybe those programs just don't tend to compress tga

#

Whether the compression is lighter or not there at all, in my experience big TGAs are quicker to decode for previewing and import compared to PNGs

tribal pivot
tribal pivot
fast tinsel
tribal pivot
fast tinsel
tribal pivot
fast tinsel
#

Onw moment lemme get on my computer

tribal pivot
fast tinsel
#

wait leme figure this out

#

should i like idk redownload the blender file or somethinfg

tribal pivot
fast tinsel
fast tinsel
tribal pivot
#

!learn has good tutorials if you want to

lilac edgeBOT
#

:teacher: Unity Learn ↗

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

fast tinsel
#

ok i got it

#

not the materials showing tho

fast tinsel
tribal pivot
fast tinsel
tribal pivot
# fast tinsel

can you show that third material inside unity? click on it and open up its inspector

fast tinsel
#

im sorry my com,puters beingf so slow

tribal pivot
# fast tinsel

is that the same as the material named Meulin in blender? doesnt look like it

fast tinsel
#

oh no

#

one sec

fast tinsel
#

i just realized i went to that little arrow and saw a bunch of stuff idk how to explain it ill take a screenshot

#

could thuis have something to do with it

tribal pivot
fast tinsel
fast tinsel
#

cus when i click it in the inspector it onlym says configure avatar and it wont let me drag stuff to it

#

ok

tribal pivot
fast tinsel
#

the materials are differenbt im so confused now

#

u have to click it in thing below i can take a screnshot rq

#

wdym

grim vapor
#

you would UV unwrap them in blender and export the texture from the correct UV channel into unity

fast tinsel
#

go into texture paint rq to make sure theyre not there

#

top tab

#

texture paint

#

o what the flip

grim vapor
fast tinsel
#

do u already have a material made that u can import or are you going to make a whole new one

#

idk i would probably go to materials, click yellow circle, image texture, then import a photo but if ur model doesnt have that wrap thjingy yer

#

oh

#

u do have the wrap thingy

grim vapor
#

that is the unwrap of the model

tribal pivot
# fast tinsel

its still the wrong thing, did you try clicking on everything and seeing where it is? or just look up a tutorial on how to import blender models properly with textures because for me the textures automatically work without having to do anything

fast tinsel
grim vapor
#

how do you do what? Unwrap it? export the materals?

#

well your model is already unwrapped it seems, what it your viewport shading on? it should be on "shaded"

#

so you can see your model's materials with not lighting in place

#

and to export it you just export the texture (should be a image) and model into unity and add the texture onto a material which is on the model

#

your main windows seems to be in the shading layout

#

put it back to layout

#

do you have the actual texture imported into blender?

#

works now?

#

select your model

#

then go to the matierals tab

#

which is near the checkboard near the bottom

#

did mixamo give you an image texture?

#

make a new material and under base color on that new material select "image texture" and select the browse image icon on the left of the "new" button then select your image if you have it which you should from here #🔀┃art-asset-workflow message

#

yes select the yellow circle

#

you did it correctly, I just now noticed your last material had a image on it already 😅

#

you would export the model as an FBX or OBJ and export the image from the model then just put them into unity

#

this is in the image editor

#

you just select your image and save it to your desktop

proud coyote
#

hey, any way to import a GLTF with rig to create an Avatar? Or maybe the best way to go about it? I’ve tried converting the GLTF character to FBX through Blender, but it always messes up the animations or bones.

#

far as I've researched, no plugin/addon is capable of doing this, is that correct yet?

fluid oak
#

I've not had any difficulty using gltf, except that it needed a third party package

proud coyote
#

I would like a plugin that has the function to create avatar in gltf

fluid oak
#

No idea if one exists but you can write an asset processor script to handle that

eager mist
#

hi, what's a good way to deal with a bunch of line renderers?

hoary kindle
eager mist
#

bullets that use raycasts though now that I honestly think about it I could probably just Emit() from a particle system

#

and the bullets are alot

#

the game is focused on a lotta projectiles and bullets

#

I'd like to know my options besides particles for the bullets at least

fluid oak
#

Well, if you know how many you need, you could use a ring array of line renderers.

ruby scroll
#

is there a way to not break my prefab when modifying my 3d model and export to fbx file using blender? seems that any changes in number of vertices like subdividing the mesh tends to break the prefab

fluid oak
#

Break it in what way?

ruby scroll
#

Like this, this is after I subdivide her hair

#

this is before subdivision

#

the clothing is unaffected as it's on different mesh

fluid oak
#

Did you try reloading the scene?

eager mist
#

hi

sullen plank
eager mist
#

why does my floor has no texture?

sullen plank
eager mist
#

I was adviced to go to this channel

sullen plank
eager mist
#

scroll up messages

#

this channel is full of blender questions

broken mango
#

Anyone know if you can use unity asset store assets in unreal or other game engines?

sullen plank
sullen plank
grim vapor
#

to add on I believe Unreal sells unity assets as well