#🔀┃art-asset-workflow

1 messages · Page 23 of 1

violet briar
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i really dont know wahat is common practice

vivid slate
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So this is interesting, if I follow this workflow of putting the blend file in the assets folder as described in the manual, the deformation looks identical to within blender icluding the hair child-parent setup. Unfortunately it only imports the action imposed on the model when I last saved and there does not seem to be a way to load or import my other actions.

If I export the fbx from blender manually and import as new asset, I get all the actions but the deformations are skewed at the seams.

Unity - Manual: Importing Objects From Blender https://search.app/tHb7uAVtcmNynWzK7

prime star
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How would you guys go about making body sliders in Blender? I'm not talking about the code side, more on the 3D model side. Like, would you go shapekeys? Deform bones? Is deform bones even possible in Unity? I know in UE4 I used deform bones but when I try to import them into Unity, they seem to cause issues.

astral sleet
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To people who create maps what is your general workflow?

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I've been using ProBuilder for a while because I just find it incredibly hard to visualize what something might look like in Unity when working in blender but I don't want to because it has so many limitations

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I'm hoping there's some sort of magical solution I don't understand. Not being able to see baked light or what materials / shaders look like is a HUGE issue for me

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Also working in Blender makes being clean a lot harder since you don't have prefabs and stuff

misty lantern
twin merlin
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I need help. Unity is not slicing correctly my tileset and i triple checked and im not sure what im doing wrong

astral sleet
# misty lantern There may not be a magical solution, but there's a lot of smaller tricks that he...

Prefabs for decor so I can adjust all instances later on, for lights it's just kind of hard to visualize what a scene is going to look like in the end so if I make this huge open room and place a couple emissive planes about the place I struggle trying to depict whether that will do the job or not (and if it doesn't then it's just a game of back and fourth with exporting to unity from blender over and over until it does work)

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As for shaders there's certain areas in my game that heavily rely on shaders for stylistic reasoning so it's also hard to envision

misty lantern
# astral sleet Prefabs for decor so I can adjust all instances later on, for lights it's just k...

Blender can do full realtime path traced lighting, so it can give you quicker results and often better results than unity's baking does (if you match the lighting conditions closely, but if not you get an idea for how light bounces anyway)
Blender's "linked objects" function like prefabs and are exported as just one re-used object, and after importing the level you can swap them all to a specific Unity prefab

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Heavily stylized shaders are a trickier thing
Though you can recreate almost any Unity shader in Blender with some work it may be better to just get an intuitive feel for how the appearance will change between the two environments

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Unfortunately a sharpened imagination may be the best tool there, as well as exporting and iterating a lot of times

misty lantern
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Importing and editing .blend files directly often is a bit of a sloppy workflow, but it may be worth it if you really need the changes to show up in Unity seamlessly

misty lantern
vivid slate
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@misty lantern hi, it seemed like you may know about blender unity asset management.

I was hoping you might know the solution to this,
If I export from blender and import to unity as new asset, I have some deform issues. Ie. The seams where objects meet don't defor as they do in blender. However is i hopy the .blend file into the assets folder. The model deforms correctly in unity, but only the action imposed by the action editor on the last save gets importer and it doesn't seem I can link new animations to the character asset.

I tried selecting just the rig and exporting the animation, but it won't let me drop it on the .blend asset.

Does that make sense?

olive iron
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Hello everyone I’m experiencing a problem with this model, but on Webl only on Safari, instead on Chrome it looks good

stuck bramble
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I'm trying to export a .unitypackage of a model and all dependencies (materials and textures). Everything seems to be included when importing into another project, but there a decent amount of mesh renderers that lose their material references. Has anyone encountered this issue?

mild coral
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Hi, does anyone know if its good practice when making more structural assets and stuff to just make like a single trim sheet or something for a bunch of different assets, and just modify/scale/rotate each assets uvs in blender to fit within different parts of the trim sheet. And then make the single material in Unity with the trim sheet texture from blender. I kinda want it to be like how this games has pretty similar/looping textures for the walls/floors/ceilings and door and other assets. https://www.youtube.com/watch?v=eDe6_Jj_3uM

Can't believe how close we were to escaping smh.
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misty lantern
misty lantern
eager mist
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Is it fine to let Unity automatically merge/weld certain Verts in my model, doing it in the modelling software is causing me problems

Had this in Unity Talk before (deleted it), but remembered this channel

stuck bramble
stuck bramble
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So all I had to do was upgrade the materials to through the HDRP window.

It really should show a warning on import that the materials are out of date.

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And it's weird some references were lost and not others, but then the references figured themselves out when I upgraded the materials. Very strange.

vivid slate
vivid slate
# misty lantern As opposed to doing what?

oh I misread and thought you were asking what an asset was.

Both methods are supposedly FBX, but method one where there is variation in the deformation from blender is export fbx from blender then import.

Method two is to save a copy of the .blend file to the assets folder in the directory and supposedly there is a native FBX importer set up to work with the bled file. In this method the deformations are identical to blender but it only gets the animation that was active in the action editor when I last saved the .bend file.

fluid oak
vivid slate
fluid oak
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So it is just a 'baked' animation clip rather than a bunch of controls and constraints

astral rivet
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why are there backgrounds in the font

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they're not in the ttf

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anyone know what's going on

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fixed spontaneously

vivid slate
vivid slate
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okay so when I import the asset into unity, I see all the parts and the animations show up with the correct start and end, however in the preview, they do not affect the model. They are all stuck in the T pose.

fluid oak
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I'm not a blender user so I haven't done much testing with blend files but from what I've been told the preferred workflow is to export to FBX so you can have more control over the exporting

vivid slate
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So im attempting to use FBX and now all my animations show in the file, but only the walk cycle actually moves the mesh once it gets to unity

vivid slate
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Ive discovered that in the NLA editor, having the hair and animations and the body animations named the same was causing the conflict

hoary kindle
vast spindle
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im not sure entirely what im working with here

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but its definitely something

balmy horizon
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hey guys. I'm having a super weird nagging issue while importing my models from blender to Unity. For some reason Unity has decided to add a special mystery polygon to the grip on my model that doesn't appear anywhere on blender? if anyone would be able to shed light on this issue I'd be incredibly grateful. I'm importing/exporting via FBX if that might be the issue.

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these are the models import settings

gritty raft
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ok, first, try turning off Weld Vertices

balmy horizon
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could smoothing angle have anything to do with it?

gritty raft
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Ok, basically, since there is not a noticeable logical reason for it, go through those settings, and keep turning things off until something works/.
Yes, it is worth a try (smoothing angles)

balmy horizon
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I'll fix it in blender later and see if that helps

cobalt ruin
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why in blender - he is normal
But in Unity his brows...

And one moment - it is haircards

First Image - Blender
Second Image - Unity and 3d object viewer

After talking with the developers of the blender addon, they suggested that Alpla Mask is needed here

And one moment - I have HDRP Render

misty lantern
cobalt ruin
misty lantern
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HDRP also has a dedicated hair shader that may be useful

cobalt ruin
misty lantern
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What do you not think?

cobalt ruin
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It's a HDRP shader of hair

cobalt ruin
misty lantern
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You have to have learned more than nothing at all to use HDRP materials effectively

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So you can't expect alpha masking unless your texture has alpha

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It's tough to see exactly, but it looks like your eyebrow material in blender is using temporally dithered or "hashed" opaque clipping for transparency
HDRP doesn't support that out of the box, but you can implement your own using Shader Graph

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That requires you to know what all those things mean, though

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Less trouble to use the usual alpha masked transparency

mellow swift
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guys, where i can find skyboxes?

hoary kindle
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I think I have used at least Poly Haven myself. The unity asset store have some too

mellow swift
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im looking for lowpoly skyboxes

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Poly haven and unity have realistics skyboxes and i dont like it for my project

misty lantern
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What's a "lowpoly" skybox?

mellow swift
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not realistic

misty lantern
mellow swift
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idk how to explain

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just not realistic

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maybe a pixel art skybox

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or something

misty lantern
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You may find stylized skies in asset packs, but there hardly are libraries for them since they're custom made for each style

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Likely you'll have to make it by yourself to get exactly what you want

mellow swift
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okey

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ty

sly marten
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I don't know if this is the proper channel for this but I have these low poly textures I wanna use but they all end blurry in unity , how can I fix that

misty lantern
sly marten
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Thanks

obtuse oyster
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!collab

lilac edgeBOT
#

:loudspeaker: Collaborating and Job Posting

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

prime star
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Hey everyone! I am working on a low poly character and atm everything is split into different materials. Lips, hair, brows, eyelashes, etc. they don't have textures either. It's just plain color with a handdrawn style cellshader. I am just kind of considering how I'm going to texture this.. character looks fine, but:

  • Concerned that too many materials will cause issues
  • Kind of want to add a layer for make-up eventually
  • Maybe some added texture would be nice? Idk.
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Would you make mesh planes on the body to handle the stuff like blush/eyeliner for example? And make that different materials too? Maybe I can make lines by adding extra meshes. But feel like it might slow things down.

signal lodge
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anyone know why whenever i remove the mesh from skinned mesh renderer it exports as FBX but when i put it back it says the red error bellow?

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the mesh is in .asset format btw

dusk geyser
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Well, looks like the asset itself was updated so I'm going to assume it's packed

dense oar
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Is there any way to fix a 3DSMax export to Unity so that rotation doesn't come in wrong?
My mesh is upside down backwards even when I export with Y-Up, reset xforms

earnest vector
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Hey, Im having this problem for hours now: When exporting to fbx, after importing my fbx once again, the whole model has the same material

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The only part of the model whose material didnt change to the head's one is the flush lever, which had a default material

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Also, it does work when exporting to glTF. But in my case I need it to be fbx

fluid oak
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I mean, that looks fine. You'd be amazed at the janky grass textures most games use.

tiny solstice
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I made a 32x32 image of a face and want to put it on top of a 64x64 animal. Is there a way to compress the face so it fits without pixel loss?

lethal summit
nocturne summit
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Is this the best place to ask game dev questions? Me and my brother are making a game in Blender + Unity. He does coding (unity) and I do art (blender). A lot of our models look janky and a bit off once ported to unity though.

lime pollen
proper igloo
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So i'm trying to make a colour map thingy for animation using aarthificials plugin, but for some reason unity seems to be rounding my colours? heres the file in a drawing software verus in unity, aswell as the file itself to show that its definetly in unity. This isnt just in the view port/game view etheir cause its broken the actual colour map. anyone have anyclue what could be going on?

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oh forgot to add, its still blocked with sRGB turned off

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also, notably, its done this with things that arent gradients too, heres another texture outside of unity vs inside of unity

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ohhhhhh it had compression on

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well, that was stupid

cobalt ruin
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Can someone get me a shader for Haircards? I can't do it

vast helm
mellow swift
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What do you think i can improve in this desing, it is the background of the main panel in the main menu

floral venture
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I have a lil question.

So i have made a Unity project. There is a file in called " Weapon.fbx"
I noticed that the weapon had some issues in the mesh, so i went to blender to fix them.
Once i exported again on the Weapon.fbx in unity, normaly it would update itself to the editing.

This time when i exported it to the weapon.fbx in unity, the object/mesh dissapeard.
Is there a way to return it?

proven cedar
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GUYS I'm facing problem using the mesh collider , I'm trying to give a cup mesh collider but the mesh keeps closing from the top and i cant put anything inside the mesh itself , I want to make the cup get filled with objects , does any one have any idea why is this happening ?

hoary kindle
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post only on one relevant channel please

glacial vector
floral venture
glacial vector
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You can try and just reexport it and make sure it's exported correctly

abstract talon
cosmic lark
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is it possible to save just this? ( LIBRESPRITE )

misty lantern
cosmic lark
fluid oak
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Oh, demo. Maybe not.

vivid slate
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What is causing this. I have my character in the scene, and I have also made a dagger. Thay are both to scale, but when I try to drop the weapon on the weapon bone in the character rig it blows up in size.

it is popper size when I just drop into the area
I circled the bone I dropped it on

fluid oak
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Try unparenting the dagger, resetting its transform, and then parenting it again?

vivid slate
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everything else is scaled properly 1,1,1

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its just the rig

fluid oak
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I dunno. Did my suggestion work?

smoky stream
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i got a question: is its possible to have multiple meshes in a single model and have a single animation that controls both meshes?

chrome wasp
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What's the trick to getting 3d models to scale nicely on just 1 axis without distortion like how Unity primitives (Cube, etc) do?

smoky stream
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thank you

smoky stream
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ill keep looking then

pearl jay
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Hey! Beginner here,, just want some confirmation if I doing the right thing for asset stuff.. So I working on character customization asset for 2D art.. and wanna know if my sprite sheet is correct or not..

outer halo
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@lethal summit @vast helm This channel is for Unity related art integration, not a place to showcase your work, thanks.

abstract talon
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Hey! I couldn't check the notification thats why I didn't answer you. As I know you was asking how can we animate multiple objects at once or how can we animate child objects along with the parent object.
Let me explain you with an example if I want to animat a door then Im gonna make both the doors (The left one and the right one) child of an 'empty object' then I am gonna just start animating that 'empty object' and you can select any of the door and start doing as u want.
(In short make all objects that you wanna animate child objects of an empty object then start animating that empty object and you can animate those child objects as well)

smoky stream
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Hi thanks for responding

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I should’ve clarified, these are animations already baked into a model

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Supposedly, they work in Blender together, but animations only apply to one mesh

abstract talon
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@smoky stream Ohh I have never worked with animations in Blender so ig I wont be able to help.

smoky stream
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It’s alright thanks for the help

cosmic lark
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any advice on what to add?

fluid oak
tribal pivot
chrome wasp
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Ok thanks, I read something that implied they didn’t

tribal pivot
chrome wasp
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Makes sense.. ChatGPT sounded so confident when it said Unity primitive adjust their vertices when scaling (or sth along those lines) 😅. The fact that you can’t seem to access the Unity primitive meshes in the project folder helped me believe it. But they still use standard Unity shaders so I guess that wouldn’t make sense

fluid oak
chrome wasp
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Yeah, I knew I was gonna catch hell for bringing up ChatGPT in here lol. I’m fully aware it’s flawed, but more often than not it is correct.

fluid oak
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And you can actually access the mesh assets for the primitives with an asset search for meshes.

fluid oak
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There are no prefabs for them, just raw mesh assets.

tardy cobalt
misty lantern
tardy cobalt
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when i import .objs they get imported like this

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and the actual meshes are just named default, and i cant seem to rename it

misty lantern
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You'd have to modify the asset itself by editing and re-exporting it with a modeling program
Assets can be modified from Unity with scripts to an extent, but I don't know if that's an option here

tardy cobalt
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il try reexporting my model as one object and see if that names it correctly

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yeah its still just naming it default, no idea where this name data would come from after exporting from blender

misty lantern
tardy cobalt
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it turns out i just needed to export it as an fbx

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when i do that it retains the object names, objs probably dont store that data

fluid oak
tardy cobalt
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thanks, even though id like to not have the mesh parented under a box i guess ill just have to live with it

fluid oak
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Though like Spazi said, you can copy a mesh out of a file into its own asset.

tiny solstice
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this is my first time making a sprite in aseprite for unity. How can I make different animations of the wolf and add it all to one sprite sheet? Do I have to do this manually or is there an application like smack studio that makes it easier?

inland thorn
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Hey, I was wondering if there is an easy way to convert a video sequence into a sprite sheet

misty lantern
# tardy cobalt

Here you've circled the object names, but the mesh name is Cylinder.008
I didn't know .obj ignores that completely though

misty lantern
tiny solstice
misty lantern
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Sprite rigging is an alternative to drawing each frame, but it's not usually viable for pixel art

misty lantern
inland thorn
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Could I instead just import the video file into unity rather than use a spritesheet?

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Like I made some shapes in illustrator and animated it on premiere (since I freaking hate how photoshop manages animations), so I have a few ways of exporting that

misty lantern
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But if it's just "some shapes" I'd also consider unity's animation tools

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Playing a video directly is appropriate when it's something you can't have animated in engine, or when it's nothing interactive

inland thorn
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Well, here the GIF version

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I guess I could have that animated that on Unity itself, yeah

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But kinda inconvinient since it's a bunch of game objects nested isn't it?

lime pollen
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You probably just need 3

inland thorn
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The main star is 2 different sprites so it does not stretch that much and the waves are 2 separated ones cause just scaling that looks awful

misty lantern
inland thorn
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I usually rather use images on a empty using an animation controller, unless I want it to be somewhat random or use trails

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So yeah, I guess I would convert it to a Unity animation

vast spindle
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so i was wondering why my baked lighting wasnt working

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the most cursed uvs ive ever seen

misty lantern
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This is offtopic and collectively we do not care what you choose
You should at least remove the embeds so you are not flooding the channel

misty lantern
vast spindle
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this is for VR so optimization is #1, so i could go and bake lighting in blender or smth, but i think the realtime lighting isnt super impactful on performance so it should be fine

misty lantern
vast spindle
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well, the way it works is im using assetbundles, which dont include the baked lighting in unity

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in blender it would be texture baking

misty lantern
misty lantern
vast spindle
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ill try it later, putting this on hold rn bcz a plugin i need is broken and the guy who made it is asleep atm lol

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well, broken for me for some reason

misty lantern
# vast spindle maybe perchance

Doing your own lightmapping in blender works as well ofc
Just means you can't use mixed lights or otherwise combine different lighting methods very conveniently

jade stream
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Hello all!

Anyone able to help me figure out why material is not visible inside model?

Im guessing its something to do with the way i exported from blender or some elusive option in unity.

misty lantern
jade stream
nocturne summit
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Hey guys! Im making animations in blender for a game. Right now Im doing a sword swing animation, but want to make it so that I can swap the sword out with other sword models. How can I do that? I animated it with sword already but how can I make sure that the new swords will keep the same rotation and position as the current one?

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Hopefully I havent gone too far to make it impossible. Really dont want to have to do the animations over again lol

misty lantern
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That means held objects should not be an integrated part of your character mesh / sprite / visual representation

nocturne summit
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Hmmm. Im not quite sure what you mean in the second message

misty lantern
nocturne summit
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No its a separate object if thats what you mean.

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But since animating it moves it around, how can I assure that the other sword will be in the same position? How can I even link them together like that?

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I parented it to a bone at the start of animating, but Im not sure how I can swap it out for another sword now

misty lantern
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Animate a bone meant as the object's parent instead

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So you can parent/unparent anything to that item bone

nocturne summit
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Ahh okay. So what should I do to fix that now? Or will I have to redo the entire animation?

misty lantern
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Not necessarily
You can still create an item bone and add it in the hierarchy

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If it has the precise same name and hierarchy position as your sword did, the animations will work

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Your sword and other swords will then be parented to that

nocturne summit
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Sorry Im new to this so this is all still pretty complicated lmao. So should I like extrude a bone out from the arm? Or just ctrl a make a new one and move it into place?

misty lantern
nocturne summit
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Oh im in Blender sorry

misty lantern
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In blender there's no strict rules about how the item bones must be attached or to what since you have control over all that

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But if you want to keep the animation you need to use blender specific methods for that, like constraints if copying keyframes won't work

nocturne summit
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God. So complicated. Do you happen to know like a youtube vid that would explain it by any chance? It always seems impossible to find stuff that explains like From Blender to Unity. Every YT vid is JUST for blender but that always causes issues when going to Unity, or simply explains things but leaves out the necessary info to bring it into a game engine.

misty lantern
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Quite true
I don't know any particular ones unfortunately

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The next best thing is skimmin many so you get a wide picture of what's possible
Then try out them in a very simple test scenario

fluid oak
umbral garnet
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How do you guys get your blender objects into Unity without losing the original color. I’m aware of turning it into image textures but is there really no better way of getting Blender to play nice with Unity? Is there no add-ons or packages I can get to make it easier?

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And sometimes image textures don’t even convert it well for me like they turn black or other problems but that might just be my limited knowledge.

misty lantern
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Textures aren't "converted" between the two, as they are simply images
But you do need to import the image textures into Unity so that materials there can use them

umbral garnet
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I see.

umbral garnet
umbral garnet
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I wish I knew this from the start before I made anything.

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Live and learn.

toxic elk
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Is there a way to change the Y X Z setting? (I don't know which channel should I ask for help)

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I want the Y Z X to be like this

misty lantern
# toxic elk Is there a way to change the Y X Z setting? (I don't know which channel should I...

X is the hotkey to swap between global and local orientation modes
If the axes are misaligned in local orientation mode, you'll need to give it a correctly aligned transform parent to act as its correct pivot, or modify the mesh in a modeling program to align the orientation to its perceptual rotation
Also note that Z is the hotkey for swapping pivot mode, which has to be in "pivot" mode to correctly show where the object's pivot is

knotty latch
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Hi ! I'm trying to sell 2D assets on the store but I keep being rejected, Do I need a specific big demo ? I did one that is ... rudimentary and they rejected me 4 times for 4 different reasons, I try and try but it's been 2 weeks now and I'm becoming crazy

outer halo
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You need to do whatever the reasons are.

dense heath
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does anyone know why this frequently happens to the textures in Unity?

modern widget
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dug through a couple threads on missing textures and cant seem to find something that helps

modern widget
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for some reason the textures only partially load in; this ribbon is supposed to be pink Thonk

austere tangle
#

Hey how do I achieve what surgery simulator has done how do I make 3d objects like skin which I can cut
Ping me on reply

dense heath
fluid oak
sly marten
#

i need help making a main menu , i set a background image and i now i cant add any buttons to the menu , can anyone smarter than me help ?

tawdry valley
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@orchid prairie give me a second and ill see if i cant figure it out for ya

orchid prairie
tawdry valley
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the only issue i had was w/ the curve modifier.. had to change the Deform axis..

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since my stitches needed to deform along the Y in this case..

tawdry valley
# tawdry valley

Create Object
Select LoopCut (this will be the curve we use)
Duplicate it, Shift + D
Then Seperate it out as its own object P seperate selected
Tab back into object mode, select the new loop-cut rename it as MyCurve or something
Go back into edit mode:
Select the starting point, Ctrl + S -> set 3D-Cursor to selected
Then tab back into object mode:
Apply Pivot to 3d Cursor (sets our pivot to the start of the path)
Finally: Convert that loopcut into a Curve...

Now you make ur stitch:
go into object mode: Apply the Array Modifier.. (fiddle with the settings to get the spacing)
then add a Curve Modifier.. (use eyedropper or manually select that curve we converted)
now.. u can fiddle with those settings to get it to follow/deform how u want..

then you can apply the modifiers from the top -> down
(now its a regular mesh..)
remove the curve..

rinse and repeat

orchid prairie
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I did it but they are facing the wrong way

tawdry valley
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just rotate the mesh in edit mode..

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of the stitch..

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as long as the pivot is centered it should just rotate all of em

tawdry valley
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rotate b4 u apply the modifiers ofc

orchid prairie
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@tawdry valley This is why your the goat THANKS ❤

orchid prairie
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Hey so in blender I made a rounded cube using bevel and I added an material/image texture to the cube. The texture I added looks good but on the edges of the cube there are these weird lines and they don't really blend like in the image shown. Anyone know how to fix this?
Thanks!

outer halo
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Those are seams, you fix it be placing your props in a way that hides them.

tribal pivot
jovial comet
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Does anyone happen to know why my textures in Unity are screwed up? This is the first time I've had an issue like this.

  • Deleting and reimporting the textures didnt work; also applies to new textures exported from Substance Painter
  • Switching Shaders doesn't work (Standard, Standard Lite, and a custom shader all show the same result as in Picture 3)

Any help is greatly appreciated

fluid oak
jovial comet
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either way, issue is solved now, turns out it was a buggered up named uv map in Blender

dusk geyser
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https://i.imgur.com/gOGSdgI.jpeg
Any idea why my sprites would shadow without having shadowing enabled? Seems to only happen with orthographic projection and can somewhat be fixed with large negative value in the near-clipping plane.

#

I am using custom billboard shader though, but I can't think of reasons it would be shadowed like that. It would make more sense if the sprite was warped or something.

#

Hmm, maybe my shader overides that shadow setting

dusk geyser
#

Yeah, just shadow attenuation not liking my sprites yet again

tall sage
#

Hello <@&502880774467354641> Would it be ok if I post a study survey link regarding sustainable futures in games for game artists and art directors on here? Many thanks

obtuse pilot
#

probably best to ask the <@&502884371011731486> and not the admins directly

sullen plank
#

@tall sage Don't ping admins with moderation issues. As long as it's not advertizing you can post it in #1157336089242112090

tall sage
#

Apologies and thanks, my university explicitly asked for admin approval, but I will argue this is all good!

dreamy osprey
#

New to Unity, can I mix pixel art sets made for different dimensions? One art using 16x16, another using 32x32, and one using 64x64. How does setting pixels per inch work on the images in Unity? Do they all get the same number?

sullen plank
fluid oak
umbral garnet
#

Why did the avatar come out like this?

#

Never mind. Palm had whole torse weighted to it somehow.

elder vector
#

Hey, does anyone know why the faces facing the camera are part see-through, even though it is fine in Blender?

neon shadow
elder vector
#

I see, thank you.

orchid prairie
#

Im making a player model in blender and Im trying to make a zipper. My player has a curved shape so I can I perfectly place the zipper on the player without manually doing it?

lilac edgeBOT
tawdry valley
orchid prairie
dense oar
#

What setting might cause soft particles to work in scene view but not in game view?

#

Oh, the answer is Depth Texture wasnt set to on in my URP renderer UnityChanThink

sharp needle
#

First pixelart thing I've really drawn, we shall see how it turns out

dusk quartz
#

how can i export animation with modifier, i have a mesh with curve modifier, and it gets applied before i export and the animation does not play as it is supposed to

sullen plank
#

Unity can only read finished models, modifiers are Blender programs Unity knows nothing about.

dusk quartz
sullen plank
outer halo
jagged steppe
fluid oak
misty lantern
grim vapor
restive meteor
#

hello, i'm trying to create my own 3d trading cards and import them to unity but i'm failing miserably. Does anyone know an updated tutorial on how to create custom cards and import them to unity? Or a premade trading card resource?

#

i'm not using any blender shaders or something like that

#

also transparency works in blender but unity says no

#

this is checked by the way

#

hope someone can help me

obtuse oyster
fluid oak
#

You can see the effects in the corners.

twin laurel
#

I am implementing smooth normals for corners in my voxel game

tawdry mulch
#

Hiii! I'm sorry if this is the wrong channel, but does anyone know how to export substance painter texture to unity build in (BIRP)? Because there is no option to do so....
Thank you so much in advance!!

dense oar
#

using custom data in custom vertex streams on unity particle systems, what is the easiest way to bake in a random value per particle going into a shader? I want to offset a texture per particle randomly so that every particle isnt identical, but I am not sure where/what/how to get something that is random per particle at their birth moment, without constantly re-randomizing over their life time or position

#

hm maybe its supported stock, I might have to google it more how to use custom vertex streams and custom data in particle shaders

signal coral
#

not really sure where this goes... i'm stumped. been banging my head against a wall for 18 hours and i can't figure this out. trying to export my model from blender to unity, everything works fine in blender and i can even re-import the fbx and it works as expected, but in unity everything's all screwy:

i have no idea what i'm doing here but i suspect its one of a billion settings i'm not aware of. It's rearranged my mesh heirarchy too for some reason. The armature is the main parent, with a body and eye mesh (the eye needs to be separate like that so i can animate it with a shader)

#

settings

signal coral
#

nvm solved. armature just needed a root bone

fluid oak
gusty pasture
#

After importing a character model from Blender, some of the bones are suddenly very large (this is in avatar configuration).

Is anyone familiar with this issue?

gusty pasture
#

The solution turned out to be "Reset", then "enforce T-pose"

eager mist
#

Metallic is present in texture files, but does not apply to model, why is this?

lime pollen
eager mist
lime pollen
eager mist
#

Ah, thanks

royal rapids
#

Hello anyone know what software I can use to make my own assets?

outer halo
#

How can anyone suggest what software would work if they don't know what kind of assets you want to make?

outer halo
#

Aesprite is a popular tool for pixel art.

For hand drawn, you can use something like Procreate, Krita or even just Photoshop.

royal rapids
#

K thx

raven elm
#

I'm having some issues doing lightbaking in Marmoset Toolbag. It takes into account the emissive lighting, but not the lights I set up in the scene. Anyone have a solution for that?

misty lantern
prime star
#

How exactly do I export fbx' properly from Unity? Everytime I export fbx from Unity using the FBX Exporter, and then import it into Blender, the model is entirely screwed over or in all kinds of weird positions.

misty lantern
prime star
#

And this is just default blender import.

misty lantern
#

Ah, armature

prime star
#

Other fbx are imported fine.

misty lantern
#

What's the point of exporting an armature? I would expect it's an fbx to begin with

prime star
#

And I need to be able to rig the clothes.

#

Besides, I'm doubtful I can export the mesh and armature seperate.

misty lantern
#

Whether you use the exporter or just import the fbx itself, it's going to be very tricky
I'm not sure if it's possible to re-import and re-export it without messing it up

#

When it was first exported from the source file, all kinds of data was lost

prime star
#

Egh.. then what's the point in an fbx exporter in unity. xD

misty lantern
#

In theory I guess if you can import it into blender with correct bone axes and mesh transforms, and maybe correct some of them manually

misty lantern
#

But perhaps it has some transform conversion options that blender's fbx importer does not have, who knows

#

I doubt it's intended for armatures or rigged characters though

prime star
#

Otherwise I'll have to export it all and simply fix it all and reimport it all over again myself.

misty lantern
#

But there's a lot of ifs
It might just work for what you need it to work for
If you don't need to make new animations that simplifies the process

prime star
misty lantern
prime star
misty lantern
dusky edge
#

How come there's almost no resources online around Character Creator 4 and Unity ? Is no one using this workflow for some realistic human characters ? (kinda the only alternative to metahuman)

prime star
fluid oak
waxen parcel
#

Dunno if here is the correct place to ask but in substance painter, is there a way to export all layers?

fallen dove
#

Another answer is that many people going for realism, whether for a game or cinematic production, tend to choose Unreal. Though I think HDRP can look equally good or better.

dusky edge
dusky edge
fallen dove
#

Character Creator 4 is awesome. You can get really good looking results with fairly minimal effort. iClone 8 I’m not as hot on, but that’s probably because all animation software takes a lot of work at to become proficient. So it’s on me to improve.

burnt lion
#

What's the best way to organize assets bought from Asset Store and imported? By default, most of them put the folder directly in root Assets folder.

I saw some people make an "External Assets" folder, and put everything imported from Asset Store into there.

I like this approach and considering doing it, but wouldn't it mess up when there's an update to the asset pack and you need to redownload/reimport the package, won't it now duplicate again into "Assets" (new version) and "Assets/External Assets/" (old version)?

As far as I can tell, when importing an asset package, we can't choose to put it inside a specific parent folder?

mellow swift
#

Why the pixels are expanded?

#

This is the original image

#

The pixels are expanding and contracting

vivid slate
#

Why is my mesh deforming differently in unity than in blender? I have no bone modifiers in blender, just the base animation

but these are the same frames and as you can see the head is way stretched out in unity

misty lantern
misty lantern
# mellow swift Why the pixels are expanded?

The scale and position of the asset would be incompatible with the camera's display resolution pixel grid
UI components need the "pixel perfect" setting and sprite renderers need Pixel Perfect Camera component on the camera

muted flame
#

Hello,

I have an idea to make a voxel exploration game.

We would like the player to explore a place like in the picture (maybe not as much detail but a notion of immensity)

So a friend is creating the interior model of the cathedral. At the code level however, I would like to know what is the right way to manage this? Do I have to load the element in one go? Finally how to go about it?

I really have no idea how to import something so "big" correctly

Forget about elements such as pillars, benches etc

I'm really talking about the structure, the building.

Thanks

misty lantern
#

And if there is lighting like what looks to be ray traced type there, the calculations can be innately simplified because all possible surfaces are flat and on the 3D grid

muted flame
#

Yes, but what you're telling me sounds like procedural generation, doesn't it?

misty lantern
#

For example minecraft's words are not meshes, they're voxel arrays that are loaded in progressively and geometry is created on the voxels at the moment you see them

muted flame
#

Yes but that's possible because the world is randomly generated, here it's my friend who will give me voxel models that I have to "fit"

Or maybe I didn't really understand what you're explaining to me and how I can translate that into my game.

Because it is not an open world but closer to what a game like Tunic can do

#

I know how to limit certain loading thanks to doors etc. but I would like very "large and spacious" places like in my images, which would just be a room in my story mode.

It's this "large room" part that I find complex and calculating on the fly seems a bit overkill for just a single room but maybe I don't have a choice

misty lantern
#

Minecraft's worlds are only initially random generated, after that the voxel array is persistent
Tunic has nothing to do with voxels, it's all traditional 3D
So I may be misunderstanding what exactly you're looking for

#

Feeling of "immensity" has nothing to do with technology, only your choices as a level and visual designer

#

But rendering voxels, especially as many as are in that example art piece would be a big technical challenge in a realtime application

#

Maybe that's not quite necessary for your project

muted flame
#

I took tunic as an example because it is a story exploration game like I want to do. The map will never change, in this sense. Maybe it was a bad example

misty lantern
#

If your artist produces the example's kind of mesh with some voxel modeling tool, chances are it wouldn't run in unity or possibly not even import at all as a mesh asset

muted flame
#

I only have "rooms" that will be loaded with puzzles and rooms to search, so most of the setting is small, but for a more visual aspect, I would like a large space. I took a cathedral, but it could have been a garden or a disused laboratory

#

Something like this

misty lantern
#

It could be doable with just ordinary meshes, but you'll have to test it
Those kind of voxel environments tend to be pushing more vertices than triple-A games do, despite the appearances

#

The programs used to create them often don't use texturing either, just more polygons for each pixel

muted flame
#

What you're telling me scares me a little.

misty lantern
# muted flame What you're telling me scares me a little.

It's good to be cautious, since you don't want a lot of assets made that you can't use after all
That's why you need to make test scenes with comparable level of detail and view angles and compare their performance so you'll have at least a ballpark estimate
Maybe there is no issue at all, but if there is, it also helps to learn how to use the profiling tools and to study how 3D rendering optimization techniques work

muted flame
#

Yes, after that I have the notion of LOD or occlusion shading but I just have trouble imagining how to couple that to a pre-existing model.

#

I see how it works during a procedural generation, for an already existing object it is still too vague for me

misty lantern
obtuse pilot
#

did a little looking into it and there are some engines that are specifically made for voxel games, like iolite

#

if you aren't expecting to have destruction like teardown or minecraft and you just want to explore. exporting to an OBJ and working in unity would be fine too

#

i haven't messed with specifically voxel rendering in unity. but, unity can render voxel models just fine. not sure if they'd look better if rendered with other methods though

misty lantern
fluid oak
muted flame
#

Or The Touryst

misty lantern
#

I cannot think of much anything technically in common between those examples

hoary kindle
# muted flame Hello, I have an idea to make a voxel exploration game. We would like the pla...

Sorry if I missed one of the replies but at least I don't see approaches outside meshes being discussed. As Spazi said, dense voxel world tend to generate quite large mesh files, partly due to flat shading which requires splitting the edges. One approach that I have seen used in large voxel worlds is to store the world in an octree structure and render the world directly based on that using ray tracing against the structure. With that approach it is also not too bad to implement a dynamic LOD type system to optimize it further. I assume that is the approach used by many high fidelity voxel engines, unity isn't one though. Implementing one yourself isn't easy either and doing so within unity wouldn't make too much sense. If I was you, I would honestly just try the simple mesh based approach and if it is too slow, I would look for specialized voxel engines that would better fit your needs.

#

Mesh based approach is totally fine with minecraft type game with large voxels on screen, with very small ones the processing power required to generate the meshes on the fly quickly becomes a problem and storing everything in mesh files already can be too much for large worlds. It may also be worth noting that GPUs are terrible at drawing very small triangles, if the voxel size on the screen is anywhere near the sizes of pixels, the rendering cost of them will be significant with a mesh based approach

fluid oak
# muted flame Or The Touryst

So... you want to make 'a third person game with an environment that may or may not be 3d.' That isn't really enough to go off of.

eager mist
#

I'm curious what you guys use as your 3d software of choice? I'm currently using 3DS Max, but I'm wondering if that's the most efficient choice for game assets?

glad rune
glad rune
#

If you just need to deliver an FBX file to a texture artist, they probably won't care what software you use to make it. But if you're working with a team of animators that all need to be able to open a model with a specific rig, you all need to be using the same software or it won't work. Most studios have a pipeline that's fairly rigid that they ask you to stick to.

#

If you're indie and you work alone, use whatever you like the most. I'd argue for blender, given the wealth of tutorials and free content available for it online (materials, brushes, plugins, etc).

tardy cobalt
#

No one software is gonna be more "efficient" than other ones for game assets in general. Blender, Maya, and Max can all do general modeling. Some tools are built for a specific thing and will be more efficient in their niche; for example ZBrush would be better for sculpting, and Subtance Painter would be better for texturing

tribal pivot
fluid oak
misty lantern
#

Max, Maya and Blender have so much overlap it practically isn't going to matter which you choose

steel bluff
#

Hi! I want to make a gradient background that is animated and changes colors for a project, can somebody give me an idea of where to start researching for me to learn how to do it?

#

I'm a beginner to Shader Graph, I've done a few things like glow effects and stuff, but not gradients much

fluid oak
steel bluff
#

I just need it to change colors randomly but slowly, like after a specific time stamp

#

So first I can animate it with Shader Graph and how would the mapping work? Or would code be better for this?

west helm
#

Does anyone know if there is an easier way to pull the various modifiers in Makehuman into blendshapes, other than adjusting the sliders, and exporting them?

median storm
#

is it possible to tint a texture asset the way you tint a terrain layer?

misty lantern
#

When a shader reads a texture to use for the color of a surface, it can alter that color with any math operation such as a tint
That's what terrain layers do, and what most included shaders can do

median storm
median storm
misty lantern
azure prairie
#

Hi, not sure if this is artistic enough to go in one of the artist channels, lol. Anyone have an idea why when I make multiple selections and transform them, 1 selection always moves more than the others? (after reselecting, a different selection is the one moving more and its neither the first nor last selection)

Sorry, I couldn't manage to find this one online

#

Thought I'd throw a second question in here. I followed instructions on how to have blender models with multiple material slots and how to import them into unity but now its in unity, they only seem to have 1 material slot. Could anyone point me in the right direction? (even if its just a better tutorial than the one I found)

misty lantern
misty lantern
still rover
crystal blaze
#

Im still learning 3D but im gonna try the yellow dino i just made on Unity

flint pelican
#

how would i fill this space with road, sidewalk and grass, like i've downloaded some road plugin but it only adds roads as planes, and doesn't add sidewalks to it, and i don't like to use probuilder for that

tribal pivot
tiny coyote
#

given that i have a sprite sheet that is gridded, but that i only want to use a sub-range from that sheet, how do i specify the desired offset and length?

tiny coyote
#

i'm a noob so sorry if i'm saying this in a stupid way

#

but we're dragging the sprite sheet onto the stage to make an animator out of it

#

so that we can have a sprite of our character

#

the problem is, the sheet in question has several characters on it

#

so i want to bound which indices the animator is allowed to use

dark surge
#

Hey Everyone this might seem like a dumb question but i dont know why i am unable to modify these material properties

#

Its just grayed out

#

i have unpacked the pre-fab but i still cannot

dark surge
#

nvm

#

I got it, i didnt extract the materials

west helm
minor sparrow
#

Hi! It's been a while since I posted any artwork online—I’ve been really busy with work. I'm a 3D icon designer, and I usually create very simple icons. But this time, I convinced my boss to let me design stylized and slightly more detailed icons. I've made 35 of these icons, all related to pirates. I'll post the rest soon!

azure prairie
misty lantern
azure prairie
arctic kettle
#

Pretty new here, working on my first game which I might be very over my head when it comes to the art side of it but while I get some of the features set up before finding an artist... Anyone know of any placeholder type soldier/gunner isometric 2d sprites out there? I can find a bit of fantasy but its hard to find something more modern with an attack animation

misty lantern
misty lantern
arctic kettle
#

Didn't find anything on the asset store. I checked out OpenGameArt and don't recall finding anything fitting the bill exactly, I shall take another look there though!

misty lantern
arctic kettle
#

Aye. I have a pretty generic placeholder that is working, just harder to find that 8D placeholder. Art is not quite my department. Thanks for the info though!

minor sparrow
misty lantern
arctic kettle
#

I ended up finding one on OpenGameArt that works well! for isometric movement + default ranged attack. I didn't realize in an asset rush I grabbed it! Not a soldier/gunner but has atleast a gun in the sprite! Thank TMIM, your service to the internet has moved me on this day.

tiny coyote
#

it seems almost certain that i can do this with offset and range, which is how every other engine i've used does it, and that i'm just looking for them under the wrong name, or something like that

west helm
#

Ah. I'm not familiar with that particular workflow. I've always set mine up as animations. You can find a pretty decent tutorial at https://youtu.be/_gDSfZ01GVE?si=StlG5vQAbSlobR98

So, you're proposing something a bit more like an atlas where you dynamically pull out slices?

In this video we'll look at how to slide your sprite sheet in Unity. Unity Sprite Sheet Slice shows you everything you need to do from importing your artwork, setting up the sprite sheet in Unity by showing the values that need to be set in the inspector. Then we use the sprite editor to actually slice the sprite sheet into individual sprites. L...

▶ Play video
fluid oak
long yoke
#

I thought it would be more relevant here so I am linking my post about this pretty bad aseprite bug. would like if someone could double check this. #🖼️┃2d-tools message

mortal lotus
#

I want to parent the window to the empty but get this error.

fallen dove
mortal lotus
fallen dove
mortal lotus
#

This one, did I get something wrong?

fallen dove
#

I have no idea why that would open Microsoft 3D model unless you've dragged an FBX into the scene and not a prefab.

#

No idea

#

Actually, that's exactly it. if that Open takes you to that Microsoft software it's not a prefab, it's an FBX.

#

You would need to right-click, Prefab - Unpack Completely (even though it's not technically a true prefab yet)

grave garnet
#

Unity treats FBX (and other 3D assets) as prefabs

fallen dove
#

instead it opens the FBX

grave garnet
#

Yep, just like double clicking an FBX in the project window does

#

There wouldn't be much to edit in the prefab isolation mode

fallen dove
#

which means it's kind of a prefab, but not a true one as you can't go to isolation mode (where you can change hierarchy of objects for example)

grave garnet
#

Read-only prefab, I'd call it

#

You can always make a prefab variant out of it and edit that though

#

But I think you need to unpack it to change hierarchy, and that's not always desirable

#

Because then it's not linked to the original FBX anymore

mortal lotus
#

WTF? Why does tha crane look like this, while it looks normal in Blender with Backface culling turned on?
Note: I checked the face orientation, everything is normal.

grave garnet
mortal lotus
fluid oak
mortal lotus
umbral garnet
#

How do I go about doing bullets and magazines? Like how do I animate the mag but then have it not be apart of the gun anymore and stay on floor? Same with bullets.

#

And then get a new one and have it be part of it.

misty lantern
# umbral garnet How do I go about doing bullets and magazines? Like how do I animate the mag but...

The answer may be different depending on whether it's a first or third person game, or something else, but generally the two methods for it is that either the magazine and other moving parts are a part of the gun as on skinned mesh renderer, and when the magazine is released, the magazine bone is shrunk very small and moved out of the way and a physical magazine object instantiated in its place on the same frame

#

Or the magazine bone doesn't have the magazine on it as part of the rig, but rather it's an external object at all times attached to the bone using constraints, with its physics and colliders toggled on/off along with the constraint when releasing it

#

If it's a first person gun, there might not be a need to swap anything
The magazine can fall offscreen as part of the gun animation, and a physical magazine can be spawned offscreen in the approximately same location
Since it won't be possible to look at where it happens, it doesn't have to be accurate

umbral garnet
#

Oh wait how do I make sure the times where it shrinks and when it returns to normal scale line up with the animation?

#

Just gotta set it manually for all animations?

misty lantern
#

The biggest commitment might be whether you skin all the gun parts to the rig, or keep them as separate objects, since it's hard to swap from one workflow to another later

umbral garnet
#

Oh wait nvm. I forgot you can change the scale of a bone in animation. For some reason I was thinking about scripting it because I did that for another thing.

misty lantern
#

If every reload animation is unique, you'll probably want to set the mag swap method event uniquely for each one as well

#

Doesn't have to be an event but that's one convenient way to synchronize the method with the animation

#

Instead of an event, you could decide on a convention that mag will always be freed at a specific normalized or fixed time in the reload animation

#

That means you never have to guess when that happens, which may be advantageous for something like reload canceling I suppose

#

So it won't be possible for the player to spawn a pile of magazines
But there's ways to prevent that just as well with the event method

#

The choice of tool comes down to preference here, how you want the system to work

tawdry valley
#

my scale here is 1:1:1

#

so all my textures fit exactly how i have them in blender.. urs is 100 so ur textures will have to scale accordingly i think

halcyon pond
#

i see

tawdry valley
#

not sure what the difference is.

halcyon pond
#

but still its not just scale, texture is applied acording to normals in unity

tawdry valley
halcyon pond
#

for example, i dont have a stripes on top of the cube

tawdry valley
#

i mean uv's

halcyon pond
#

UVs also seems fine

tawdry valley
#

hmm idk, let me think

tawdry valley
#

i mean w/ this texture?

halcyon pond
#

wait

#

something is messed up

#

check this

tawdry valley
halcyon pond
#

im selecting png, it sets webp

tawdry valley
#

make sure ur scale factor is set to 1 in the import settings too.

#

that will make ur transform a solid 1:1:1

tawdry valley
#

try recreating the material

#

thats the best i got sorry 😦

#

that and the import ^ tip

#

everything else looks exactly like my setup and i dont have that issue

tawdry valley
#

see if that png is in that menu

halcyon pond
#

it only shows webp thing

#

can i remove this material from the project somehow?

#

like completly, im not using it anymore

#

renaming works

#

but the thing is, i dont want texture to go along UV

#

i want stripes on all 6 sides

halcyon pond
#

ok i managed, but still its messed up in unity

#

scale factor is 1

#

@tawdry valley any clue?

tawdry valley
#

i mean the easiest solution is to change the scaling on the texture. (in the material)

#

may need to recreate the material so its not read-only

#

i still not sure of the root issue tho sorry

#

the Tiling values should be able to fix it

somber salmon
#

Why leg IK doesn't work? Am I missing something?
I think I did the same way as I did with hand IK. I don't know why it doesn't work

fathom canopy
#

where can I get head / face textures for free/cheap? like how I can download e.g metal texture map from polyhaven

fallen dove
#

Added/changed bones

tawdry valley
#

Wire has no normals..

#

i've:

  • duplicated and renamed object
  • recalculated outside/inside/etc
  • unwrapped using various methods
leaden prawn
#

I absolutely ADORE miside's art style, does anyone have any tutorials, references, or anything that might help me make similar art or assets in that style?

tawdry valley
#

looks like it may be a mixture of toon/cell shading and outline shader

tawdry valley
tawdry valley
#

turns out breaking it into pieces worked out.. ended up with an extra gameobject w/ no vertices soo deleted that one and no import errors anymore 💪

mortal lotus
#

So I have a fuck up, I exported 100s of models as one entity, because of that, I can't apply materials individually and stuff like that, how can I detach them all and make individual objects?

glacial vector
mortal lotus
glacial vector
#

If you haven't unpacked your prefab in the scene, then it should update with the new separate objects

#

If you have unpacked, then it's only gonna replace the meshes with changes, not add the new objects

mortal lotus
#

Undertsood

latent widget
#

I jsut created a particle system and it came with a fixed material in it. cant edit, delete or add a new one

#

Ive created a variant and put my material in it, hope that works okay xD but if you guys now a better way to do it, hmu

#

also, teh particle system looks so different from all the tutorials. did they changed so much in unity 6?

grave garnet
#

That material is a built-in default material so you can't edit it but you can swap it to another one

tacit minnow
#

no clue why it didnt apply the textures?

#

i imported a blender model and the textures into unity

#

but some of the textures didnt apply

#

i think it has to do with those specific ones having transparent bits

gritty raft
tacit minnow
#

ive just done the alpha is transparent thing yes

#

but theyre still white for some reason

gritty raft
#

show where you applied the Material (i am loading Unity now)

tacit minnow
#

i didnt, it auto applied to the model when i imported the model and textures

#

i already went through this whole charade in blender, now it did it in unity

#

its so frustrating

gritty raft
#

it is a bit less annoying once you figure it out, but still annoying, since it it often double work, since Unity and Blender speak different Shader languages

potent wraith
tacit minnow
tacit minnow
potent wraith
#

Ok, then they all need to have materials with textures applied

tacit minnow
#

this is in blender

potent wraith
# tacit minnow

If you look at this object material it has no textures applied to it

tacit minnow
#

but why

#

omg

potent wraith
#

Because unity is not blender and not everything can be imported as is

tacit minnow
#

ok uhhh i gotta readd each material

tacit minnow
#

funny

#

no i did this exact same crap when i imported from skyrim

tacit minnow
#

breh

#

why does he look like this 😭

gritty raft
#

you should do the Creative Core Pathway on the !learning site

lilac edgeBOT
#

:teacher: Unity Learn ↗

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

tacit minnow
#

ohh wait wait

#

changed it to cutout

#

instead of opaque

#

that seems to have done su

#

sum

potent wraith
tacit minnow
#

ok i fixed it, he still looks nothing like what i wanted but for a first try its better than nothing

#

still annoyed his skin doesnt look right

prime star
#

Just wondering here. I've got quite a bit of 3D stuff for my videogame, working on getting it all to work.. but 3D is such a pain to get to work when it comes to animations, rigging, etc. I feel like 2D would just be a lot less stress and worry when it comes to that aspect, wouldn't it? I'm lowkey just considering scrapping my 3D game and going 2D for now seeing it is my first game.

cold musk
#

what is the difference between using NLA and not using it when you import to unity?

naive pelican
#

how do u fix this

misty lantern
# prime star Just wondering here. I've got quite a bit of 3D stuff for my videogame, working ...

The choice mostly depends on what workflows you're familiar with and how you can leverage their advantages in your game
A 3D character that's rigged you can create new and even procedural animations quickly, once you have done all the work of modeling and rigging it
With a frame by frame animated 2D character you don't have to rig or model anything, but you may have to draw the character again entirely for every frame of every animation can be orders of magnitude more work with a lot of animations

#

2D rigging sprites has basically the same advantages and disadvantages as 3D rigging a model

misty lantern
misty lantern
# naive pelican how do u fix this

Pink means shader error, how to fix it depends on the cause
The most common cause is material that uses a shader incompatible with your render pipeline
If it's unity's shader it can be automatically converted, but if it's a custom shader from an asset the asset may offer material options for various render pipelines, if not it's just incompatible with your render pipeline
It could also be just an actual error in the shader, but that only really happens if you've been modifying the shader

prime star
# misty lantern The choice mostly depends on what workflows you're familiar with and how you can...

That's fair. Thanks! I don't mind spending time on something as long as I progress. At the moment, I've basically spent like.. weeks upon weeks, if not 2 months, working on something, and I still haven't got an animated character. All I spent my time on is literally making the character (male & female) and their customizations.. and I've been struggling with getting them animated since. While on Itch.io and Unity Asset Store, there's plenty of 'base 2D characters' in different animations I can simply draw over or add upon and I feel like had I done that, I would've been much further along.

naive pelican
misty lantern
#

It will help if you know what render pipeline your project is using

willow fable
#

so im having a problem where when I model my building in meters in blender and then import in unity everything looks smaller. i then tried to import a 2 meter cube from blender and compared to a cube in unity scaled by 2( for a 2 unity width) and the blender cube is bigger. so my building should be bigger then what its suppose to be. My character is also 1.8 meters tall in unity. Any feedback would be appreciated.

misty lantern
willow fable
tawdry valley
#

then u have a scale factor in the export settings of blender... as well as the import settings of unity

#

once you figure out a good workflow u can keep things pretty standardized

#

i use an actual height-chart 😄

fallen dove
#

If you click on the mesh in Unity, you can then see its Bounds Size. For example, I imported this cube from Blender but didn't rescale it on import. So it's 1/100th its normal size before scaling it in the scene.

tawdry valley
#

i thought of 1 last thing i forgot to mention..
here you can see the problem..
the same model but:

  • one has a scale of 1
  • one has a scale of 100
    but they're the same size in unity.. and it got me looking
    some people forget that in Blender you can adjust your conversion/scale in the 🖱️ Scene Properties
#

if you want you can have a 1:1 scale..

misty lantern
#

They use the same units by default

#

But FBX format is agnostic of any scale standards

#

So if your export settings aren't exactly right (or you aren't using a script that gets them right for you) then you can end up with different scales

near apex
misty lantern
#

Or remake the shaders in URP yourself

south pagoda
#

Hello! I imported an asset from blender to Unity 6 as an .fbx but it seems that there are some areas where it gets blurry and I don´t know why, it does not have any texture

finite estuary
glossy saddle
#

Hi there
Last project i worked on was my first 3D project. And when i tried to bake lighting, weird glitchy pixelated shadows would appear in walls or the ground. I googled for a while and the only thing i got out of it was that my meshes were too big and it affected the shadow maps. I decided to go full dynamic lights cuz i had a tight deadline (school project) and It wasn't worth the trouble at the moment. (I also didn't do the modeling myself)
Now I'm about to start production on my next 3D project, FPS, PSX graphic style. And soon I'm gonna start greyblocking the environment, which is gonna be a big countryside house (interior) with a big yard (exterior). So I have a couple of questions, in case someone is willing to give me advice ❤️

Should I build the house as a whole mesh? Or should I Modulate the walls, and the ground and ceiling of each room? Does it affect the light baking? Or was it something else i was messing up the last time?
Also, can anyone give me any advise on the workflow before I start?

Ty very much in advance and excuse my long a** message :p

fallen dove
#

Do you need to enter the house?

#

Or is it just scenery in the background?

glossy saddle
#

yes, the house is half of the environment. Probably more important than the yard.

fallen dove
#

then you definitely do not want to make it a single mesh

glossy saddle
fallen dove
#

it will have impacts on lighting, the ability to go into the house, and probably other things I haven't thought of

#

more experienced people could probably tell you more

#

all i can tell you is that the only things I've ever seen come as a single mesh were intended as background scenery, not something you would interact with.

#

for example, would you want to have the player be able to open a door?

#

how would you do that with a house as a single mesh?

glossy saddle
#

So big meshes are a big no no ok

Making a mesh for each room would still be wrong? Should i try to build it as tiles?

fallen dove
#

how would they walk inside? you'd have to make all kinds of funky colliders.. i'm not even sure that could work

#

people almost always build them as pieces.. let me find a sample

glossy saddle
fallen dove
#

there are all kinds of free house assets you could take a look at as examples

glossy saddle
#

now you are making me feel a bit dumb xd
I'll do that and may be try to light one of those houses. Ty so much

#

I'm still open for more workflow related advise if anyone want to feed me up 🙂

fallen dove
hollow zinc
#

Is there any possible way to force an asset to compile for a different architecture?Im on arm64 but it emulates x64, is there any flag in the asset package i can turn it off to force it to compile. The regular unity project compiles fine with x64 even tho im on arm. I already looked asset inspector.

dusk geyser
#

https://i.imgur.com/Mfm6Qgf.png
So I'm making something like a splatoon where I'm drawing on textures (masks) and I've came upon a problem where different sizes meshes with similar texture resolutions represents a single drawn pixel value different. I'm not entirely sure how to tackle this besides making similar meshes with similar resolutions and chunk them independently, but for more complex meshes, I'm not entirely sure what resolutions I should be aiming for.

I guess I need to calculate the complete surface area (hopefully easily) and create a ratio of that with a texture resolution. Though I'm looking for suggestions if anyone has any better ideas how to tackle this issue.

#

I think I could also go about just normalizing the pixel value being painted if I can figure the surface area of each mesh but I'm not sure how feasible that is.

misty lantern
dusk geyser
# misty lantern Unity's lightmap UV generator can generate equal resolution UVs despite differen...

Really I wanted to do decals but there's no real utility to bake them and I'm not enitrely sure how you go about fading/drawing the decals onto a level besides a bunch of projectors. Ideally I'd just use a light map and use it to map out the whole level, which would probably be expensive, but that seems to be the best way about it but unlike texture editing, the tooling for this stuff seems scarce

#

But say I did want to draw on this lightmap like a texture, what would be the idea to generate one and paint upon that? Usually light baking creates a lightmap equal to the size of what had be illuminated so I would have to tell it to just bake out the whole level, and furthermore I'm not sure how to access a pixel of that lightmap via raycast hit (the hit already provides a texture coordinates which makes this easy for mesh textures)

dusk geyser
#

Yeah, the light map is definitely the best way about it, but not totally sure of the implications of editing such a large texture at runtime

supple bramble
#

hey does anyone know how to fix the avatar asset of a model without the fbx import, i only have the meshes and the armature

#

any help would be greatly appriciated

misty lantern
dusk geyser
misty lantern
#

The way mesh renderer handles lightmap textures is to fit as many objects as possible onto one texture
If your drawing needs to be quite fine, it may be smarter to create a new texture of suitable size on the fly for every object that gets drawn on

dusk geyser
#

I managed to find a way to calculate the surface area though, so I kinda generate normalized texture resolutions if I need to

#

Yeah, havent played with loading/deloading of it all yet, but I imagine it will be a pain. Right now just focusing on environment but for doodads I'll have to manage that somehow

misty lantern
dusk geyser
#

Oh, haven't looked into those yet, just found posts saying there wasn't array support

#

and I do need them considering the lightmap data is being chunked into like 20 textures lol

misty lantern
misty lantern
dusk geyser
#

well, technically I would generate the whole level into the lightmap because meshes won't create those uvs at runtime

#

so there is some merit to doing standalone texturing

misty lantern
#

Whether you have unique texture per object, or all UV mapped onto one, that'd usually be an offline process

dusk geyser
#

Lightmapping I would have to bake, but per object mask already has those uvs if it has a texture ^^

#

so I'd just have to create a blank texture and use those uv coordinates

#

funny thing too is I was doing vertex coloring, but had to go back and actually uv map correctly for some stuff

misty lantern
#

Also possible to compile your own multi-object UVs
The math might not be that hard if you can assume every object UV takes one PoT square

#

At runtime I mean
If you had your whole scene in blender, it can unwrap multiple different objects as if they were one using any of the included unwrapping operations

dusk geyser
#

Yeah I was thinking that but that's such a hassle yet probably the best way to really pack your textures

misty lantern
#

But ultimately I think that depends on if it's feasible to have just one texture for the whole level, or if per object allocated at runtime is preferable

#

Balance between how much resolution you need for sufficient drawing accuracy for the whole scene, vs how much of the level is meant to get painted so players don't splurge all their vram on it

dusk geyser
#

Yeah it depends on the level size. It needs to be chunked that's for sure because you're generating a huge uv map otherwise. But you can probably get away with independent texturing if you don't mind the extra drawcalls

misty lantern
#

Lower resolutions can be fine if it's acceptable to sample them with a noise / blur
The drawing brush can have softness as well

dusk geyser
#

It just comes down to having to actually make a real shader if I want to try to use those uv1 coordinates

#

would also be nice if I can actually use the lightmapper at runtime so I'm not packing the game up with those huge uv maps

#

if I'm already uv mapping every other mesh, I might as well just use them

misty lantern
misty lantern
supple bramble
#

It's been fixed

dusk geyser
prime token
#

how do I export these? like separate them?

misty lantern
mortal lotus
#

In Blender there is a Array Modifier that makes an array of objects copies.
Is there something like that in Unity?

mortal lotus
misty lantern
# mortal lotus Editor

The closest thing you have to that is a gameobject multi-editing trick
https://vxtwitter.com/AlanZucconi/status/1375463875219427333

4⃣ You can create a distribution over a multi-selection.

For instance, R(0,10) will assign a random number between 0 and 10 to every object in the selection.

Unity 2021.2.0 Alpha 10 also supports L(0,10), which fill t…

▶ Play video
#

This example shows randomizing a range, but the L(min, max) would spread them equally over the range

cunning pendant
#

hiii, im trying to move,scale etc the camera view and also changeprojection of the camera to ortographic but i dont know i am not able to do that

misty lantern
#

Or if you don't intend to use it, remove the brain component and any other components or gameobjects related to cinemachine

cunning pendant
#

ohhhhh, u mean that i cannot move it if i have smth infront of camera when i turn playing?? (im newbie in unity and just wanna put my models and make view to them i game)

cunning pendant
#

like rly i dont understand unity at all, i only know how to inport things

misty lantern
#

That's not it at all

#

It sounds like you don't want to use cinemachine, so I recommend you remove the related components

#

And also, you do need to understand Unity on some basic level to use that too
!learn

lilac edgeBOT
#

:teacher: Unity Learn ↗

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

cunning pendant
misty lantern
#

Then communicate with that friend, and learn how to use cinemachine if using it is necessary

flint pelican
#

what should i fix/add here?

finite estuary
#

Which is the best way to fill the cap?

misty lantern
lilac edgeBOT
finite estuary
#

Sory my bad

sacred swan
#

Hey, I'm looking for a neat way to have a bunch of different tiles, and walls. My game is orthogoraphic, I'm trying to make all of them the same size, either floors or walls.
What is the best way to achieve this? I Already use the tilmemap brush to add them to ground, but I need a workflow to make these. Should each unique tile and wall be a prefab? What about putting stuff over the tiles and on the walls? Don't wate these to be put in a grid like manner, but more freely

prime star
#

Is there any way to make shapekeys work in Unity despite exporting it from Blender with modifiers? I've applied modifiers on my model through a tool despite the shapekeys.. but given that one of those modifiers is responsible for how the character looks, the moment I use the slider of those shapekeys, the character loses all integrity. An example.. left = shapekey activated and right is without shapekeys used.

signal coral
#

Is there some kind of trick to getting semi transparent UI elements? I’m having this issue importing PNGs with some alpha transparency at say, 0.3f or so, in the asset preview it looks correct, but when applying to a visual element in ui toolkit, at runtime it has this weird red tint to it and it’s got some visible glitching

#

Tried every combination of settings on the import that made sense, couldn’t get it to look normal

#

Graphics were made in vector program

tribal pivot
signal coral
#

i unticked it to see it more clearly. it still happens with it on (see first image)

serene sleet
#

Heyo, does anyone know why these problems are appearing when exporting this new model to unity? other models export just fine, just seems for this one it decided to ignore my settings. Apply transform should fix this issue right up, but doesnt

misty lantern
golden nova
#

Does anyone know what im doing wrong here, Im trying to rig up my AR here but when i do this it seems to change the base orientation in unity. The images below are of both Rigged and Unrigged blender Files, ALL transforms are applied on both files, not sure what im doing wrong, When exporting (Forward = -Z Forward) (Up = Y Up) Why does rigging mess up the orientation?

serene sleet
misty lantern
#

Alternatively you could just find a combination of settings that works "well enough"
Even if the mesh imports with a rotation in the transform component, it still works fine for 90% of purposes especially if it's facing the right way despite that
You usually have meshes as child objects anyway so their rotation isn't usually relevant

serene sleet
#

yeah, I'm doing a bunch of editing models to suit my games needs, and that means some advanced vertex selection thats not availiable in probuilder. blender and unity are a pain to do together, both they both have their uses. Yeah, i could do it that way, thanks for the advice.

misty lantern
#

And we're just discussing the same topic

misty lantern
#

Rigged meshes are trickier than static meshes to export, since some of the transform applying methods mess up bones

tiny coyote
#

i'm new and i'm having trouble with basic sprite settings and trying to get a tiled grid as a sprite. i'm trying to find the right place to ask my question. is this it?

misty lantern
#

No

reef dirge
#

90% of my low poly game uses solid colors as texture.

Should i use materials or texture images for coloring ?

digital mantle
#

Your question makes no sense. You'll use materials on 100% of the things you want to render, and 10% of those materials will use textures because 10% of your game uses textures. The other 90% can have a solid color assigned in their material

misty lantern
#

I guess the point of the question might be whether to use separate materials with each their specific color property, or a shared material with "palette" style texture UVs

misty lantern
misty lantern
#

Having textures also opens the option to use all techniques color properties can't do, like gradients

reef dirge
misty lantern
craggy kite
#

Can anyone explain to me why the mesh is torn like this and how to fix it? (The torn ichigo model has been edited from blender)
ichigo model has the same vertex group as the kirito model.

old steppe
#

Hi guys. what does this mean ?
Is it taking 500mb on ram when play the game ?

nimble ember
#

Which fireball look better?

ocean bramble
#

Hello there ! I'm looking to do a simple physical simulation of a brickwall that is falling and import this into unity. Do you guys have any resources about that workflow ?
Thanks in advance !

outer halo
fluid oak
misty lantern
#

These days I don't see much advantage to using vertex coloring instead of palette texturing, as you lose the flexibility of swappable and editable textures even if the workflow may be a bit simpler
But it's very convenient that they can be used simultaneously on the same mesh for different purposes

tiny coyote
#

.

If I want to buy a 2d game kit and replace the graphics by shopping in asset store, generally I'm looking for are "sprites"

i want to buy a 3d game kit, which is meant to have you replace the 3d meshes for the people and the textures wrapped around them. what do i look for in store by title please?

#

if it's relevant, the kit says it uses mecanim

fluid oak
reef dirge
#

I specifically remember using auto smooth as in blender (by angle) inside unity a month ago.

Can't find it for the love of God. Cant find info neither

#

Anyone know what's up?

tacit meadow
#

please can someone tell me what I can do to fix this??

The 2nd image happens right when I start recording with the animator, or even just click anywhere on the timeline. I have been trying for literally 6 hours today to get this to import to unity correctly I am losing my mind. Thank you.

#

I have messed around with the bone roll so much and it never gets anywhere near better, only worse.

lime lion
#

does anyone know why the imported sprite looks like a lower quality?
It just doesn't pop the same way it does in the drawing program

tacit meadow
#

change it to point in the import settings

#

Blender Model Unity Import Animation Breaks bones, fix?

misty lantern
#

@lime lion Also disable texture compression

frank carbon
#

Is there some way to export blender's grease pencil projects to unity?

sterile hollow
#

Hi, is it possible to point a PrefabVariant to a different FBX other than the one it was initially made from?

mortal lotus
#

How can I separate all child meshes of the Floor 1 asset into separete individualt models? Preferably without affecting the object in the scene.

fluid oak
uncut swift
#

hey everyone. I have some problems using Linear color space. These are UI elements I create by stacking sprites on top of each other. When using Linear colorspace, the colors looked washed out. In the sprite preview, it seems fine, it happens in scene/game. It also seems to only affect the card graphic (which is taken from a card sheet sliced in sprite editor) and not affect the mana holder which is a single sprite

tiny coyote
#

i bought a ground tileset. it has animations of gridded tiles, like riverbanks where the water moves. what's the "normal" way to do a tilemap where the tiles are animated in sync?

#

happy to rtfm, just don't know what title to look for

midnight musk
#

help! How do i get rid of this weird background when working with normal maps?

patent solar
#

hello everyone. I am making a modular building asset that uses universal materials for multiple assets. I have 3 materials for the building variants, and 12 for the roof variants. I imported my model as fbx with the base variant model succesfully embedded from blender. However, I have now dithered those texture maps, and wish to switch from embedded textures to the universal materials I have created in unity. So essentially, I want to remove the embedded material and replace it with a single new material for multiple meshes at once, at a project level. As you can see in the second picture, I have quite a lot of them so I would prefer to avoid doing it manually

#

i could just remove the mats from blender and reimport without but I would still need to apply the materials in unity manually, is there any other way to do it faster?

prime star
#

Hey guys! I'm makling a 3D game and I made a Character Controller, spent a week coding it. Learnt a lot from it.. but I'm considering mine out for a character controller from Malbers (which includes all animations, movement for mounted, etc). Do you think it's worth it?

indigo jolt
#

I've had established a process of exporting models+rigs+animations from blender to Unity.

Now in Blender 4.4 they've changed how actions are handled and... I have no effing clue what the hell is going on. Everything works in blender, but they have this stupid new menu that I have no idea what its supposed to do. it's kinda... You have to choose the wanted action twice?

When I export this shit as usual - it all breaks in Unity, all animations don't have any information in them except the number of frames. What the hell.

#

I don't even know how to google this shit because the process has been wonky ALREADY and there are a bunch of Blender-Unity tutorials for OLDER versions which are ALSO obsolete, and now this shit

winged knot
#

Guys i got a question, i want to start selling assets. and i have no idea which kind of assets usually gets alot of attention

#

which category of assets would that be?

woven dome
#

Although if you start making assets only based on what other people find popular it's not going to end well. Best quality assets get the most attention. Make assets based on your own strengths

winged knot
#

A) Character modelling + Animation
B) Environment design (Construction + Vegetation)

mortal lotus
#

Is there a way yo manipulate models UVs, need that for texture atlas.

misty lantern
#

Unity has script classes for editing meshes, so you can technically make any kind of UV editor/packer yourself
But it may be easier to just use Blender or some other external tool for it

misty lantern
#

The stuff that sells the most tends to have the most competition, anyway

#

You could try to find your niche instead, and look for trends

winged knot
#

and i cannot find any other commisions. am thinking of selling weapon assets as passive income but idk man

#

i'll figure it out, thanks so much for your help

queen gorge
misty lantern
mortal lotus
#

But I have other issue, in blender I can change the texture interpolation from linear to closest to make the texture more crisp.
Is there a way to make same thing in Unity?

misty lantern
#

You may also want to disable texture compression if the texture size is small
Compression can mix up the colors

mortal lotus
#

DId what you said, but came to this issue.

misty lantern
#

What is the issue to be precise?

mortal lotus
#

I also diabled compression as you told, didn't help

misty lantern
#

Also, if the texture is non-power of two size, Unity by default will resize it to nearest PoT dimensions

#

That setting is under Advanced in texture import settings

mortal lotus
mortal lotus
half harbor
#

Hi. I put a tree model on terrain and attached a texture on it but texture has a black background. How can I solve this?

#

there is no black background originally.

#

This is before importing to unity.

mortal lotus
#

You need to activate the Alpha is transparent

half harbor
#

I'll try now.

#

Didn't worked.

grave garnet
# half harbor Didn't worked.

You need to enable it in the material too. Either use a Transparent rendering mode on the material or Opaque with Alpha cutoff

#

The latter is usually used for vegetation. Better for performance and no depth issues

half harbor
grave garnet
#

Disable "Preserve spercular highlights" if your material has that

#

The transparent areas are currently reflecting light

half harbor
grave garnet
#

You chose "Transparent" and are seeing the depth issues i mentioned

#

Just use Opaque + Alpha clipping

#

And then adjust the alpha threshold

half harbor
#

Very good.

#

These are because of light.

#

I think.

grave garnet
#

This kind of simple style probably looks better if you turn down the Smoothness

half harbor
#

It got perfect.

#

Thank you so much.

misty lantern
# mortal lotus You need to activate the Alpha is transparent

The point of Alpha is Transparency is to dilate colors on the texture like you see in that screenshot
Then when the material has transparency or alpha clipping, the black background cannot creep into the colored area when viewed at a distance or at an angle

uneven root
#

Someone can help me with some textures and trees, I don't know what to do anymore haha

fluid oak
fluid oak
#

Don't think I am gonna do that

uneven root
uneven root
outer halo
uneven root
misty lantern
uneven root
misty lantern
#

You may be also able to disable billboarding for your trees in general

brave kestrel
#

Anyone having experience with 2D sprites? I want to create a modular 2D character where you can equip different armors, items and whatever. Its animations should look like this. How would i do this? Is this possible?

#

Any help welcome!

#

I assume i dont need to do one new animation for each combination of wearables and items equiped?

astral stirrup
#

you would just have animations for each equippable/body part/however you want to divide them and layer them together

brave kestrel
astral stirrup
#

you would be able to trace the ones you've already made

prime star
#

Do multiple materials on one object slow the game down? Currently I've got textures like shown in the image for the entire character. But I feel like it might limit my colors and eventually I want to work with a color picker.

brave kestrel
astral stirrup
sacred swan
#

Hey guys, I'm wondering here, how can I make an art style in 3D that is consistent? For example, if I pick old school runescape, the art style does seems consistent across 3D models, for some few excpetions that look a bit out of place. I want it simple enough so it is easy to do it myself, but still looks kinda good

misty lantern
#

Which is why it's very rarely done

#

More commonly 2D games don't allow swapping accessories part by part, or if they do the characters tend to be very simple and static

outer halo
sacred swan
#

But at leeast I would like some tricks to keep polygon count low and still able to discern betweeen characters

prime star
#

At the moment I use these type of textures to color my characters, but it doesn't allow for a very versatile enviroment where I can swap colors on the go I think. What if every part of my character (hair, eyebrows, make-up, clothes, etc) were just different materials? Would it make the games performance worse?

misty lantern
prime star
fresh bobcat
#

Hello, I am making a 2d game and I have experience with UI design and layout but getting the actual images(such as icons, border boxes, animations etc) is a challenge for me. What are some design worflows that work well for you guys that makes it so that the UI images are not blurry. I know how to do pixel art but when it comes to straight line image design I am in the dark. Any help with this would be greatly appreciated, thank you for your help!

opal girder
#

What is the range of low-poly count of a building is 20k verts up to 30k verts is good and considered as a low poly ? please advice , thank you

tawdry valley
#

all these buildings are 200 tris or less.. but yes depends totally on the building

violet walrus
#

literally all poly count questions are it depends

#

like don't use more then required for the style but it really depends on the type of game you are making, how much other thigns are going on, what sort of camera view you have etc

tranquil arrow
#

Has anyone investigated using 16 bit (per channel) texture assets, specifically for say normal maps? I'm wondering if there is any real benifit to using high bitdepth textures, like for normalmaps over the standard 8bit per channel?
I'd imagine that for normal maps you would see a difference in accuracy/quality, but I suspect it would be subtle and likely not worth the added memory cost? Has anyone tested this? Any conclusions?

strange wolf
#

Modular System for Unity3D. PBR .

#

in the video the Scales were off, so i actually had to go back to Blender and redo every single Mesh and apply correct scale and rotation. Lol 😂 was pain in the butt but worth it

meager fossil
#

Not 100% sure if this is the right channel to ask in, but it's fairly broad so I'll give it a shot;

I'm making a game about morse code, artillery gun operation, and beaurocracy in alternate history early 1900's britain, and I'd like to have in-game guidebooks and manuals for how to operate the various systems in play

I'm trying to find the best way to replicate the look and feel of old handbooks like this one, complete with the font, wonky and imperfect printing, etc

All my attempts to make the document in word and convert to images give me results that look too clean and modern

https://archive.org/details/FieldArtilleryRadioRepairmansHandbook-nsia/mode/2up

fluid oak
meager fossil
#

I can find the modern typefaces pretty easily, finding standard from the 1930's and 40's is a lot harder

#

but I did find someone claiming it was Gill Sans, and it does appear close enough

#

I'd kill for a decent antique to make these assets, that'd be so much fun lol

supple bramble
#

anyone know of a good first person arms model is? like no sleeves on it or anything. Just plain arms that are rigged and textured. Would be appreciated

granite pollen
#

Heyo i have a tone of like textures/materials on a model and want to export that map to unity without having to reapply that materials/textures i tried embbedding but it didn't seem to work and i dont know if im doing something wrong since im new to unity and blender

strange wolf
outer halo
#

This is not a server to showcase/promote your work, this channel is for asset integration with Unity. Thanks.

strange wolf
strange wolf
#

gtm+4

alpine laurel
#

Anyone know any good resources for making realistic 3D foliage? I've been struggling to find a good tutorial that doesn't look extremely stylized

strange wolf
granite pollen
#

hey how do i fix this

#

and this

#

and how do i fix textures not being transparent

outer halo
grave garnet
# granite pollen

Looks like some of the vertex colors are black. I'm guessing that mesh is supposed to be used with a shader that uses vertex colors to blend different textures or something.

#

Are you using the correct material/shader for it?

abstract talon
#

Hello everyone! I was working on my 3D project in Blender but then I realized that I messed up, what I did is that I made a Roof Generator kind of thing using geometry nodes and I set the material inside that Geometry node modifier and made plenty of roofs but, after applying the modifier I realized that I want to change the UVs of the final models and I want to change the material but after applying that I cant do that anymore. And now I can't remake them from scratch. ( Its a headache! )

THINGS TO REMEMBER :-

• At first the actual model was a normal cube and after that using geometry nodes I changed that to medieval house roof.

• The material that I set inside the geometry node modifier was a different material and the material that I used for the final model is a different material. And the final result is I dont know why but that is using the previous material and the new material is using a texture atlas in the albedo channel and changing the UV of the final model isn't doing anything.

Yes , there's only 2 thing to remember.

Any suggestions on how can I fix it would be highly appreciated!

THANK YOU!

PEACE!

fluid oak
strange wolf
#

@abstract talon Depends on what you want that for, if you want it for a Game and you actually made a Modular System you can Model around your high poly model and bake the normals. it’ll look as good in a Game Engine. + better performance.

#

also roofs aren’t that big of a Deal so i think Texture Baking should be more than enough and you should keep roofs as low poly as possible because they’re hardly visible at all.

#

BUT. it depends on your project and what you need it for… as i said..

#

if you can’t recreate it or don’t want to.. i don’t see any other Quick Fix.

abstract talon
# fluid oak What do you need to do to the UVs?

I am using a texture atlas and for that I need to change the uvs to pick up a color. But as i said in the starting I was using a different material when the object had the geometry node modifier and now after applying that modifier I still cant change the material

#

Its still using that previous mat

abstract talon
strange wolf
abstract talon
#

@ika Hopefully

paper bronze
granite pollen
granite pollen
#

How do I make it render transparent

grave garnet
prime star
#

I've bought the Malbers Animation asset (it was included in the Horse Anim Pro), I figured it would be an easy route since I wanted to add mounts to my game. I had my own character controller (but no animations set up). But Malbers Animal Controller is a tad complicated for what I'm trying to do personally. As I want the freedom to tweak things and that just gets harder tenfold when it is code you don't understand.

This is nothing against malbers because he makes awesome assets. It's moreso that I'm still a beginner.

I can make my own movement controller and integrate it with the horse anim pro controller. I'm just wondering if this is something people would recommend. I've never set up animations for my own movement controller before and Idk if it's easy or not, especially given the fact I want to add swimming, jumping, climbing and gliding to my game.

meager arrow
#

I dug into mesh LODs lately and it all seems reasonable logical and pretty useful and the tools to auto-generate LODs are fine i guess.

On thing i don't get, and gets ignored in content about LODs, is textures and UVs.
Like you can merge two faces for a less detailed LOD, but if the two original faces had their UVs placed on totally different parts of the texture, how's the resulting merged face with just one UV going to sample that?

Are models specifically prepared to have faces with adjacent UVs so the UVS and faces can be combined if a matching UV is possible?

umbral garnet
#

How do you export something out of Blender and into Unity with the origin where you left it and not the center of the the Blender world space?

indigo jolt
#

Hey people, Ive been doing exporting-importing from blender-to-unity in a specific way that seems to work, but now I wonder if it ever was the correct way.

Here are two models with armatures Ive made and exported from blender. My question is about axis and orientations. I am confused by this issue.

The left model appears rotated correct in the previews of both the model and animations. The FBX prefab has correct orientation (Z forward for Unity) when I put it into the scene, but everything inside it (armature, model) is not rotated correctly.

The right model is facing backwards on all the previews, both model and animations, but when I put it into the scene, FBX prefab has correct orientations (Z forward) AND ALSO everything inside has correct orientations too (armature, mesh)

What's the deal? It seems that the right model has correct everything... but why does it appear backwards in the previews? The left model has wrong orientations on inner components, but it appears correct in the previews???? What is the proper, correct way?

frank carbon
#

is there some way to import adobe illustrator files in vector form in unity without converting it to a jpg or png (any other image format) image

#

for ui

finite pumice
#

how do i drag an object from the project folder ONTO another object which is already in the scene? imagine you just want to put an apple on the table and you dont want to manually realign it on the table after you drag it in the scene

zenith crown
#

anyone know how can I fix the scene view and game view quality? they look so much pixelated

turbid pebble
#

Does anyone know how to stop this glitch line when painting with tile pallets?

fluid oak
fluid oak
abstract talon
#

Hello Everyone again!
Solved the material issue with the roofs(if anyone here remember my issue)
But now I am fighting with a brand new problem.
My low poly roofs have a problem of Z-flighting or fighting (dont know the actual name) Got the reason that why it is happening, I just have two give a little bit of gap between the roof tiles. But the real problem starts with "HOW" how to do that, how to give gaps between the roof tiles, I can't select each one and move, there are a lot of them!

Remember that I am using blender and using real geometry for the roof tiles, not using any texture for the roofs.

Any suggestions would be highly appreciated!

THANX!

PEACE!

#

Here are the roof images.

#

And this is how it is looking when seen from a far away place

#

Thanx again!

mortal lotus
magic blade
#

(dont worry about the different pose)

fluid oak
abstract talon
#

@fluid oak Can you explain in detail if possible, it would be very nice. And thanx for the reply!

fluid oak
abstract talon
#

@fluid oak Ok thanx alot for your Help! I will try that.

final girder
#

How much does caring about Overlapping geometry matter these days when crafting a level?

A friend of mine is just going crazy when making levels, lodging like one wall in to another wall, shrinking a house and rotating it and slamming it halfway in to another house or in to a Cliffside, etc, etc. And I'm just like....that's a lot of geometry that isn't visible to the camera the engine will have to render anyway lol

But I am not sure how much of the industry lets that sort of thing slide, and I do know triangles are cheap these days so idk its probably "within reason"

meager fossil
#

I can't drag the sprite into the spriteRenderer, the only information I can find involves not turning the asset type into a sprite, but I can confirm I did do that

frank carbon
#

like scalable ui on big screens without getting pixelated