#🔀┃art-asset-workflow

1 messages · Page 22 of 1

misty jolt
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why would changing the pixels per unit field in the svg importer break the way the sprite looks?
is it because "experimental package"?

misty lantern
misty lantern
# misty jolt at 100 vs at 1

I would guess you also have to reduce Tessellation Step Distance to compensate for the different scale
Or at least the scale should be different with such a big difference in PPU
But it could also be a bug

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The advanced tessellation settings may also help

misty jolt
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uhhhhhh i think its better if i use regular sprites instead maybe

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which leads me to my other question, how do the units of measurement even work?

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nvm i think i got it

misty lantern
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Going too small or big away from that scale can cause issues and makes the physics weird

next furnace
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no im not going to sell a game im trying to learn game making with unity and a map is nice?

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not decompiling problems...... i downloaded this map from a website with the model file and its textures

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holy shit the amount of assumptions and conclusions the people on this community jump to is actually insane

misty lantern
grim vapor
misty lantern
fluid oak
mint rune
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Hey all, I bet this is pretty dumb but I've looked at a few tutorials. I have a 1x1x1 cube in blender (it's scale is 1x1x1), unit scale is set to 1 meter, FBX export scale set to 1.0, Apply Scalings: FBX All, Apply Transform is checked. When I import it in the import settings scale is 1 but when I put the mesh into my scene it's 100x the scale. What am I missing here?

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I unchecked convert units in unity import settings for the cube, now it's 2x2x2

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So.. almost there

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So reimport didn't work for some reason, I had to delete it, re-import it, disable convert units and then it was fine

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What a pain

misty lantern
misty lantern
mint rune
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@misty lantern I got it working. I'll look into a custom script, that's a good idea.

grim flame
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hey guys, i have this 3d model of a gun and when i tried to import it into unity it had these holes in it. i've already tried to recalculate the normals in blender but its still the same, does anyone know why this happens?

tribal pivot
misty jolt
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hello, i wanted to ask, if i am scaling up images using an external program, do i need to manually scale up all of the sprites as well?

tribal pivot
outer anchor
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Am I doing this right? I mean it seems to be working but doesn't feel right if you get what I mean

misty lantern
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Any context at all would help, like how did the issue appear in the first place

outer anchor
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well I dragged the city in and it was all pink, I change to the DummyPipeline and the textures work 🤷

misty lantern
outer anchor
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how do i do that pls

outer anchor
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thank you

outer anchor
misty lantern
outer anchor
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awesome ty

outer anchor
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what is going to be the best way to add collision to everything here? it's 1 model but the building's.ect are children of the model, there are things like stairs n shit that I wanna moddel correctly to work, would it be easiest to just add box colliders to everything and tilt them.ect for the stairs? I really don't know what to do here

eager mist
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if its for mobile, it prob not a good idea to put everything a collider

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but honestly am not sure, am new to game dev and not exactly aware of optimizations

outer anchor
fresh escarp
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it looked fine in blender now its elbows look crooked

outer anchor
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Thank you

polar yoke
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guys
why the f is Occludee Static missing in my dropdown? I cant find anything on google
tried layout reset, deleted preferences, no fix ._.

lone grove
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I dont know how to import my character right

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so i would like a little help on that

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pls

fluid oak
lone grove
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so i made a character. its completly naked like no clothes. and i rigged and animated it. and now i want to import different sets of clothes and so on

outer anchor
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How do I fix these trees? they are meant to be properly 3D but for some reason they r like this and only work with the DummyPipeline

trail sigil
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IDK if this is the right spot for it, but does anyone have a good resource or guide on importing rigify rigs with animations into Unity?

meager pike
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What do you think the easiest art/asset form to create from scratch is? Meaning pixel art (specific size), 3d modeling (low poly etc), vector cut out, and whatever else? Keeping in mind things like animating, texturing, etc if applicable.

old spear
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Hi, I have a disc animation that is currently in Blender as shader and geo nodes logic. How I should set up/prepare the model so I can recreate in Unity?

outer anchor
misty lantern
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Try to forget about the dummy pipeline shaders

outer anchor
misty lantern
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Are you 100% sure Universal Render Pipeline/Lit shader does not work when used on a material

outer anchor
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URP I think, the default 3D thing

misty lantern
# outer anchor

That seems to be working perfectly well
Your material here is just pure white

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Those are not Terrain component's trees so SpeedTree shaders are not applicable

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The material likely appears white since there's no texture, color or any other properties defined in it

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And why you're struggling with the trees there is likely because you skipped using the material converter earlier

outer anchor
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ahhh I see now thank you! I still wonder why it's 2D leaves tho

misty lantern
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It's no more or less 2D that it's been previously
But like I said transparency or alpha clipping must be set in the shader for it to appear as intended

outer anchor
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how do I do that?

misty lantern
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The material asset has properties by those names

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You only need one of them, not both

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I recommend you practice the basics of making materials
and the basics of pretty much everything else Unity as well first

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!learn has tutorials involving almost every topic

lilac edgeBOT
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:teacher: Unity Learn ↗

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

outer anchor
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now they have gone white again 😭 I didn't even change anything

misty lantern
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I doubt that second part
It's very easy to miss what's happening or what you're doing when you're totally unfamiliar with something

obsidian pecan
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Does anyone have any good resources for learning how to actually create detailed levels? I've always been a programmer but I'm looking to learn more about level design from a conceptual level but also how you figure out how to lay out a map. Like how do people create a house and fill it with detailed elements effectively

weak surge
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How can I make a waterfall with ps2 graphics?

hoary kindle
# weak surge How can I make a waterfall with ps2 graphics?

The most precise answer I can give to your question is shaders and particles. There's no such thing as ps2 graphics, be more specific. Show and example of the effect you want to replicate. We don't even know if you are talking about 2d or 3d game. We are not mindreaders

misty lantern
weak surge
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I'm making a waterfall and a river using scrolling texture, I followed a tutorial and this is the shader I have

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The problem is the tiling is not working and the texture is being too affected to the bloom

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it is almost perfect for my purpose, I just need to adjust this two things

potent wraith
polar yoke
echo kelp
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hey there, does anyone have any idea why it's as if my submit buttons area of effect is much larger than the button ? If i click any of the buttons closest to the submit button, it registers if i click the submit, even if i don't

eager mist
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hi someone here?

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i have problem with exporting from unity to blender
This is how looks in blender after export

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and here its this exported file from unity

hoary kindle
neon wyvern
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huhu

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Nah This shader is also beautiful;))
#games
#viralvideo#Trending #Explore #ForYou #DailyVlog #LifeStyle #ContentCreator #YouTubeLife #Unity3D #UnityGameDev #UnityTutorial #MadeWithUnity #LearnUnity #GameDevelopment #IndieGame #GameDesign #IndieDev #GameDevTips #HowToMakeAGame #GameProgramming #GameCoding #GameDevJourney #MakeYourOwnGame #Viral...

▶ Play video
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Helpppp me rate because my friend criticized too much notlikethis;(((

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I don't know how to improve ;((

eager mist
tribal pivot
neon wyvern
tribal pivot
neon wyvern
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Nah:)))))

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Thank youuu

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Beacause of this is my first time that i started making videoUnityChanFinished

misty lantern
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This is not the place for promoting online content, nor for feedback

grim vapor
eager mist
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Not works

grim vapor
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you can't recalculate the normals in blender via edit mode -> selecting the faces -> ALT + N -> Recalculate Outside/Inside?

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If not then do you have any overlapping faces on the mesh like AleksiH said?

misty lantern
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Probably overlapping geometry as well as AleksiH pointed out
Possibly you're exporting multiple meshes at once some of which are hidden in blender

quaint portal
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Why does my model look different in blender as opposed to unity? The mesh of the head looks different. The first image is from blender, and the second image is from unity

grim vapor
eager mist
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after exporting from blender to unity

grim vapor
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after recalculating normals? because that is flipped normals, Also check to make sure you do not have overlapping geometry in blender.

grim vapor
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show your entire blender screen whilst the object is selected

fluid niche
misty lantern
# eager mist

Recalculate normals doesn't work on non-manifold meshes which that one seems to be, so you have to flip them manually
It'll be in vain though if you have overlapping geometry

grim vapor
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ah I didn't know that it didn't work on non-manifold geometry, good to know

eager mist
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wait

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i have 2 materials

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first material

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after dell

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2nd material

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after dell

grim vapor
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I'm unsure what the expected outcome was, it looks like you just deleted the selected vertices

grim vapor
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why 🤔

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Also you would have to flip the normals manually for non-manifold meshes like spazi said

eager mist
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i fixed

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i selected 2 materials

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and asign

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then recalculate

hot spindle
neon wyvern
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heheheheheeee

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I applied this shader to my game 2 years ago :))

sullen plank
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@neon wyvern Has nothing to do with this channel. Use #1180170818983051344 if you want to post your progress, not meme videos.

misty lantern
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Another alternative still (that I'd only recommend for quick and dirty use) is to make a new material and adjust its Tiling properties to be the inverse of the scale of the mesh, so the mesh scale is compensated for

hot spindle
upper egret
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I'm having trouble making these textures look more natural. I'm making a VR game in very early development, and just having trouble of what textures I can use for a Comfortable-looking room. Any suggestions or assets would be much appreciated

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(very low poly game btw, and only for floor, walls, and ceiling)

glad rune
upper egret
glad rune
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adding a reflection probe to avoid having your environment reflect the default skybox will make it feel a bit more natural

upper egret
glad rune
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well

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your scene, at the moment, has a skybox

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which is why the walls look a bit blue or washed out

upper egret
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mhm

glad rune
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if you add a reflection probe, you can have the reflections in your environment act a bit more naturally. It'll get rid of the washed-out look.

upper egret
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so where can I add it

glad rune
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right in the middle of the room

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it's under the lights category in the menu for adding gameobjects to your scene

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in regards to textures, fixing the UV stretching on the back wall might help. Making a room look comfortable with stone walls isn't easy, so you'll probably want to look into postprocessing so you can use color grading to make it feel a bit warmer and cozier

upper egret
glad rune
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glad to hear it

quaint lark
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im using text mesh pro and got working 5 languages, but in russian i got this error in all my mtext files, idk why, change the font but same problem

bitter sapphire
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Hey i recently bought a Concert Stage that was created in Autodesk 3ds Max, it came in fbx format which i wanted to import into unity but when i do its kinda just looking like this
instead of whats it meant to look like. So was wondering if there is something i need to do to fix it and if i could get any help with that

jagged phoenix
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@bitter sapphire tough to say conclusively without looking at the asset, but it's probably a matter of getting the materials/textures/shaders set up. the geometry looks OK.

zenith shard
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Why do my animations import as separate sprites?

misty lantern
misty lantern
# zenith shard

Right, and in what form or file did the animations exist before they were imported into unity

zenith shard
misty lantern
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It doesn't really matter though

zenith shard
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¯_(ツ)_/¯

misty lantern
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Put them in a folder, or compile into a sprite sheet first and then import and slice as "multiple" type sprite

hushed ibex
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anyone willing to help me out?

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just read through the last like 5 messages

polar crest
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Hello, I'm having an issue where I've attached a video player to a quad to play a webm VP8 video, but I'm unable to change the playback speed. Even when I manually set the video player's playback speed in the inspector to, say, 5 prior to playing, the playback speed in the inspector shows 5 but the video is obviously not playing at 5 times speed visually. When I changed the video clip to an mp4, however, the playback speed was reflected.
Is this a bug or is it something on my end?
I've attached screenshots of my quad's inspector, but please let me know if additional information is needed.
I appreciate any help🙏

rustic ice
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hello yall I got an issue. I have a Mesh that i want to apply the lightmaps into it. I am using URP, and for the mesh i applied the shader URP > Lit. However when i attach the lightmap texture in the emission slot, it kinda looks weird like in the image below and its not using it correctly. Can someone please help me with this? Thanks :). (Sorry if this is the wrong Channel)

dim marsh
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I think this goes here

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Im trying to make something like this:

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How do they work?

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from my knowledge, you need X and Y/Z axis split to make these

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here ive split the X axis into 14 slices

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is that too big?

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or is it too little?

weak surge
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How can I make this kind of blue and green texture, like, with this lighting and darker areas (idk the name of this effect)?

fallen dove
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I’m sure there’s something like that in photoshop, gimp and others

wise junco
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Hi all! I've been looking high and low for any tips on this, since alot of discussion is Blender to Unity as Opposed to Unity to Blender

Alright so! Trying to port a model from unity (left) to blender (right), whenever I do the mesh gets all warped away from the bones. It's still CONNECTED to them, but the actual mesh gets warped.
It is seperate meshes (the head, face mask, for example) if it helps
Is the issue that I'm trying to port it outright from Unity to Blender? Or is it just something on Blenders end I'm forgetting?

fluid oak
wise junco
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Mainly trying to port it to fbx, but could I just get the mesh itself from the model file

misty lantern
wise junco
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.meta

misty lantern
# wise junco .meta

That's not the model asset, meta files contain only auxiliary data like import settings an UID

minor radish
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i brought in an fbx

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why do the shadows look weird

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is looks normal heres but idk how do make shadows indoor

grim vapor
dim marsh
winged obsidian
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so you'd need 64 slices here

dim marsh
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64 slices doesnt seem TOO bad

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but to clarify

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is the total panel/canvas size my desired resolution? or a square that fits all the volume slices into it? (like if 1000x1000 pixels with 16 frames, its 4000x4000 pixels, for 4 across and 4 down?)

dim marsh
winged obsidian
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that example you showed has 64 separate tiles

winged obsidian
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so that'd be 64 slices of the cloud

dim marsh
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oh thats what u meant

winged obsidian
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and if you want to create a 1024x1024 texture with 8 rows and 8 columns, then each image ought to be 128x128 pixels

dim marsh
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I thought by frame it was like animation frames and I thought you misunderstood or i was WAY in over my head

dim marsh
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clouds will still look good right?

winged obsidian
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try it and see!

dim marsh
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Im pretty new to shader graphs and this in general, so sorry if I make stupid questions

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that works, once I get it set-up I can just change the render resolution

winged obsidian
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you can render one slice and see how it looks

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I presume you're creating a "puff of smoke" particle effect here?

dim marsh
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(flight game)

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trying to have them volumetric and raymarched

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theyre going to be BIG (at least 10-100 the size of the player's plane), so im thinking a high res might be needed

winged obsidian
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ah, so this is going to be turned into a 3D texture?

dim marsh
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yea

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trying not to use houdini

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since I dont wanna shell out money

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for now ill try 64x 128x128

winged obsidian
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ideally, you'll script this in Blender so that you can punch in any number of slices

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(and changing the render resolution is trivial, of course)

quasi tundra
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Guys I need help, I'm trying to begin creating a weapon system. So far Ive created a model in blender with working animations, my camera sits just infront of the models eyes, perspective looks great. I now need to figure out how to lineup the weapons sight with the camera's center, and make the model somehow adjust to the gun position, as well as make the gun model fire a bullet in a path towards the center of the camera when hipfiring. Any tips?

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Im pretty new to blender and animations, and I have no idea where to start with the animations for different weapons

dim marsh
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ill just change the transform size

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and copy

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like I can manually put down a multiple

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snap to grid

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change grid to half

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move all

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repreat

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till 64

dim marsh
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nvm

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this is TELEPORTING everywhere

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also should there be lighting or no?

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and how?

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wat a second

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I just

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put an array

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on a cube

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making it have 64 slices

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spanning the volume

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im too scared to apply it

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so ima just let it sit overnight while I sleep

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(actually

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ima turn off my pc but screenshot incase its gone

teal orbit
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Hi, does Unity support animation Actions from a direct Blender import? Say I have a rigged model with 3 actions animated in Blender, and I put that .blend file directly into Unity, is there a way for me to access those animation clips in Unity? When I try, I just get this

slender sphinx
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Hi! Im not sure if its the right place for my question but maybe I'll get any result.

Iam working on a 2D Point and Click Adventure. It should look hand drawn with a background like paper. The problem is, I have no clue how I can achiev it, that objects that might move or can be picked up, have the background but not the other textures in the scene, I put a screenshot in here for example.

To be clear, instead of coloring every object in my game, I just want the background texture in form of the paper look to be shown, not strokes there which are part of the nest.

I aplogozie for my english, im still learing. I hope Iam as clear as possible that anyone could maybe help me out.

King regards!

Note: ive also tried to cut out the paper texture and inserted it which works but the item then can just be at a specific place.

fluid oak
dim marsh
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im wondering how I can image that slice

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just make the camera distance plane size?

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and manually move it 64 times?

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or is there an auto way

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ofc its B&W render mode

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but should I TORCH the volume with a light or no?

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Wait do I even NEED slices?

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if I just make the render distance

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the slice distance

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I get the same effect...

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Lied ^

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I dont get the same effect

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i dont see anything

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im gonna try volume to mesh, and try to slice the mesh up

dim marsh
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I did it

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this is what i got

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later on ill color it properly

idle token
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Why is my model doing this

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There isnt supposed to be holes in it

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Nvm found out

flint pelican
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how do you guys build maps, i've tried doing it in probuilder but it's too hard ig, im literally tired of making maps with probuilder, i've tried doing it with blender but the scale was never right and idk what to do now 🤷‍♂️

quasi tundra
weak surge
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I have a question about how to make the image have a resolution of 480i using a render texture. In this video, the guy who created it uses the target resolution of 256x224, is that right? In this case, wouldn't it be 720x480? https://www.youtube.com/watch?v=WKTZgf7ZDGs

outer halo
#

@halcyon token Make a #1180170818983051344 if you want feedback. This channel is for intergration help.

fluid oak
next flame
#

Hello everyone,

I hope it is okay to ask a question in this channel. sweaty

I'm about to create a point & click adventure game! For this I created a 2D URP Unity Project

  • I have pre-drawn a scene in my drawing program as in screenshot 1 (S1).
  • My layers in my artist program are normally like in screenshot 2 (S2) (In this screenshot the background is turned off, normally it is turned on)
  • As you can see, my top layer is a background with 66% opacity and the blend mode “Darken”.

I want to bring my drawings into the Unity Engine with the same effect. I want to have the background as the top layer that acts as a “filter” because in my game there are objects that move in the background.

Also, I have items/objects that have a white background to avoid a transparent body (like the birds, if they are not completely white, the nest will show through the body). The filter on top should then color the corresponding objects.

Trying to implement my assets in Unity leads to unsatisfactory results. As an example, you can see screenshot 3 (S3) where I tried to set the background to the highest level and play a bit with the alpha value in the rgba. But you can see that it doesn't look like S1. How can I make this work? I have absolutely no idea how to make this work as I am a Unity beginner.

All Screenshots here since I can't post any screenshots directly: https://imgur.com/a/kXTOQbk

chilly sleet
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instead of doing whatever white color shenanigans you were talking about

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you would need shaders to do that

tribal pivot
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can you bake that into the images instead?

next flame
next flame
fluid oak
next flame
fluid oak
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There are a couple good options; the easiest would be to have the background added as an overlay and just have all the sprites have solid white bodies.

viscid quest
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Why is this object invisible? and I can't see it but I can when I import to Blender with .FBX exporter and how would I fix it?

outer halo
restive jolt
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My skinned mesh appears invisible from reimporting from blender, can anyone help me?

restive jolt
next flame
# fluid oak There are a couple good options; the easiest would be to have the background add...

Yesterday I figured something out... I have a background with a paper effect/filter or whatever you want to call it. And I thought that maybe it would be better to overlay the effect. So I have a background with the color on layer 1 as an example and the paper effect is transparent and on layer 2. So I can give my objects a white body, color it like the background in Unity and have the paper effect and no problems moving it.

misty lantern
restive jolt
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That's not the issue
it normally has none there

pastel junco
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Hi everyone, I have draw a character in Krita with a size of 4096x4096, and imported to unity. However when the screen resolution in game view is 1920x1080 it’s blurry but when it’s on 4k it looks okay. Is there a way to make the sprite look clean in 1920x1080 like it does in 4k?

quasi tundra
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Can someone explain how to use rigging/ IK, or point me to some resources on how to use the model rigging system for adding items to a player model, like IK.

pastel junco
quasi tundra
pastel junco
# quasi tundra 3d

There are hundreds of resources for IK and rigging. Depending on whether you are using IK in blender or unity there are still videos for both. There are some great videos by code monkey and other devs. https://www.youtube.com/watch?v=LEwYmFT3xDk&t=101s&pp=ygUNM2QgSUsgcmlnZ2luZw%3D%3D

✅ Get the FULL course here at 80% OFF!! 🌍 https://unitycodemonkey.com/courseultimateoverview.php
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▶ Play video
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Here he gets the player to look at a target with a weapon. this should be a good start

junior iron
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Does anybody know how to model a polar bear, witha human build, that works

misty lantern
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You could start with a bear and then polarize it

viscid quest
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where do y’all want me to go

outer halo
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I guess you don't make it a habit to read beyond the first sentence?

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Which won't do well if people are going to spend time helping you

viscid quest
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The normals part?

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Well Idk how

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But I Ty and will look into it

misty lantern
onyx totem
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hello ! ive been trying to fix this for a couple of hours now, but does anyone know why the eyes keep bugging out here? they look fine on the 3d preview, but something is going on causing them to distort on the actual exported model itself.

PLEASE ping if you have a response !! i finally fixed everything else going on but this is still evading me 😭

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full asset list and stuff in case that is needed

eager mist
abstract thistle
#

I’m struggling to settle with workflow / pipeline and artstyle when it comes to texturing for the art in my stylized 3D top down game. I’m hoping anyone of you can help me decide.

I make the 3D-models in Blender, and I consider making high poly versions of my models to be able to utilize them for baking (normals, and possibly other maps as well) onto low poly meshes.

For texturing, I am a fan of the handpainted style, However, my impression is (and please correct me if I’m wrong), that handpainted textures are *mostly *used when only base color texture is utilized for the 3D-models?

My main goal with this game project is to learn as much as I can, including utilizing some graphics / render features that intrigue me and that I want to learn more about for games, such as achieving nice lighting for my scenes in different surroundings. I feel that handpainting and only using base color texture doesn’t align with my goal of learning about the possibilities with lighting the scenes in engine (Unity, URP adaptive probe volumes).

So where my mind is at right now, for texturing:

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Basecolor

Normal map I’d bake a normal map from high poly mesh to low poly mesh using Substance painter. Are there any other texture maps that benefit from being baked by a higher poly mesh onto low poly mesh? Ambient Occlussion?

Combined / packed texture map (Metallic/smoothenss and potentially AO)
Packed in different color channels of the same texture image for optimization purposes.

So for the basecolor is where I am considering handpainting. Some questions I have about that is what detail and how much detail makes sense to do handpainting? The other texture maps will help with how the material reacts to light in the scene? At the same time it feels like a waste to only leave it in a 100% solid color. If I add details in the Base color texture, I’m not sure how I should approach adapting the other texture maps to base color detail, is it necessary?

I believe it’s possible to bake curvature (not really sure what that does) and AO to the base color map with Substance painter. Then I wonder, should I do this? If yes, in what order? Bake first and then add manual handpainted details or vice versa? Can I have the baked curvature / AO in basecolor on a separate layer to not interfer too much with handpainted detail?

I would work with the following softwares:

**Blender **for 3d modelling and UV-mapping
Substance painter for texturing / baking normal map, packed metallic/roughness/AO. Possibly baking AO / Curvature to base color.
Procreate / 3D-coat - handpainting base color.
Set up with URP lit material in Unity

I don’t expect anyone to answer all of this, but if you have some suggestions or experience to add for some of the addressed topics I am very grateful to hear your thoughts / suggestions. All the best!

carmine radish
#

Is it possible to bake my material into a texture? I need to transfer an object to Blender, but due to the nuances of how texture channels work in Blender, my materials look completely different there

potent wraith
open harbor
#

Also in material settings you can choose from where you want roughness, it can be mrtalness alpha or albedo alpha

#

I use metalness alpha since i get strange color when baking it on albedo alpha channel, not rly sure how to fix that

#

Also this is urp experience so it might be something diffrent on built in and hdrp

carmine radish
# potent wraith Not by default. You'll need to implement it or find an asset/plugin that does it...

In Unity, it is displayed correctly, my problem is that Blender works differently, for example, it does not have the same support for color preservation from Specular
So I want to do the opposite, bake the material in Unity into a texture, so that in Blender it will be displayed visually the same (even without gloss and derivative)

I tried to look for such plugins or scripts, but everything I find is for Blender to Unity, not vice versa

small plank
#

I bought this model that has a blend file, obj, fbx, unitypackage, etc

#

It imports fine into blender but when I import it to unity, it does this

obtuse oyster
#

There's presumably either blender-specific rigging in that area, or a blender-specific material that's not able to be imported

#

you'll have to set up the—presumably, skirt—in Unity

small plank
obtuse oyster
#

No

lusty jacinth
#

So I am importing some models from maya to unity and I can't seem to get the scale correct. It is set to meters in maya and on export but it keeps importing into unity and needing to be set to 0.01 scale or else it is huge. Why is this?

misty lantern
#

If not, unity's import settings let you specify a scale multiplier

lusty jacinth
#

so its fine if it imports at 0.01 as long as the scale is correct?

misty lantern
lusty jacinth
#

hows that? That is what I am wanting to fix lol

#

both programs are set in meters and the export/import settings are aswell. there is no reason it should be at 0.01 it should be 1 for scale

misty lantern
# lusty jacinth hows that? That is what I am wanting to fix lol

I don't use Maya so I don't know the exact settings, I just assume it has some for fbx exporting, probably tutorials too
In Unity if the mesh is too big or small, you can multiply its scale in import settings
If the mesh is the correct size but transform scale is too big or too small, you can likewise multiply the import scale and then reset the transform

unreal shard
#

Is UModeler X worth purchasing?

trail sigil
#

I am currently trying to export a model with animations under a rigify rig to Unity as an FBX, but it seems that no matter what I do, there's some parts of the bones that are distorted and not in the right positions. For the example images I posted, the Unity Imported FBX's hair and back arm are stretched or out of place and the jacket's shape is wrong, and I'm really not sure what I can do to fix it. Help would be greatly appreciated.

#

IDK what it could be, cuz the only other tutorial with similar issues said to delete the stretch to constraint on the arm bones, but there's only a few bones that have them, so I don't think it'd do much

fallen dove
honest stump
#

this is a model and animation how do i put it in unity

outer halo
#

Drag the contents into your asset folder. Drag the model into your scene.

trail sigil
fluid oak
trail sigil
fluid oak
#

So presumably an issue with either the baking or with the export

grizzled flint
#

Why can I see the tongue through the head 😭
It has only front faces so i'm not sure why it pops through like that

#

I'm using Blender 4.3 with the regular .fbx exporter. Idk if this is to do with mesh optimization or what

obtuse pilot
#

is this a unity issue or a blender issue?

#

if its a unity issue, its probably rendering layers or something (i've never had that issue myself on import though)

#

if its blender

#

!blender

lilac edgeBOT
grizzled flint
#

ended up just having the opaque and transparent stuff on separate materials for now

dusk quartz
#

i don't understand the workflow of exporting shapekey/blendshape animations from blender to unity. i keep facing issues such as - animation exporting only when there is another dummy keyframe animation, that too only upto 70 frames max (fbx). any info/ resource would help!
edit- fixed the 70 frames issue by exporting a dummy cube animation with the scene (fbx)

dusk quartz
misty lantern
misty lantern
#

You can reimport it to generate new meta data, or modify import settings manually to add the new clips / change the length for existing clips

#

But only if that's why it's happening in this case

dusk quartz
errant ermine
#

HeyHey, super new to speedtree and ive got a silly question!
Whenever i export using the unity preset, i have some unexpected smoothness/glossiness on my materials, but i cant turn it down? Or rather it seems like this shouldnt be the case as without texture packing this doesnt happen, does this ring any bells for someone? I'll be glad to go into greater detail/provide screenshots if somebody wants :)

#

could this be due to me exporting in speedtree 10, but unity only providing a "Speedtree8" shader?

errant ermine
#

i believe the issue was that my packed "extra" texture didnt automatically import in sRGB. Doing so makes the asset look alright, though im unsure why this happened when packing & exporting specifically for Unity and if i might be missing some other material/texture specific fixes i dont know about

spare cove
#

Hello !
How can I optimize this building that is in one big mesh and that corresponds to my FPS map?
my building/map is made up of just under 10k vertices, so I suppose that's not really a problem, but it's more for the textures, because I'd like to have a realistic rendering, and I suppose that if I put 4k textures everywhere without doing anything to optimize the whole thing, it's likely to be pretty messy.

fluid oak
spare cove
misty jolt
#

At first i assumed you would do it in post processing but i am not so sure...

grave garnet
spare cove
misty lantern
#

You will have to subdivide/knife a face if you need to paint more details in it
But if you have to do that a lot it may have been better to use UV mapped textures instead

spare cove
misty lantern
#

And as with all optimization it varies massively between scenes, between projects and between target platforms

#

Experience can give you an intuitive idea of what's expensive and when, like what platforms can't handle large textures or a lot of vertex data, but even then you have to do optimization separately by measuring what's actually expensive and then ironing out those

spare cove
misty lantern
spare cove
misty lantern
#

"Perfectly good enough" no worse than perfect when it comes to asset creation, or any part of game dev really

#

<@&502884371011731486>

sullen plank
#

!ban 1120833022883795058 ad spam

lilac edgeBOT
#

dynoSuccess leya_ivy was banned.

signal coral
#

not sure if this is the right channel for this, should i be avoiding subdivision surface modifier like this for game models?

#

when it's applied it turns into a bajillion vertices

spare cove
signal coral
spare cove
spare cove
signal coral
#

weird, originally adding crease to the edges made it look like it fit snugly to the "collar" part of the mesh, now removing the creases didn't ruin that and fixed the other issue

#

anyway i know this isn't blender help, just wanted to know if i'm going in the wrong direction. thanks!

indigo jolt
#

Hey people, not sure how to phrase it, but does anyone know some good guides for simplistic low-poly skirt rig solutions for blender-unity pipeline?

I don't think cloth simulation would be a good idea here so Im not even considering that option (a mistake?). I've done a stupidly simple setup with 4 skirt bones before for a low-poly character (1000-1500 triangles range including weapons+accessories), but have been wondering if there are examples/strategies/approaches to this stuff, maybe some secret techniques or something, I don't even know.

RN the approach I am ready to follow is to keep simple 4 bone rig and then remove the character's butt/groin so that it doesnt clip through the skirt. The character is for a top-down game so it should be fine.

I know I can't use any complicated bones/constraints setups because they won't be transferred from Blender to Unity (hence why Im looking for the simplest solution possible). Shape keys are transferrable, so I can use those.

I've also been looking through options for physics simulations. I kinda don't want to overcomplicate my models and my game with cloth simulations, especially if I am going to be rendering a shitload of units on screen (which I intend to do) so I am rather skeptical about those. In addition, my searches led me to some stuff called either Physbones or Spring Bones, both of which are paid assets from the asset store? I am hesitant to invest into any stuff like that unless I am 100% I will be able to use it and it there is no simpler way.

What I guess Im trying to ask is, what are basic, in-house solutions for skirt rigs/simulations in Unity? Like, what if I will bake most of the skirt movement into the animations, but I want the fringe to be bouncy and simulated a little bit? Is there some kind of a weight-paint for cloth simulation in Unity?

misty lantern
fluid oak
gritty raft
fluid oak
#

Its main issue is that the ui for it has not been updated in many versions, so it can be a big buggy to work with. The actual simulation works perfectly fine for objects like this though.

indigo jolt
gritty raft
#

they are, yes. Pinballkitty mentions the built in way too. have you googled?

fluid oak
#

Some parts of this are outdated regarding the cloth component itself but is still perfectly relevant concerning the topology and the weight painting for unity cloth: https://www.polygon-treehouse.com/blog/2017/8/4/howtoponcho

#

One thing different from that article is that unity cloth works fine on skinned meshes now, though I'd still suggest having the cloth bits as a separate submesh just to avoid simulation on a bunch of non cloth that'll just be pinned in place.

#

Though her hat used a spring bone

indigo jolt
indigo jolt
gritty raft
#

Technically, yes, it should be reproducible. IDK if there is a Git that has done if yet though. Paid assets already basically do it

fluid oak
#

I actually wrote the spring bone script for that, so it is certainly doable 😛

#

though unity japan has a free one as part of Unity Chan

#

the code is all commented in japanese but it works fine

#

vroid also has a version

#

So I use 'spring bone' as a kinda generic term

#

Most of my stuff is 2d, so I mostly work with 2d spring bone scripts.

indigo jolt
#

oh I stumbled upon a lot of solutions for VRC stuff (VR Chat)

#

as if nobody is dealing with cloth outside of that

fluid oak
#

Well, that crowd is certainly the loudest

#

But there are tons of options

indigo jolt
#

Ive played with damping/stiffness parameters a bit for now. I'd have to check it with an actual animation with moving legs, but for now it looks like it can get stuck and won't get unstuck. I guess you could make that NOT HAPPEN by tuning the parameters, however it'd be nice if there was a failsafe of sorts? Like... "If X then reset the shape to default" or something

indigo jolt
fluid oak
#

Well, there's a lot of pollution I suppose. And google has turned to shit recently.

indigo jolt
#

Hmm. Don't think AI is helping them in that regard either

fluid oak
#

Indeed

fluid oak
#

Of course, unity themselves have largely abandined talking about their own cloth

fluid oak
#

Ok, I just got on the PC and read that; you could tell they don't give a fuck about updating unity cloth so it doesn't surprise me. It works for now, though. And hopefully they just stick it in a package.

#

A shame though.

grave garnet
misty lantern
#

50 tick rate cloth is pretty cronchy at 144+ frames

loud spruce
misty lantern
loud spruce
#

i'm getting some weird behaviour now where there assets don't seem to be properly rendering in every direction. for example the leaves aren't visible from behind. any idea what could be causing that?

#

here's another image for reference:

grave garnet
loud spruce
humble ruin
#

Hey people, im having some trouble with a model and textures if anyone can please help me out. I got an asset from Fab (epics asset store) and im trying to import it into my unity project. I have the fbx file and all the textures associated with it and everything was going fine until i got to the hair and eyebrows/eyelashes. In blender there is an option for alpha but in unity i cannot find that option in the material and that is basically what is causing me trouble since I have a texture for alpha/opacity and one for base map. If anone knows how to resolve this please tell me. (I am not very good with texturing so sorry if the solution seems simple)

misty lantern
humble ruin
#

Or I'm just not searching the right thing

misty lantern
#

You can apply an image as another image's alpha in most image editors

#

The result is the same as using a texture packer / channel packer

#

There's more than one (of varying quality) third party channel packing tools that work within unity's editor interface

#

And more than one that work as independent applications

#

It's such a generic task there is no one tutorial for it

humble ruin
humble ruin
weak surge
#

how can I make a blob shadow?

misty lantern
grave garnet
misty lantern
# weak surge how can I make a blob shadow?

As an art asset a blob shadow could be pretty much any radial gradient or an image of a round shadow
Implementing it to behave like a blob shadow in your render pipeline is something different
Which process do you refer to?

weak surge
misty lantern
weak surge
#

I'm using Built-in.

#

I tried use the Projector but all objects became darker

misty lantern
#

Still works in 2022.3. at least

weak surge
#

oh thanks, I was looking for that. The standard assets are not avaiable anymore

humble ruin
humble ruin
grave garnet
#

If it's not that, you need to show what it looks like in blender

humble ruin
#

o wait

grave garnet
humble ruin
#

i think i got it

#

there was a texture for height map and i used it but when i took it off and enabled both face rendering it worked

mellow swift
#

How i can do to dont blur the image

near basalt
#

Hello 👋

mellow swift
lyric estuary
#

why is it doing that to my dude??? right is unities doing

gritty raft
#

Show the Inspector - import settings

lyric estuary
#

it just deleted its self...

#

and unity crashed

#

wtf

#

aight its fine now

vestal blaze
#

Anyone ever used VoxEdit to export a rigged voxel character to Unity 3D?

minor radish
#

how do i import the model double faced

grave garnet
#

Another option is to use a solidify modifier in blender (if you use that) and uncheck "fill rim" or whatever it was called

#

I'd just use the double sided option if it's available tho

shy iris
#

hey, im getting this problem with textures in unity, what can cause this?

hoary kindle
shy iris
#

yes

hoary kindle
# shy iris yes

Then it sounds like that might be a problem with UVs. How is the texture mapped in blender?

hoary kindle
# shy iris

That's the texture but how are the vertices mapped to it?

shy iris
#

don't mind the mess

#

oh i dropped the texture to the secondary maps and it works somehow

shy iris
hoary kindle
#

right

shy iris
hoary kindle
# shy iris yes

that's what I was about to ask next. You may have accidentally made multiple UV maps in blender and only the first one is used by unity by default

#

If there are many maps in the list, you should remove the ones that you don't need. Generally you are fine with one, second one for lightmaps may be used if that's what you need

shy iris
#

it works now, thank you very much!!

hoary kindle
#

And you should obviously use the main maps, not the secondary/detail ones in unity

sand vortex
#

anyone can tell me why the layering of the tiles is doing this? left is what i have in unity, right is what i want. i have pivot points set at the same height for both tiles.

outer halo
#

@gusty roost There's no off topic here, thanks.

gusty roost
outer halo
#

To showcase your work? No, this is a Unity development server. The only showcases we allow here are related to Unity projects.

outer halo
#

(Nice artwork anyway)

spark night
#

for some reason, exporting from blender to Unity results in wildly incorrect rotation, with the y and z axies being aligned rather than orthogonal

#

huh.. its called.. gimbal lock? how do I prevent that?

obtuse oyster
#

I doubt you're experiencing gimbal lock

#

and that's just a different rotation, the axes aren't aligned

#

Blender's coordinate space is different to Unity's so you have to use specific export settings to get it to be as Unity would expect

#

Apply Scalings All Local
Forward -Z Forward
Up Y Up
Apply Unit Yes
Use Space Transform Yes
Apply Transform Yes

#

Is generally what I go with

sacred tundra
shy iris
#

hey, im trying to animate landing gear for my plane, but unity makes a weird animation, is it possible to make it go straight?

indigo jolt
#

Hey yall. Im trying to export models with animations from Blender to Unity, but here's the catch:

My character consists of 4 parts that are supposed to be swapped at some point (Body/Pauldron/Metal Arm/Skirt). I can export an FBX file that has all this stuff in one package with all the animations and it works correct, but... All the models are kinda mushed together in this fbx file and I don't see how I can take those parts out of an FBX (it gives me an error) and replace them with something else?

I can export armature and all the body parts separately, but then the meshes don't hook up to the armature's animation, which is odd because all the vertex groups should have been exported alongside them? I dunno.

Did anyone come across this issue or needed to do this exact thing before?

spiral rose
#

Hey there, I have this royalty free parking garage scene with a bunch of materials but I can't seem to figure out how to get them imported correctly.
Everything but a few things are completely white even though they have their material applied and remapped

fluid oak
indigo jolt
fluid oak
fluid oak
spiral rose
fluid oak
#

You would need to create unity materials and assign them to the objects.

spiral rose
#

Isn't that done here? Or is this something completely unrelated?

indigo jolt
# fluid oak Well, loading every mesh is the usual solution but you can import them separatel...

oh god not the script. why... I guess I can load it all in one fbx file... Then take all the meshes out and shove them into their respective prefabs and then... change them around during runtime when needed?

I would think weightpaint data is stored in vertex groups and does not require a presence of a specific armature to work, because you can parent/unparent meshes in blender and they will "remember" how to behave with the armature. I would THINK that would MEAN I can just export a model and an armature separately and they will 'CLICK' in Unity without any hassle. Silly me.

fluid oak
spiral rose
fluid oak
spiral rose
#

Thats why i was confused

indigo jolt
#

I have been running into this problem over the years and never seemed to figure out what is the actual, proper, 100% legit way to export/import rigged character with animations from blender to Unity.

There is always some bizzarre behavior or incorect rotation creeping up somewhere.

RN Im getting what seems to be the correct result (provided I tick 'Bake axis conversion' on in fbx import parameters in Unity) but previews of the model ara facing away from me, and also any animation preview shows me the back of the character. The hip bone is also rotated 90 degrees on X axis.

it APPEARS to be fine when the character is in the scene, but I have this nasty feeling that this is going to go wrong somewhere down the line, and I have no idea what to do about it. This is the best result I've ever got, all previous attempts either introduced more unexpected rotations or broke the model entirely.

Does anyone have the 'ONE TRUE WAY' to do this? Usually you just tick 'Apply Transforms' in Blender, but this doesnt work with rigged models, only with static ones.

fluid oak
indigo jolt
# fluid oak Well, loading every mesh is the usual solution but you can import them separatel...

In the end, yup, it can only be done through a script. This is so stupid, but yup, thats what were dealing with here. Its not like I would rather have this feature be INCORPORATED INTO UNITY BY DEFAULT instead of all the AI STUFF THEY ARE TRYING TO ADD but oh well, that's just me, the guy who does his own models haha.

After some googling I found this thread. The script at the bottom still seems to work, it should be framed and put on display at one of the Unity sites... or all of them.

So yeah, if anyone faces the same problem - there's the solution.

https://discussions.unity.com/t/how-to-re-apply-a-mesh-to-an-armature/200209/3

#

And its like... Okay, I don't mind even having a big fbx file that contains all of the clothes for a character at the same time, I can then take them out and use whatever I need and put it all into prefabs.

But the NERVE, the absolute NERVE it takes to not implement a system where I can transfer these clothes from one copy of the armature to the other (Im not even talking refactoring between different armatures) WITHOUT HASSLE - is baffling

fluid oak
#

Like, it is easy to say they should have the tool you want, but by that logic there are hundreds, thousands of such things people need for their games. So they need to choose what they can actually provide support for, or you just get dead tools and features.

#

Like cloth, or kinematica... or gigaya

indigo jolt
#

Yeeeah, fair enough. Then again this is such a basic step in the entire pipeline, like if you work with 3d rigged models - you WILL have to do this. I'd say this can easily be at the top list of essential features, but... Im not gonna die on this hill, I just dont know enough.

#

would sure love for them to improve the basic character controller instead

fluid oak
#

I dunno. I'm more concerned by them dropping the cloth sim.

indigo jolt
#

Yeah... Ive read the news just recently, when I was looking for solutions to make springy stuff like feathers on the hat.

Funnily enough, Godot had launched a new version where they implemented those exact features. Whoops

fluid oak
#

Funnily enough, I wouldn't use cloth for that(though you can)

indigo jolt
#

I tried... I wouldn't either. It works kinda okay on enclosed shapes like skirts, but a single strand like a feather is just horrible

fluid oak
#

You need the right topology mesh, or it will shear

#

Basically you want to triangulate it in such a way that the connections between the verts is even, unlike how it is usually done with quads, using two tris.

#

But yeah, a simple spring script on the feather bone works a treat usually

indigo jolt
#

That is probably what I am going to tackle next, yup. The alternative is getting an overkill paid asset... which isnt really an alternative

#

Also what I seem to not get about these assets - yeah, they are great and all, but by the end of making your game - if you rely on them too much, you'd end up buying like a hundred of those? One for every small feature. It's kinda... unsustainable. I guess if you know what you're doing you can plan your budget ahead and say that, okay you can spend up to a 1000$ on assets, but you will get back, let's say, 10000$ from game sales. I don't know at which point you can actually 'plan' for numbers like that.

Even then, for the first project you probably don't want to rely on that stuff too much, but then, if you don't, you'll learn how to make these tools on your own and... won't need the asset store anymore?

It seems like a paradox to me, I dunno

fluid oak
indigo jolt
#

spring for a feather, cloth for a cape

fluid oak
#

Yup

ivory heron
#

Is it possible to 'instance' a substance graph? The use case is I have multiple objects with different textures I want to use it on, with different values. Is the solution to 'pre-make' these? I was hoping to generate them randomly at runtime but unsure of the process.

eager snow
#

any idea why i get the mexico filter when i run the game from the menu scene -> select character scene -> game scene (mexico filter)
and when i run it on the game scene its normal

gritty raft
#

post process?

signal lodge
#

does anyone know why when i export a model using FBX extractor in unity it says this error?
"NotImplementedException: The method or operation is not implemented.
UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportMesh (UnityEditor.Formats.Fbx.Exporter.ModelExporter+MeshInfo meshInfo, Autodesk.Fbx.FbxNode fbxNode) (at Library/PackageCache/com.unity.formats.fbx@4.2.1/Editor/FbxExporter.cs:878)"

#

the mesh for the model is in .asset btw

#

i do not even know how it is rigged it's just weird

storm pike
#

What would be good general advice when it comes to optimizing textures for a 3D mobile game? I have all of the assets ready (Base Maps, Normal Map, Metallic, Height etc.) in full 4K quality, but I don't know to what parameters I should set any of them. What Max Size I should use for each of the type of asset? What Format to set them? Generating Mipmaps, Filter Mode, Aniso Level and so on

hollow stag
#

any idea why i get the mexico filter

fluid oak
#

Especially with mobile, ideal texture size can vary a lot between devices.

opal radish
#

REPOSTING QUESTION:

Hi guys! Im importing a avatar from mixamo into blender because I want to change its rest pose, but im struggling to do so. I need to apply the armature modifier modifier but i think because of how the avatar is set up, its messing up? is there a way to select the entire mesh? I always get the error you see here

gritty raft
#

@opal radish Why would you need to apply the Armature Modifier?

opal radish
#

All the tutorials im following say thats how you make the current pose set to the rest pose

gritty raft
#

oh, yes. that is part of it.

opal radish
#

thats one of the steps

#

thing is this object is kinda weirdly structures, all the assets are below the armature. I dont really want to edit it because I didnt make it i dont wanna break it, but i think thats part of the reason why im blocked at this step

gritty raft
#

ok, i am going to share something that took me WAY too long to find and utilize. there is a plugin called MeshDataTransfer. you will make a copy of your mesh, and then delete the Shapekeys from the original. do you procedure to change the rest pose, then use the add-on to copy the shapekeys back to the original. You owe me like 75,000 dollars now 😁 let me find a link to it.. oh.. let me see if i can find it for free. I think he started charging for it. one minute

#

What version of blender are you using?

opal radish
#

Ok... thank you! I dont really use blender, i need it for this step, so I just want to get what i need to get done done XD

opal radish
#

4.3.2

gritty raft
#

hmm. see if this version works.. if not, you may have to buy it directly from Gumroad for $1

opal radish
#

how do I use this? I literally have 0 blender experience 😅

#

thank you btw ❤️

gritty raft
#

Oh, that i cannot help with.. you will have to watch the linked video, and see if you can comprehend it. sorry, teaching blender is beyond me 🙂 if you have problems after the video, perhaps find some basic video courses on Blender, or talk the the !blender server. Unfortunately, blender is one of those things that you have to fight through the basics of, before anyone could even try to say 'Ok, do this, this, then this" because you will have no idea what 'this' is

lilac edgeBOT
opal radish
#

I have a question, if I apply the armature individually to each element, does it achieve the same effect as selecting it entirelly and applying?

#

because It lets me do that

gritty raft
#

i think you are tricking yourself, but if you have a copy of you file, and a few minutes, go ahead and try. it Shouldn't work, but i am no blender expert, (i'd have to find a video tutorial to apply rest pose., still have nightmares about that particular operation) 😆
But, i do not think it will work

opal radish
#

sure, ok

#

thank you, ill try it and see what happens

#

It worked! 😄

#

perfect

#

thank you hunanbean ❤️

gritty raft
gritty raft
pale cargo
#

The artist I kidnapped (joke) to work on my game uploaded some textures and put them in a Shader Graph, but there are weird black artifacts appearing on the image now. If I turn of compression on the textures off they get covered in black "static" which is far far worse. Anyone know what might be the issue here? This is what the artifacts look like, the little black 'tabs' https://i.gyazo.com/508b636a61a2b01b99a9af92643a68af.png

tribal pivot
misty lantern
#

I would try reimporting it, and then importing as different source format

pale cargo
#

Thank you for the suggestions I'll look into them asap

lusty beacon
#

lol how do I even change the texture of an object in a 2d pipeline?

#

I'm laughing because I can't figure out how to do that

#

Don't tell me I need to make like 10 sprites in photoshop for 10 differently textured blocks

#

if so, that's ridiculous

outer halo
#

If you want 10 different textures, you need 10 different art assets. Not sure what you mean by that being ridiculous. Where are the visuals coming from otherwise?

young lake
#

has anyone worked with the naturemanufacture environment assets?

young lake
#

there is a shader named "URP Terrain" included in the pack which also comes with an option of height based blend

#

unfortunately, it's not been working when i apply it to the terrain

young lake
lusty beacon
#

or at least I can't figure out how to

outer halo
#

You change the sprite on the sprite renderer component

lusty beacon
#

but can you input a texture on the component?

#

if not, I still need to make different sprites

outer halo
#

Just so I understand what your definition is, what's the difference between a texture and a sprite to you? And how do you make "different" sprites that causes this process to be a problem?

lusty beacon
#

I have just never worked with 2d is all

#

Or with sprites, consequently

outer halo
#

Ok and is your regular approach to learning new things to call something you don't understand ridiculous?

lusty beacon
#

Ok but

outer halo
#

Sprites are just pngs you've imported.

You change the sprite (PNG) on the sprite renderer component of an object.

lusty beacon
#

Explain one thing which I need to understand

outer halo
#

Those sprites (pngs) have to be made somewhere. If you have 10 different pngs, you of course need to create them as art.

lusty beacon
#

That might work for a box because any texture is the shape of a box

#

But I can't just create a circle and change its textures? Cause I'd need to make circulae sprites

outer halo
#

Yes of course. They're pngs. How do you have a PNG of a circle if you don't make it (or get one online)?

#

Then you drag that sprite into the component and your object now looks like the sprite.

lusty beacon
#

I would have thought something would exist that would cut out the texture in the shape of a box

#

But ok

#

Shape of the sprite sorry

outer halo
#

That doesn't make sense. What if you replaced "circle" with "character sprite"? What would be ridiculous would be expecting that there would be a way to magically cut the shape from a box.

But again they're sprites. They have transparency.

lusty beacon
#

so sprites are very unlike meshes, got it

outer halo
#

These are all squares (boxes), with transparency. That's why when you see them in a game, they're not squares.

lusty beacon
#

yes yes I understand pngs

outer halo
#

I mean, technically they are a quad mesh with a texture on it, the texture being the sprite.

#

Are you trying to cut a literal hole into the sprite?

lusty beacon
#

but wait, does that mean I can't tile it?

#

like, I need to add sprites onto sprites for length?

#

if I scale it, it will just get less detailed instead of tiled?

outer halo
lusty beacon
#

ok that's good at least

#

I can't seem to be able to change the sprite to my texture even though I changed the type to sprite 2d

outer halo
#

You'll need to show what you're trying to do

lusty beacon
#

I thought sprites were just .pngs as you said

#

trying to either drag the (2d sprite and UI) texture on the sprite field or in the material component doesn't work

#

dragging it onto the scene doesn't work either

outer halo
#

Can you show the import settings of the asset you're dragging?

outer halo
#

Change the sprite mode to Single. It's Multiple by default.

lusty beacon
#

ok I knew I wasn't that stupid; it was something non obvious

#

so does multiple mean a sprite sheet or something?

outer halo
#

Exactly

lusty beacon
#

ok

#

and I figured out how to tile it, too

#

I think I got the basics of sprites now

#

thanks for the help

#

I was frustrated due to not being able to make something so simple work

#

but it's just that sprites as objects work differently from 3d meshes

fluid oak
#

Well, they are 3d meshes(quads), but the sprite renderer applies UVs dynamically based on the coordiantes in the sprite asset.

lusty beacon
#

So, how would I go about making a sprite be 1m x 1m in size?

#

I need actual meter numbers, not consistent sprite sizes etc.

#

ah, I think the width and height when you make it tile does that

slim briar
#

can I have help

tribal pivot
fluid oak
prime star
#

I am not sure where this question belongs. But uh.. I made a character in Blender, and when importint it into Unity the model has these weird lines all over. It's not related to the textures, and in Blender and other 3D programs the model looks perfectly fine. 😦 Anybody got a clue what might be wrong?

sullen plank
prime star
sullen plank
#

You can select parts of the mesh and assign smoothing group

#

if it's a mesh problem and there's seam with duplicate vertices they should be joined as Unity reads smoothing when faces share same vertex

prime star
winged obsidian
#

you just mark sharp edges

winged obsidian
#

Probably not; the shapes look wrong

sullen plank
#

It maybe called differently, I haven't touched it for a while, but distinctly remember working with something similar

winged obsidian
#

it just reminds me of non-trilinear filtered textures with mipmaps

#

sometimes, you can very clearly see the switch between mip levels

#

I wouldn't expect to see so many different seams though

weak surge
#

I can't vertex paint the character that I imported from Mixamo, why this is happening?

sullen plank
#

maybe I was smoothing per material group...

winged obsidian
#

i still don't really understand what it does

#

this is part of the FBX export settings

prime star
# winged obsidian Do the lines move around as you move the camera?

They don't, they are constant. And they are not sharp edges either. It's weird.. not like it matters. I'm probably going to abandon this character. 😄 I mean, was fun making it. Gave me lots of insight. But ultimately not the style I wanna go for. My intention is low poly. xD

sullen plank
#

Also check that all effects were applied before exporting. One reason how it could export differently

winged obsidian
#

Are you getting seams on the boundaries between UV islands?

#

I know that Unity uses those to cut the mesh. It was messing up a shader of mine (the shader was bugged)

weak surge
#

I'm trying to remove the texture and paint with polybrush, but when I try this in a mixamo characater it doesnt' work, how can I fix this?

winged obsidian
#

You need a shader that uses vertex colors

weak surge
#

I'm using one

#

it works in all other models , only when I import from mixamo that don't work

misty lantern
#

My guess is the mixamo model might be a skinned mesh renderer, while polybrush is likely designed to work for ordinary mesh renderers
Both points could be incorrect, but I'd check that first

eager mist
#

hi

#

The problem is that the game isn't loading the texture properly, even though it's applied. However, when I apply a different texture, suddenly the previously applied texture shows up in the game.

#

in unity

#

changed texture

#

and the texture

misty lantern
eager mist
#

Allbut isnt strange?

fluid oak
#

All butts are strange.

solemn plinth
#

in URP shader is it posible to create a object that is unlit but still cast and recieve shadows?

grave garnet
#

Maybe you want to use emission on a lit material..?

solemn plinth
eager mist
#

im having trouble loading this asset into my scene, the model itself loads weirdly different from the original model i had from blender. Why are the pages transparent from a certain perspective?

grave garnet
#

You can also Solidify the faces in blender if you need them to be double-sided

misty lantern
# solemn plinth oh maybe i'm just overcomplicating things. thanks

Probably!
Receiving shadows does require a "lit" shader of some kind
Emission is applied after all lighting calculations even if the material interacts with lighting outwardly
Lighting is actually many small calculations together, so you might want some but not all

eager mist
grave garnet
eager mist
#

this is what i see

thorn token
#

Would anyone know how to tweak hitboxes precisely for models and such? Im making a 3d art gallery and I used an asset pack from the asset store. the problem is that my characters camera can go inside a wall and see through it or some of the hitboxes on the walls are just way too big and not uniform on all sides. Would love to get some knowledge and insight on this issue! (I can provide pictures of what I mean)

misty lantern
#

There's no one standard way of doing that

thorn token
#

Thats a ton of info at once lol. In your opinion, what would be the best way to try and remedy the issue?

fluid oak
buoyant sonnet
#

Hey guys, asking here since I have little idea what I'm doing and nothing I try seems to improve things. Basically I'm used to 2D, trying to learn 3D and Unity, found this nice little tool called MagicaVoxel to build stuff out of blocks, neat, I create a simple doorframe, export it to a obj, import it into Unity, also import a simple prototyping texture, and I apply it to a capsule as a baseline, success, I then apply it to my doorframe, and well it doesn't work at all. Googling seems to tell me a common reason is that the UV wrapping might be wrong, so I've been searching for a few hours to learn a bit of blender to figure it out, but I can't make anything work using Blender.. but thinking about it, if it was just the UV wrapping being weird, wouldn't I see my texture on the doorframe but just in weird shapes or format? This just looks like a noise pattern.

Any help appreciated.

fluid oak
misty lantern
#

The way magicavoxel generates meshes might not work well for usual uv-unwrapping techniques, but hard to say without seeing the geometry/wireframe or the current UV map

buoyant sonnet
#

the UV wrapping looks like that, doesn't look like anything I've seen in any of the tutorials I've seen about UV wrapping in Blender

fluid oak
#

That type of uv map is meant to be used with a texture that is a palette of distinct colors, so that each block has a single color applied.

#

So the uvs aren't representing texture coordinates in the usual meaning, but just 'what part of the image has the color for this block'

buoyant sonnet
#

so it's used in a specific way that isn't how Unity expect to have things setup when you apply a material to an object

fluid oak
#

Well, it works perfectly well in unity if you use the texture map it was designed for.

#

But not if you wanted to use a typical texture.

#

You would need to either UV it, or use a shader that uses parametric uvs.

#

(Such as triplanar)

buoyant sonnet
#

so many words I don't get, makes me want to crawl back into the comfort of 2D haha, but I need to grow and learn at some point

fluid oak
#

Haha, I am primarily 2d myself so I get that

#

Tldr is 'either make uvs or use a shader that doesn't need uvs'

#

Or use a texture designed for magicavoxel objects

buoyant sonnet
#

Yeaa, but my main goal initially was to use MagicaVoxel to rapidly get building blocks for prototyping 3D assets for level design, I feel like it might just be too much work looking at it from a prototyping standpoint, might need to look into other easy building block tools that integrate into Unity with less friction

#

I spent like 4 hours trying to learn Blender, and somehow, with every tutorial, I've never been able to reach a point where I see anything but an empty UV mapping grid, or this single pixel horizontal line

#

In any case, it's helpful to at least understand the issue better, I thank you for your guidance

eager mist
# eager mist this is what i see

Hello im having issues importing my models from blender to unity, the book works fine but the page isnt visable in some angles, does anyone have a solution?

fluid oak
eager mist
fluid oak
#

So the normals are flipped?

dusk geyser
#

Is there any way to update a sprite sheet with more sprites after slicing it up and serializing everything? Seems like the option here is I need to reimport it all with the updated sheet and do everything over again, but that seems like a problem that could be handled with some tools. Maybe I'm not too aware of how Unity processes these sprites, as I always assumed that each sheet contributes to additional drawcalls, so ideally we want to pack as many sprites as possible together.

#

But for all I know, these asset instances could be handled further at runtime and maybe I'm overthinking everything.

dusk geyser
#

Ah, ok I think I figured a way. I just closed the editor and swapped it out for the new asset and renamed it so the meta wouldnt change

eager mist
#

im looking into it even more atm, if anyone has a solution itd be great

misty lantern
#

I think URP has srp batching for sprites in more recent versions so draw calls aren't the issue, though texture loads may still be good to keep optimized

tribal pivot
#

and you didnt show it inside blender

tardy carbon
#

Hey - whats a good workflow for getting sprites into the Tile Pallete?

Im a little confused about the best way to approach - having to navigate through the project folder and select the sprite seems cumbersome. Is there a way to do it from when you open the Sprite Editor and improt directly into Tile Pallete?

Example

#

oh I think I see - you can just drag the sprite sheet in a new tile palette

mellow swift
#

i add this texture to a plane and it appears with the black background, how i can remove the background?

#

I have this config in the image

finite estuary
#

Here's a little trick you can use to make the topology of your character's shoulders, arms and legs a bit more effective.

COMPLETE 3D Character Guide: https://www.youtube.com/watch?v=dd6G2S6MQ6U
COMPLETE 3D Character Guide (written): https://codernunk.com/tutorials/complete-3d-character-guide/
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
🌐Written tutorials, news...

▶ Play video
#

İsnt triangles bad for topology?

misty lantern
misty lantern
finite estuary
#

Any sources for that or some explanation?

misty lantern
#

Most of the time what quads are preferred for are loops, since a lot of modeling relies on them and triangles and n-gons can't have them

#

Topology also determines how operations that rely on edges, like subdivision and beveling work since it communicates to them how they should work on the mesh

#

Since quads and n-gons are automatically triangulated, that can cause issues with skinned deformation, which is why the video shows when you should create a triangle manually for precise control over it

#

Triangles and quads can both be "good" topology, as long as they're used in an advantageous way

#

N-gons can be okay just the same, sometimes when you have a face with an uneven edge and/or various holes or extrusions coming out of it, and it's totally flat and you know you won't need edge loops there then it might just as well be convenient to keep it an n-gon

#

Quads are encouraged because it takes experience to know when to swap them for tris or ngons
It's easy to use them inappropriately and end up with a worse mesh that's harder to make, and even impede learning

#

As long as you know how each polygon type interacts with modeling operations, vertex normals/data and automatic triangulation it should be logical to weigh the pros and cons situationally

ancient plover
#

do anybody why unity doesnt recognize the image texture and instead uses the principled BDSF base color?
I tried this like 6 months ago and it worked just fine

misty lantern
mellow swift
#

why unity add to the image this green borders?

tribal pivot
prime star
#

So uh... my character looks like this (white background) in my 3D program.. then I import it into Unity and it looks horrendous. What am I doing wrong? Lol

mellow swift
tribal pivot
fluid oak
prime star
#

The issue is, I've had this with other models as well. Even prefab models from Blender Market.. they just look fucked in Unity from Blender. It's to tiresome that I'm just considering starting a 2D project because I'd rather go through hell drawing pixel art than trying to fix these normals.

cyan quiver
#

The normals seem correct, with the nose being sharp and the cheeks being soft - it's just the shadow resolution and quality that affects it I believe.

#

cool model by the way. I like it.

eager mist
#

i showed him the solutions a few days ago and he worked on em

#

i just wanted to see if there was a fix taht i could do in unity without using blender, guess i was wrong

eager mist
#

why can I not edit materials?

tribal pivot
reef shore
#

Hi everyone. Why are my assets are grayed out after I import them into Unity? Can someone take a look.

tribal pivot
#

if you mean the material then you have to assign a new material to it i think

reef shore
#

I think I did not import the textures properly my bad.

mellow swift
#

sorry, i cant reply you yesterday because i was bussy

tribal pivot
mellow swift
#

i dont think this is the problem

#

i disabled it and nothing

abstract talon
#

Hello Guys!!

#

I wanna ask smthng

#

when im importing my models from Blender to Unity Im experiencing something that shouldnt happen

#

This is my export settings from blender

#

when ever I export a model from blender and import it in unity, then the model is not showing the only thing im seeing is just a empty object in unity

#

I noticed that when the pivot points of different objects are at different locations it happens (but not everytime)

#

Any help would be appreciated

#

Thank u! (In Advance)

glacial vector
abstract talon
#

@glacial vector That maybe the issue but when I try to export other models then they gets exported just fine with no issues only a number of models are giving me the problem

glacial vector
abstract talon
#

@glacial vector Yeah thats the issue im facing

#

But I noticed that if I try to export more than 1 object then this issue is most likely to occur

#

If I export that exact model separately then there would be no issue

#

But I cant do that bcoz that model is a child object of a object and that needs to exported with his parent object

golden hatch
#

Is there anyone who can use substance painter?

#

I want to copy the layer I marked on the other side, but the "symmetry" function doesn't work.
Is there a way to copy the same thing at once?

glacial vector
golden hatch
fluid oak
fluid oak
prime star
cyan quiver
cyan quiver
fluid oak
#

It is of course possible that the models don't HAVE proper normals and only looked correct in blender due to the shading.

fluid oak
#

So you can have hard/soft edges without proper normals elsewhere.

cyan quiver
#

right yeah, this model does. Where are the bad normals though?

#

I can't spot them...

trail stag
#

Does anybody have any good tutorials for making VFX like in league of legends or world of warcraft? I tried to imitate Morgana's Q ability from LoL but couldn't quite figure it out

I tried to make a mesh for the middle thing and a smoke trail with distortion from allin1vfxtoolkit asset to make it wavy

fluid oak
abstract forge
#

I havent used unity in a year, and i was making a tower defence game

I changed the game version to the latest 6000.smth, from the originial version of 2022.smth
I made a cube thingy in blender and imported it into unity
I used the single prefab cube and copy and pasted it to build little towers

However all of my cubes are now all invisible. Does anyone know the issue?

#

all of my prefabs are invisible actually, not just the cubes

#

Here are the files

#

Oh yeah, and I deleted blender around a couple months ago, would that affect it?

#

i redownloaded blender but im not sure how to continue from here

misty lantern
abstract forge
misty lantern
misty lantern
abstract forge
#

yeah that sounds right
I cant seem to find where to set it, I know you said you dont know how to set it to path, do you have an idea where it might be?

misty lantern
abstract forge
#

but yeah ill google the rest, thanks so much for your help!

edgy sable
#

Anyone here knows how to disable aseprite's limiting border? black and white and moving
I dont really know what it is but I cant draw out of the border

misty lantern
edgy sable
abstract talon
#

What are the best settings in blender for exporting models (non rigged ones)
Also .obj or .fbx which file format is better?

prime star
#

Which of these heads look better in your opinion for a videogame?

misty lantern
# abstract talon What are the best settings in blender for exporting models (non rigged ones) Al...

FBX supports more features, like armatures iirc
You want export settings that minimize change in scale and rotation, naturally, but there's not any one type of "best" settings because the fbx exporter is not capable of translating blender's coordinate system to unity
So you either need to do a few more tricks as detailed here: https://polynook.com/learn/how-to-export-models-from-blender-to-unity
Or find a set of export settings that work well enough for your purposes
Or find a third party script or plugin that does it better

abstract talon
#

@misty lantern thnx for that !!

abstract forge
#

After I deleted blender, all of my prefabs and models went invisible. After I reinstalled, they still won't come back. All the models in the scene are invisible too
How do I reconnect the blender files or smth?

#

oh yeah and i updated the project from unity ver 2022 to 6000

#

maybe that contributes too idk

misty lantern
abstract forge
#

oh yeah, I searched google, but i think it was mostly talking about the windows system
I did find something about checking 'Find Missing Files' in blender, which could be it

#

gave me a list of these

#

not sure where to go from here though

winged obsidian
#

You need to reimport the blender files

#

They're still present

#

Unity just threw up when trying to import them (because it could not find Blender)

#

Since it hasn't seen any change in the files since that attempt, it will not attempt to reimport the files automatically

#

(Blender being installed isn't exactly something the asset database knows about)

misty lantern
#

Since you're using windows, the important part is that Blender is in windows PATH and (also I believe) as the default program for opening blend files
Nothing on to do on Blender's side

abstract forge
#

i figured it might make like duplicates, but hopefully itll just reconnect them

winged obsidian
#

Nope.

#

Unity still recognizes these assets -- that's handled by the GUID in the .meta file

#

However, it no longer understands what the files are supposed to mean

abstract forge
#

i see

winged obsidian
#

I'm not sure if the GUIDs of the individual sub-assets will survive, though

#

I haven't actually looked into that before

abstract forge
#

I import it from blender into unity right?

winged obsidian
#

You are directly importing .blend files in Unity.

abstract forge
#

like drag it into the toolbar thing

winged obsidian
#

you don't do anything with Blender at all here

abstract forge
#

ohh okay

winged obsidian
#

note that I would suggest just exporting FBX files from Blender, rather than doing this

#

(That's what happens when you import a .blend file)

#

I stopped using .blend files directly after working on a game jam where half of the team couldn't import the files properly

#

(since they did not have Blender)

#

I also prefer to be able to control exactly what gets exported

abstract forge
#

mmm okay

#

yeah

winged obsidian
#

you can't really do that when unity does it for you

abstract forge
#

do i export them one by one?

#

from this menu?

#

like open them and then export them

#

cause i cant seem to export all 5 at the same time

#

or do i do it from the file explorer

#

OMG its working i think

misty lantern
abstract forge
#

Oh I see

misty lantern
#

Exporting means to save a file into a format that's not natively supported by the program
So FBX for example in this case

abstract forge
#

Sorry, meant to reply earlier, i was just fixing some things

#

but wow, it all works! Everything! All of my errors that I had are fixed, and every single model is back! Absolutely amazing

#

Thank u guys so much! 🗣️

winged obsidian
#

to clarify: all you had to do was reimport the files in Unity.

#

The data was still there. Unity just failed to import it.

#

you did not need to create new blend files or overwrite the existing .blend files

abstract forge
vivid slate
#

I have a model in blender that is made up of a few objects. For the hair, I have a separate righ with a root that copies the transform of the head deform bone of the rigify rig. In blender this works great, but when I export to unity the copy transform does not work.

fluid oak
#

Unity only imports a small set of maya constraints.

vivid slate
fluid oak
vivid slate
# fluid oak That is correct. Unity doesn't import rigging constraints from blender at all un...

hmm i was originally assuming that since the child rig moved in 3d space and then moved the hair mesh in blender that the hair mesh would also be deformed but it looks like a second anim_clip is made for the hair rig. So then I think I have two options

Merge the armatures and adjust the vertex weights.

Make sure both animations are applied to the separate objects synchronously.

This leads me to an additional question, I had had a shrink wrap modifier to make sure that, for example, the seam of the neck and shirt mesh did not detach. I had thought that this would be part of the deform data that was exported. It seems that this is unfortunately not the case.

Is there a good work around to this or should I just extend my mesh to overlap at the seams?

fluid oak
#

(An alembic or vat for instance would export the deformed mesh instead of the skeleton and skin)

opal brook
#

Is it possible to make shapekeys that completely nullify a set of weights? i have a skinned mesh renderer that i want to stop following certain bones, is there any way to do this??

misty lantern
opal brook
#

I have these mechs that are skinned to an armature, each chunk is it's own mesh

#

I want to have a "gore" system where you can bonk every bone off of the mech

#

The problem is that just unparenting the chunk i want to remove doesn't work if it's a skinned mesh, for obvious reasons

#

Example:

#

Normal mech, "Destroyed" mech

#

I thought of swapping the skinned meshes for regular filter meshes but that would present the problem of the rest of the body not "deforming"

#

What i need is a way to make the weight paint stop following the other bones or something like that, but looking online, i have no clue where to start or what to look for

misty lantern
#

That's probably not a practical option, and I'm not sure how it'd help
There are those flexible weighted wires connecting the two parts

#

What should happen to them when one part gets detached?

opal brook
#

Well they split obv

misty lantern
#

"Split" how?

opal brook
#

Something like this

misty lantern
#

If you were to remove weights from the head-end of the wires, they wouldn't get cut, they'd just ignore the head bone's influence and extend rigidly from the body
While the head's polygons would stretch towards the rigid wires

#

There's no such option as removing a part of a mesh like that, there's only one mesh and the weights inform what bones they'll stick to

opal brook
#

That's what i mean, i want a way to make the influence of certain weights just stop

#

This HAS to be a thing, there's no way this use case has never showed up before

#

Also it's 3 meshes

#

Not 1

misty lantern
#

This does show up but I'm interpreting a misunderstanding of how weighting works with skinned mesh renderers

opal brook
#

Is there no way to make certain weights stop having an effect?

misty lantern
#

Technically yes, but practically not, I believe

#

For a body destruction system like that there are a few common methods at least

#

Keeping the parts as separate mesh objects makes things simpler since they can simply be replaced by a loose mesh object not connected to the skeleton

#

Skinned meshes are always more problematic because they can't be "cut"
The simplest method would be to shrink the bone of the detached limb to close to 0 and replace it with the loose variant of part
The connective mesh between the parts would then visually become a "stump" which you could attach an extra part that represents the cut and frayed wires

opal brook
#

I did think of that solution but it's such a hack job i didn't want to resort to it 😔

#

Or just having several model variants and substitute the chunks with that but i don't like that method either

misty lantern
#

Alternatively the connective mesh could be pre-cut, with two overlapping bones at the halfway point that let each half of the wire flop freely when the limb is detached

#

The downside to that is that it adds a lot of bones, and takes a lot of finagling to make it look good especially since you'd need some method to swap only the wire part to look damaged after the cut

#

In a situation like that the detached limbs can remain a part of the same skinned mesh renderer, but in some cases that may cause optimization issues since for every part on the sceen the whole mesh needs to be rendered regardless of how far it is

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Since your character to dismember is weighted rather than totally mechanical, you'd probably be using the same techniques you can find in many gore systems

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Severing a skinned mesh renderer into two or more parts is always a technically tricky process
Or if pre-severed it'll be tricky to make it look right in the start

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It's better to fake it whenever you can using shrinked bones, stump covering meshes and rigid detached parts

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Removing bone influence probably isn't the way, since that would only make the part more rigid than it was before, I think

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Helper bones are an option though, since they give you control over where the other end of the weighted mesh will be when the extremity goes its merry way

opal brook
misty lantern
violet briar
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Hi, I have a problem with a very basic thing. I'm not sure if I'm missing something important or if it's something else, but I need your help with importing from Blender to Unity. Specifically, I want to export an FBX file from Blender with embedded materials and import it into Unity. However, I can't get the materials to transfer correctly. I followed the top three YouTube tutorials, but it's still not working.

swift estuary
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Unless you just mean textures

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but materials themselves need to be made in Unity

violet briar
swift estuary
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Yah Unity can't use Blender node graph stuff

violet briar
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how would one do that than? i would like to texture in blender and then import to unity, do i have to bake?

swift estuary
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You can make a similar shader from scratch in Unity using ShaderGraph

violet briar
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is this the correct workflow?

swift estuary
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just make a material in Unity and use the texture in it

violet briar
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the FBX has the texture in it if i view it in a online viewer

misty lantern
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Blender materials can be imported, but the nodes can't be more complex than "value/texture to PBR input" which Unity also would have
So in theory that material should work, as long as you've also imported (or extracted, if packed) the texture and placed it in the model's folder or in assets/textures/

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Though in my opinion packing a texture in the mesh, then extracting just to use a limited embedded material isn't any less effort than importing the texture separately and making a proper new material for it

violet briar
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i have the feeling that my workflow is completly wrong, can you guys recomend a workflow or a video where i can see a workflow that is optimal

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3x workflow in a single sentence, im cooked

misty lantern
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Drag and drop the texture from your files into Unity's project window
Create a new material asset in Unity
Assign your textures to relevant material properties
Assign material to mesh either in import settings material override, or whenever you use the mesh (prefab usually)

violet briar
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i got it working with the material in the asset folder, i would just like to apply the simple texture in blender before exporting so i dont have to do that in unity

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or is this the suboptimal workflow