#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 24 of 1

fluid oak
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Yes.

outer pewter
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has anyone succesfully used FBX exporter to get FBX files out of Unity? I bought an animation package in the asset store but I need to use them in Blender, etc
I tried using Unity FBX Exporter package and it creates an FBX with no animations in it

glad quail
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hiya! im working on a game asset, but when i created the material and assigned the textures, i get this:

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i see diagonal lines going across the texture and moire effect on the face im not directly looking at

gritty raft
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is this a new scene? is there any post-processing? are you familiar with the Filtering settings for the Textures? is this an asset you made, or someone elses?

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i mean, it looks almost like you have a CRT post process effect going (to mimic older computer screens)

glad quail
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this is an asset i made in a fresh project (samplescene)... am i supposed to do something differnet?

gritty raft
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how big is the cube supposed to be? no, using the sample scene is fine. when you imported the textures, they have import settings. what does the inspector of that look like?

glad quail
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the cube is just 1x1

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texture sizes are 512x512

gritty raft
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it may be high frequency noise. go ahead and enable Generate MipMaps

glad quail
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hm interesting thats what i was thinking but no difference

gritty raft
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change mipmap filtering, perhaps

glad quail
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i fear it did not change anything

gritty raft
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is it the Unity cube, or one from blender (or something)

gritty raft
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well, crap.

glad quail
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its using a shader that is applied to the material

gritty raft
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show the shader inspector

glad quail
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ill just attach these

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oop sorry i believe this is the correct shader

gritty raft
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oh, ok. i am not familiar with that custom shader. are you using that intentionally, or out of .. not understanding?

glad quail
gritty raft
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Ok, and what happens if you just use the built in unlit shader with only one texture, to test?

glad quail
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sure lemme try that

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yeah seems to work now ๐Ÿ‘

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only problem is its only one texture ๐Ÿ˜…

gritty raft
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Ok, at this point, i'd suggest you talk to the guys in #archived-shaders . you are out of my realm now ๐Ÿ™‚

glad quail
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๐Ÿ‘

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tysm for the help tho

waxen flare
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why in my .aseprite my art has blue eyes and when i import to unity it has grey eyes?
The video shows MC.png in unity(its suposed to hav the white dot near the eyes, then IdleMC.aseprite in unity(grey eyes) and finally the IdleMC.aseprite, inside the aseprite(white dot near the eye and the eye with his genuine color, blue).

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and how can i put the animation like ground lvl, im saying it bc the 3rd frame it has 1 pixel higher than other and in aseprite it has not

dense oar
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Is there a setting somewhere in unity to keep it from prematurely culling geometry?
My shader has pushed this tree/bush's poly faces outward, but now because its larger than it 'really' is, unity culls it too soon

grave garnet
tawdry valley
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add a frame or a deep vignette as UI ๐Ÿคฃ problem solved ๐Ÿฉน

pallid yarrow
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Helloo

Im currently running into an issue regarding generic/humanoid animations

So I'm currently trying out BR200 project from photon fusion

And the model of the character they are using is set to generic. So when I'm using humanoid animations, it ofcourse doesn't work. But when I'm marking the animations as generic and then trying them , it's still not working

But if I do it the other way around (mark both the model and the animations as humanoid) then it's working.

What can I do to fix this and use the animations as generic?

fluid oak
wintry canyon
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i was wondering if anyone could share their workflow relating to adding grunge and other similar details to modular assets? at first i commited to using decals solely, but quickly realised that this method was pretty bad for large grunge (as well as having to use some pretty jank rendering layer tweaking for my tiles). in other (smaller) projects where I haven't used modular environmental tiles, i've simply baked out the texture of a model and then added layers of grunge, grime, rust, etc. in Krita, but obviously for a modular tile kit that'd look pretty bad. any ideas?

unique atlas
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why my tire looks fine in blender but after i import it to unity it looks like this

wintry canyon
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normals issue i think?

unique atlas
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yeah ok i look it up

onyx dagger
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guys im trying to use these assets for my game but their quality is really eurgh inside unity. Is the file quality naturally low or I'm doing smth wrong?

grave garnet
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And if you want "sharp" pixels, set Filter Mode to Point

onyx dagger
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the filter mode thing worked, tysm

mortal lotus
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What does this green plus icon mean?

misty lantern
abstract sage
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Hello, this is a repost from #๐Ÿ› ๏ธโ”ƒprobuilder cause itโ€™s been 3 days since I posted and havenโ€™t gotten a response. I was recommended to move the question here.

i'm having some issues with probuilder - whenever i press probuilderize, the model's textures seem to bug out (notice the stripes here and there). Anyone know what's going on?

jagged obsidian
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is the numberlock look good?

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is the door look good?
the enviroment is dusty-old
i will love an honest feedbeck

pastel saddle
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Whenever i parent the Button to ButtonPanel the mesh transforms itself in an unexpected way. How can i circumvent this? In the photo, the objects on the left are not parented and transform is ideal where in the right I parented the objects and transforms oddly

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Nvm i just remember i can just parent them both to an empty object and will work fine

paper breach
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Hi!, i dont know if this belongs here, but i am trying to create a font out of a pixelart PNG, but when using TMP Font creator, it fails all the time.

paper breach
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ok Solved it my self, The Converter i was using spits out faulty ttf files but otf worked

icy urchin
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I just wanna paint with the tile inside the square, but some of the stuff on the side is sticking with it T-T, I sliced the tiles correctly and the other tiles are working as usual, but some of the tiles are doing this

prime star
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I see a lot of tutorials on creating an UI inside Unity, but I barely see anything about drawing your own UI outside of Unity to put inside Unity. I can draw, but I have no idea about dimensions or what to watch out for. ANyone got more experience with this?

misty lantern
# abstract sage ^?

Why do you need to "probuilderize" it?
It doesn't look like a mesh that you could practically edit with probuilder

abstract sage
misty lantern
abstract sage
misty lantern
abstract sage
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when i select one it selects both and in the assets menu u can see they're connected

misty lantern
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No way around it then

abstract sage
misty lantern
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Probably, but could be anything
The UV data seems to get fully reset for the other triangle forming the affected quad face
A clue but maybe not a useful one

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I'd rather do it in blender than hunt for bugs
Worth learning it in the long run since it's quite a multitool

onyx tapir
raven elm
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Im trying to get the exact same effect as this one inside of Unity

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But this is the result

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I created the above texture in substance painter

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How can I get the same effect in Unity URP?

misty lantern
# raven elm How can I get the same effect in Unity URP?

Looks like you baked the texture at a too low resolution (honestly you could do with a smaller tiled texture instead)
Then you possibly didn't export or assign the PBR maps
Additionally the lighting appears different between the two, so reflections naturally will be different as well

mortal lotus
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Unity made the texture direction wrong, is it possible to rotate them?

misty lantern
mortal lotus
misty lantern
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Not necessarily something that happened on unity side

mortal lotus
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Can I edit the URP shader? But for one project only.

misty lantern
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Blender's material nodes can't be exported, so if you have some specific Texture Coordinates or Mapping, they will be ignored

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When modeling you'd rather rotate the mesh UVs rather than texture coordinates

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In unity you can make a Lit material with a negative Tiling property to flip it on either axis
But not rotate without making a custom shader

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Preferably you'd likely be editing the mesh instead

fluid oak
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You could also edit the UVs by script.

frank carbon
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How to bring blender's geometry nodes to unity

lime pollen
frank carbon
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Houdini works fine with unity

lime pollen
misty lantern
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I don't think there's any plugin out there that does that fully, and very few that do it partially

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It'd be a monumental task to create a conversion for every node, for a given render pipeline, and maintain it on both unity and blender side

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And even then there's incompatible nodes because the rendering engines are different

misty lantern
# frank carbon houdini has a plugin for unity

Houdini is a toolset focused on simulation and procedural geometry, as far as I know it doesn't have a shader editor like Blender does so its exporter only needs to worry about one shader

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Not an arbitrary number of shaders made of potentially dozens of nodes

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A node to node converter is possible, with nodes that aren't fully incompatible anyhow, but that's a lot more work

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But considering Houdini costs hundreds or thousands, has a much simpler rendering engine and no shader editor as far as I can tell, it's not a big mystery why Blender plugins for the analoguous task are not beyond the proof of concept level

misty lantern
frank carbon
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Compared to blender

misty lantern
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Yes

kindred sundial
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how can I make a dismemberment system for rigged meshes? Like how dead space and ninja gaiden 2 has the enemies play differently without a limb and the player can freely dismember any another limb.

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Here is how I'm thinking of doing it from blender. Stop me if there are issues with the process:

Make a whole body mesh called "MasterModel." then set vertex groups for each limb. Duplicate the MasterModel and call it the body part for each one (I'll just refer to one of the many parts as "RightArmModel.").

Give the RightArmModel a mask modifier which removes all the body parts except for the right arm. Then at the MasterModel, mask away all the limbs except for the core torso. Then pair the Right arm model and the masterModel to the bone rig.

That way, Unity can have at least 5-6 meshes to work with (the torso the 4 limbs, and the head). What's left is to set rigidbody for the mesh of fallen parts.

half field
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Hi I'm not sure where this goes but I am looking for tools that will take a small texture and turn it into a bigger, less repetitive image. e.g. I have some wood samples but they are not of a large enough area. The alternative is I just use a tool to generate wood textures close enough to the samples (I have filter forge, a lesser known useful generation tool).

misty lantern
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This particular tool looks good, though when I used texture synthesis tools some years ago it wasn't automatically better than doing the process by hand

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Only because algorithms can't detect what patterns we perceive as repetitive, even if the result was seamless

half field
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has Gimp -plugins...

misty lantern
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Many of the AI generators aim to accomplish this task as well, but their main disadvantage is that they rely on their training data so when they have to improvise patterns the distinct AI generated look can worm its way into the image

half field
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yes I am sure there is overlap but they are too do-all with random issues!

shut yew
outer halo
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Because your parent object is not uniform scale.

summer pollen
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oops, posted it in the wrong channel

tribal gorge
glacial vector
idle quartz
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hi, could anyone help me with a probably very easy animation problem?

dire pumice
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how the hell do i made this like the valorant character movement

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its just t posing

sullen plank
idle quartz
sullen plank
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So if it's about animation, provide all the relevant screenshots about the problem and ask in full what the problem is

umbral garnet
dire pumice
solemn plinth
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is grass with alpha map and face count of maybe 4 compared to a grass without alpha with maybe 16 faces more expensive in system?

misty lantern
late finch
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Hey all, I'm sure this question probably gets asked a bunch but was just wondering what the issue is with the pixel art here? Left side is what I imported and how its viewed in the editor, right side is the game mode. As you can see there's some issues with the overall layout of the pixels.

Also here are the settings on my inspector, cheers!

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Hmm, seems like a pixel perfect camera component was all that was needed

abstract stratus
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Hey in my game i am working on, the main character would look like a blob which would act how ferrofluid acts when it's near a magnet while moving. I'm not sure if I'm clear with the request. Could someone pin some resources I could read to achieve this? I have no idea where to start

hidden flicker
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does anyone know why exporting a .fbx from blender to unity absolutely messes up the UVs?

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first picture is blender, second one is unity

hidden flicker
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Also how can i fix it?

fluid oak
fluid oak
hidden flicker
fluid oak
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I'm not really a blender user so not sure how you'd do it there.

hidden flicker
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nevermind i fixed it, some sort of mapping issue it seems

hidden flicker
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looks like this in unity now

deep temple
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Anyone know what could be causing this issue with my skinned mesh renderer? Nearly half of the polygons dont want to render. It only happens sometimes and turning the game object och skinned mesh renderer off/on seems to solve the issue

What it looks like vs what its supposed to look like

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It only happens for 2 of my meshes as well, the rest dont seem to be affected

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And when I say sometimes, maybe once every 100 times this mesh spawns into the game. But once one of them get this bug, others follow.

grave garnet
raven elm
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This is a screenshot of a texture in Substance painter

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This is the screenshot of the same texture with the same maps in Unity URP. How do I get the same effect as above inside Unity?

grave garnet
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Not sure what I'm looking at here, like what is part of the lighting/model and what is part of the texturing

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Make sure your non-color maps (roughness/metallic/AO) are not marked as sRGB in the texture import settings

raven elm
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Where can I see that option?

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Do I have to re-import it?

grave garnet
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In unity

raven elm
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Found it. Unchecked the sRGB box, yet no change

grave garnet
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I still can't tell if the smoothness/roughness is scaled incorrectly here or what

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In any case the lighting is going to make a huge difference here, especially with shiny surfaces

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Your firsts two screenshots look pretty similiar, just different lighting.

raven elm
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The first one is from Substance painter

grave garnet
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I know

raven elm
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I chose the Unity URP metallic standard preset while exporting the textures to Unity

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Should I choose a different preset?

grave garnet
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I don't know about URP, but use whatever matches your shader/material on the unity side

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Show the unity material?

raven elm
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Its a standard URP lit shader

grave garnet
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Adjust the smoothness down a bit, should make it match your substance painter screenshot a bit better

raven elm
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Lowering the smoothness will make it less shiny

misty lantern
fluid oak
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Can't see it in the screenshot here but substance usually uses an hdri for lighting

grave garnet
sullen plank
tribal pivot
random stag
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why is the asset turning pink the moment i enter play mode?

grave garnet
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A 0.5 gray in linear would be like 0.75 in gamma

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The only case where it would not matter is if you have a full black (0) or white (1) texture

tribal pivot
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interesting, that's good to know

fathom canopy
grave garnet
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Anti aliasing might help too

fluid oak
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Point filtering is another possibility. Or some combo of each.

wet grove
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Do someone know if its possible to get cubeworld character assets?

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it is because I want to make a game with those kind of graphics but I will make the assets in the end

tribal pivot
wet grove
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oh

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it was just for testing but alright

deep temple
grave garnet
deep temple
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Pretty difficult to debug sadly since its such a rare occurance

fluid oak
subtle crane
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Im working on a game where I need good resolution for my art. I made a car in 1080 * 1080 and I added it to Unity as a 2d sprite.
somehow the art becomes pixelated whenever I rotate the object its attatched to.
Is the camera the problem? Im not to familiar with this.
It shouldnt be pixel art, I want solid smooth art.

abstract stratus
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is there any way to use 2d assets but make it look like 3d if we lock the camera at a certain angle? is it possible or will it look too unreal

tribal pivot
fluid oak
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If you plan to scale or rotate you probably want filtering and mips enabled, and a max size large enough.

frank carbon
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is there some way to export keyframed animation of geometry nodes from blender to unity?

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i am able to export geometry but not the animation of geometry nodes parameters

fluid oak
fluid oak
sonic bramble
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does anyone know what pixel x pixel the celeste characte ris

reef dock
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anybody have a clue on why this is appearing here in Unity, but not in blender?

fluid oak
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Triangulate it properly before export

versed pawn
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I create texture on substance also the specular map to have reflections.
When I import in a Unity Scene I notice the skybox flat every reflection I did in the specular, the result I want to achieve is the view I have in the Unlit Draw Mode (picture attached)

I'm building for Meta Quest and for performance I dont want use directional light, there is a way to achieve the result I obtain with Unlit Draw Mode and build it?

gusty pasture
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If you want no lighting you can use unlit shaders. If you want cheaper lighting you could use legacy shaders like diffuse. But using the default PBR shaders without a light is kinda silly.

blazing marten
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what is this?

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i literally dont konw what else to ask

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๐Ÿ˜ญ

grave garnet
gusty pasture
sonic bramble
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im haviung trouble making this tilemap work

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specifically the 4th item is supposed to apply

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when it's right under the top layer

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since it's shadowed, but I can't figure out how to get it

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and then the rest will be the last one

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which is my general fill

misty lantern
blazing marten
blazing marten
midnight solar
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Hi guys should I use Cycles or Eevee render engine for my game assets in blender?

lime pollen
midnight solar
lime pollen
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using eevee is basically pointless

midnight solar
lime pollen
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rendering just produces the 2d image. It does not represent how your asset will look in Unity

midnight solar
prime star
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And I'm kind of wondering how to go about it, what's considered the best way to do so. I know there's ways to do it with seperate fbx files attaching to the character, or just put all armor, hairstyles, etc. in one .fbx file and enable/disable it with scriptable objects.

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Was hoping you guys would know.

hoary zephyr
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The reference photo is in the back. Im never touching blender again. This is a war crime angerjoy ๐Ÿ’€

tranquil carbon
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hi everyone, sorry if this is the wrong place to ask this, but im trying to import a sketchup skp file into unity, but i think unity only supports sketchup files up to 2017(?). does anyone here have sketchup and would be willing to export an fbx version of my file? ๐Ÿ˜ญ i bought the model but dont have sketchup >.< (apologies again if this is a bad place to ask this)

tranquil carbon
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have been trying to use these for hours but none of them seem to support 100mb+ sized files Sadge

misty lantern
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How's that even possible

teal cove
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somewhere along my blender to unity export my models got this wierd greying thing. Any ideas what it can be caused by?

misty lantern
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The grainy noise, or something else

teal cove
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the wierd noise

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the grainy thing

misty lantern
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Screen space ambient occlusion

teal cove
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hmm... do i need to dig somewhere in unity settings and turn that off for now? btw how can i make it ssao friendly if i want that in the future?

misty lantern
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Reference to the asset can be found in Project Settings > Quality

teal cove
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alr

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thanks

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its fixed now

misty lantern
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Export the mesh without the text, replace with Unity's text

misty lantern
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Yes
How "perfect" would it have to be

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You can use the same font, same positioning and match the size

fluid oak
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Well, do you need dynamic text?

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You could of course write a script to match a textmeshpro object to the bounds of the mesh from blender.

flint sentinel
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Is there a way to preserve pivot points in the fbx export from blender?
I am aware I can just export the cannon and wheels separately but it feels like a workaround, not a solution.

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please @ me

fluid oak
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Of course, that is only if you set pivots in the file.

flint sentinel
wide yew
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I had the worst character in mind to make, i still end up with something even worse than that lol.

fluid oak
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I can't actually tell whether it is good or bad because I have no idea what it is.

gusty pasture
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Potato pirate, obviously

tawdry mulch
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Hi! Does anyone have experience in rendering a photorealistic scene in Build-in ? It's an assignment I have and I kinda struggle to make my scene look great (with all the package choice and stuff), if someone is willing to help me with that I will be eternally grateful!! Thank you so much in advance!!

misty lantern
# tawdry mulch Hi! Does anyone have experience in rendering a photorealistic scene in Build-in ...

To make a scene look "photorealistic" you'll need assets that are photorealistic to begin with, or as close to it as possible with correct PBR materials
Then you need a type of lighting that is real world accurate, like a HDRi and probes for ambient light and baked lightmapping for realistic light bouncing
BiRP's quadratic light falloff is not "realistic" but I think it's possible to change it to inverse square
Thirdly you must have colors and post processing set up right, mainly linear color space, HDR rendering and a tonemapping profile
Controlling exposure, adjusting colors and some effects like DoF or SSR may also be important there

tawdry mulch
misty lantern
tawdry mulch
snow pewter
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Hey guys, it's my first time drawing my own assets for my game, how do you know what canvas size to go for ?

mortal lotus
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IS there a good way to decimate models polygon count without affecting the UV inside Unity?

misty lantern
mortal lotus
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So I can increase performance.

misty lantern
misty lantern
# mortal lotus Both.

Unity doesn't have a LOD generator or other ways to decimate built in but there are third party assets for it I'm sure
UVs are vertex data so it's not technically possible to remove any vertex without affecting the UVs
Blender's decimate modifier interpolates vertex data of the remaining geometry so UVs are as preserved as they can be
If you have the source mesh with quad topology it's also possible to dissolve edge loops (which aren't UV seams) to keep UV islands totally intact, if needed for some reason (but what you can do with it is usually limited)

prime star
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Anyone here got experience with setting up modular characters / meshes and modular character equipment?

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I am just wondering if the best practice is to set up seperate .fbx files for each piece of clothing, hairstyle, etc. or if I should combine everything into one single mesh and unload seperate mesh pieces depending on what equipment is worn or hair is chosen by the player.

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I remember in UnrealEngine 4 I used seperate meshes. But I don't know if Unity has some kind of limitation in that regard.

misty lantern
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The way you implement worn items determines what items they can be, and what items you have will determine how they have to be implemented
So it can be hard to even decide on what to commit to

prime star
prime star
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Are bone sliders a thing in Unity? For example, if I want to make the arms bigger / muscled, to use that bone to increase the mesh size? I'd rather not use shape keys from Blender, simply because it'd require me to do it for every single armor piece.

random stag
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why do the book not fall? even though i add a rigid body to it?

woven dome
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It's marked static. And don't cross-post

misty lantern
prime star
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Shape keys will be horrible, since making modular characters I'd need to do it for every single armor piece lol

signal coral
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Just picked up substance painter, never touched it before now. Is it easy enough to set seams and UV unwrap or should I do all that in blender first?

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Also would you do SP as a final stage after rigging, while itโ€™s still high poly?

topaz matrix
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Sorry if this isnt the right place to post this but I am having trouble with my tilemaps. As you can see my tilemap is behind another and I'm sure it has something to do with their position or even layer but I'm not sure what to do to get the Islands tilemap visible to both my scene and game. Sometimes I appears but when I press play it disappears all over again

misty lantern
misty lantern
signal coral
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and seaming too, i'm used to doing my seams in blender so idk what SP adds there too

misty lantern
drowsy badger
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my models head came in like this when it is supposed to be a full block like the torso. any help?

prime star
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I got this character. And it has two different UV maps, one for a color map, which has every different colored bit of the mesh seperated in pieces..

On top of that, I have another UV map which is unwrapped as more of a traditional game character UV unwrap.

Since I want to add sliders for eye color, skin color, lip color, etc. I thought it best to use the traditional game char uv unwrap.. so I tried baking the character as you see it into the into the character UV unwrap so I am no longer depnding on this 64bit colormap.

But this baking isn't working. Anbody else got any advice on how I could potentially handle this?

ancient inlet
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Yo guys ive been trying to fix this from yesterday but to no avail

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When i export to fbx with the fbx exporter is turns into a jumbled mess

sacred grotto
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Hi all. This is heavily related to blender. Is there a workflow/tips to make a unity side importer to interpret blender stuff in unity?
So the blender asset as prefab can maintain the connection, and the importer can also find certain objects/bounds defined in blender, and unity side will add or refer certain components accordingly?

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I read that blender's collections don't transfer to unity whatsoever. Is there really no way to define some kind of hierarchy in blender that unity can understand?

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I'm looking to define the level, gameplay collider shape, shapes of buildings and its location, defining some spawnpoint and maybe some object spawners etc

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Currently i can only think of using naming conventions in blender. Is there any other things in blender (like tag or some metadata) that unity can see/use?

kind vapor
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Brand new to unity. I'm trying to import a texture pack onto a VRChat model. But I have no idea how to do it

digital mantle
# sacred grotto Currently i can only think of using naming conventions in blender. Is there any ...

this might be interesting reading for you: https://unity.com/blog/games/rapid-design-iteration-in-breachers-using-assetpostprocessor-and-blender I just tried custom properties in Blender and they aren't picked up automatically like the article implies so there might need to be some more work done there, like parsing fbx node data, if that isn't some kind of bug on Blender's part. I have a need for something similar in the future, too

fluid oak
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One of the problems with any solution in unity's end us that blender immediately seems to update and break stuff.

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That's why they moved to using fbx as the preferred transfer method.

fluid oak
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Unity, when they depreciated support for using blender files directly.

sacred grotto
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Ok so the importer unity has for .blend, is actually turning it into fbx?

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But this default importer unity has, doesn't import the custom properties?

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I guess this is just a batch exporter from blender to fbx. But does this imply that a normal default blender export fbx does not export custom prop?

digital mantle
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it should, and the data exists in the file with export custom props checked. I tried with Unity (6000.0.39f1) and Blender 4.4.0. Tried custom postprocessor https://docs.unity3d.com/6000.0/Documentation/ScriptReference/AssetPostprocessor.OnPostprocessGameObjectWithUserProperties.html
Some fbx's do have this info, and the docs mention 3dsmax/maya specifically so it might be Unity not importing it correctly or Blender not exporting it in the expected way (and so maybe something like your link would fix it)

sacred grotto
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Yes i just tried OnPostprocessGameObjectWithUserProperties and it can find my custom prop, in my blend file (no need to export as fbx)

digital mantle
#

I was exporting as fbx from Blender directly so now I have to go test your way :)

#

still does not work for me. Can I ask Unity and Blender version?

sacred grotto
#

This is good stuff im glad it works directly on .blend file

sacred grotto
#

I'm trying to figure out how to... replace or instantiate prefab and parent to the gameobject being processed. But how should i refer to the prefab from this postprocess phase?

#

Please note that the GameObjects and Meshes only exist during the import and will be destroyed immediately afterwards. This function is called before the final Prefab is created and before it is written to disk, thus you have full control over the generated game objects and components. Any references to game objects or meshes will become invalid after the import has been completed. Thus it is not possible to create a new Prefab in a different file from OnPostprocessGameObjectWithUserProperties that references meshes in the imported fbx file.
I'm also trying to understand this

#

I guess with AssetDatabase and pass in path?

#

Cool works

sacred grotto
#

Ok so it works, but if i wanna do some assigning references between multiple objects inside the fbx prefab hierarchy, i can't do it within OnPostprocessGameObjectWithUserProperties bcoz this thing only processes 1 GO at a time

#

Is there a step where i have access to the fbx parent, so i can do find child all and manage references on this step?

#

If i'm defining the ref links by what's defined in blender custom prop, then i'll have to store this temporarily during OnPostprocessGameObjectWithUserProperties, for the next step to read again for the ref linking step

sacred grotto
#

OnPostprocessModel

lofty gorge
#

Any leads or terminologies to look at on how to fix these? The trees are becoming dark when baking

misty lantern
lofty gorge
misty lantern
#

So that could indicate overlap, or maybe texel invalidity though less likely

#

It's best to enable Generate Lightmap UVs for every mesh in import settings

#

If that's not enabled and the geometry re-uses UV space across different leaves, they are overlapping

lofty gorge
#

Wait, I'll try something, I kinda remember something from what u said

lofty gorge
misty lantern
#

It's also possible that they're now reflecting the ground rather than the sky since looks like you baked a reflection probe, but not reflecting it correctly
But it could be a separate issue
If a shader is "two sided" it does not ensure correct normals, it just renders the other side too with negative normal value that messes up the ambient light calculation

misty lantern
lofty gorge
#

Sometimes it's not optimized, so I'd rather place them manually

misty lantern
lofty gorge
#

Maybe my workflow is not working on this one. I put the leaves inside Unity using modular leaves. I probably should've built it inside the 3D software so they would share the same sphere normal data

misty lantern
# lofty gorge Maybe my workflow is not working on this one. I put the leaves inside Unity usin...

It depends on the shader (or mesh) how it handles two-sidedness
Unity's default way in my experience is flawed since it doesn't flip the normal
A custom shader could flip it based on viewing angle, but at the same time it may be even more practical to duplicate and flip the geometry itself while using a one sided shader
Assuming that is related to the issue we're seeing, I'd do some simple tests, just assigning the material to a quad and spinning it around to see if the lighting is not the same on both sides

#

Usually the inefficiency of auto-generated UVs is a small tradeoff for guaranteeing they work right, regardless of bake resolution

lofty gorge
#

Even after I use auto-generate, the shadow is still there, so I'm testing it from scratch to fix it. I'm using Built-in RP right now before I'm using URP and I didn't encounter this problem.

#

Thanks for the explanation!

misty lantern
#

Or something more baking related, possibly

brazen mauve
#

question: how to go about animating a "skidding to a stop" movement? any technical aspects down the road to keep in mind with implementing it

fierce rivet
vast spindle
#

i have a video player with the render mode set to material override, and i have that applied to a plane, im wondering how i can crop the video so only parts of it display on the plane

prime star
#

I'm a little stuck. Anyone have any idea how to make a lightmap for a low poly chacter that uses a 64 by 64 color map? Image shows the example.

I need to make a lightmap and albedo map for my toonshader

lucid anchor
#

Hey folks. I need a bit of feedback please!

I try to upgrade my art asset i'm selling in the Unity Asset Store (https://assetstore.unity.com/packages/3d/vehicles/sea/galleon-style-sailing-ship-295495) with colliders!
But i actually have never done it on this level of complexity, and i'm quite unsure if i did it right or can even improve it.

Basically, it's a convex collider setup, to make it work with Rigidbody. It consists of mostly of capsules and boxes, but the main hull is made from 10 convex mesh colliders to provide the curvature of the ship.

Collision is not 100% accurate, stairs are represented as ramps and the bars of the crow's nest are one big collider. Generally, i tried to use as little colliders as possible, and primitives over mesh colliders whenever possible.

The goal was to enable players to import the ship, shoot at it and get the shots registered, walk around on it or let Unity's Physics Engine take care of swimming on water via Rigidbody.

Elevate your workflow with the Galleon-Style Sailing Ship asset from Lix3D. Find this & other Sea options on the Unity Asset Store.

misty lantern
lucid anchor
lofty gorge
#

I also reduced the normal strength

mortal lotus
#

Is it possible to make an object which wonโ€™t be visible but still will cast shadows?

hoary kindle
mortal lotus
vale cove
#

I used a fbx to png converter before so that I can use models as png for the ui but I can't find it anymore the ones I find convert without color. Does someone know what can I do to have a png with color of a fbx?

hoary kindle
# vale cove I used a fbx to png converter before so that I can use models as png for the ui ...

Obviously images and 3D models are not interchangeable. You can render images from 3D models but you cannot just press a button and expect this "conversion" to happen correctly. What angle should the image be captured from? What type of lighting should be applied? What camera settings (field of view, projection type etc.)? I personally use Blender to work with my 3D models, Blender like many other 3D softwares include rendering engines you can use to render the models however you like with highly customizable setup. There sure might be some online tool that can do the renderings very easily, but I have not used one so can't really help you with that

fast tapir
#

I want to add water plane to my game scene should I use one big plane or multiple smaller planes?, i've had experiences high cpu usage while having one big plane even it is not visible.

tawdry valley
gritty raft
mortal lotus
#

Is there a way to set the light color with Kelvins?

tawdry valley
# mortal lotus Is there a way to set the light color with Kelvins?
#

URP and HDRP have color temp irrc

raven elm
#

Hey all! I created a few fantasy themed melee weapons for a mobile game I am working on. The avg poly count for each of those weapons is anywhere between 6k to 12k & texture maps are all in 2k. Is that an optimal poly count for a mobile asset?

misty lantern
raven elm
#

It's a single player game with only the player using those weapons.

misty lantern
final cobalt
#

How do i make this panel in the middle not reflect sunlight

misty lantern
safe birch
misty lantern
safe birch
#

pretty sure preset manager doesnt take material presets unless im wrong

misty lantern
#

Might be possible some way, but I don't know how
Maybe doing it by folder or in some involved way with scripts

#

@safe birch Why do you need to have offset values for every material though?

safe birch
#

small textures

#

tile way too much

#

so tilling was the first thing that came to mind for me

misty lantern
safe birch
#

the textures are 96x96 iirc and when i drop them on a object they tile a lot to a point where you can barely see the texture

safe birch
#

mesh

#

square

#

it varies

misty lantern
#

Ordinarily it's the mesh that determines how much the texture should tile via its UV map

#

If you have many materials that need specific tiling or offset properties, you can also multi-select them to edit them all at once

dire ruin
#

Hi everyone! I'm hoping someone can help me... ๐Ÿ˜ญ Sorry if this is a very novice problem to have, but I haven't been able to find a solution so far. Why does my trash basket's wire not come off as convincingly as it does in substance painter? The mesh has to material groups, one is set to being transparent with the opacity map + normal map.

misty lantern
#

Ensuring it's correctly 0% alpha on the gaps and 100% alpha on the wires might improve it
But instead of that it could be better to just use an opaque material with alpha clipping

#

Opaque material will pre-emptively fix the transparency sorting problems you would get if you make a transparent concave object's material two-sided (or duplicate and flip its geometry to ensure two-sidedness)

#

Lastly your lighting in that part of the room doesn't look entirely right
The environment reflections seem too bright, maybe ambient light as well

#

If it's an interior, it should have its own reflection probe, and ideally baked lighting with light probes to ensure correct ambient light
But that's assuming your environment is static enough to allow for static lighting

gloomy roost
#

anyone know how to properly export fbx files to unity? cuz blender ainโ€™t doing it properly

dire ruin
misty lantern
#

There is a depth sorting problem, the far side of the bin is visible over the near side
But if you don't notice it, it's not a big concern

dire ruin
misty lantern
#

Whether to use transparent or opaque alpha clipped materials is situational
With no semitransparent areas the result can be very similar, except opaques depth sort better, but might not appear as smooth

dire ruin
quasi tundra
#

How do people create modular characters and first person animations for different weapons equipped

woven aspen
#

if I want to enable read / write on a mesh can I do it to a submesh in a .fbx?
I have one fbx with many meshes but I can only change the settings of the fbx not any submeshes
Image

#

I have a bunch of meshes as part of one big model and i cant really change the export settings for a specific mesh only everything

misty lantern
inland thorn
#

Why the sprite on editor has no border whatsoever, but while actually rendering it in game has that ugly white saw teeth around it?

winter light
#

just finished my first group of building blocks UnityChanSalute
I liked the way using blender because i could only model with scripts because im not too good at modelling XD
If someone has any tipps or good guides to improve? - beacause if i move on to roudn shapes it wont be that easy...

quasi tundra
#

the bones are fine in blender, im not sure why they become so weird in unity

timid flower
#

my model is gone, didnt delete it

#

shows here though?

outer halo
#

Press F. You're probably very far from it.

timid flower
#

ok

misty lantern
raven elm
#

I want to take a render of an asset I made for Unity inside of Maya. The issue is that I don't know how to correctly map the MetallicSmoothness map to the respective & metallic & roughness channels of the aistandard surface shader. Does anyone have a solution?

finite bloom
#

hey guys i need your help. im trying to add a new meterial to a object but it wont let me

abstract talon
#

Hello Guys !!! I have more than a thousand models in a blender scene and I want to export them into unity in fbx format, each 1 individually. And doing it manually is a PAIN . Do any 1 know how can I do that ? I tried asking GPT for a script for blender to do this but didnt work, objects are getting exported individually but their scale and rotation isnt set to 1 and 0. I also tried using a plugin but encountered the same issue.

Any suggestions would be highly appreciated !

T H A N K Y O U !!!

P E A C E !!!

lilac edgeBOT
gusty pasture
#

Definitely possible to automate this

abstract talon
gusty pasture
#

Ask in the Blender server, they'll know.

abstract talon
#

Ok thank you

final cobalt
#

Hello! I have a problem with probably very easy solution

#

I want an 3d object to be part of the canvas

#

but it remains in world space even after i drag it here

misty lantern
stone tusk
#

Hello! I was wondering if anyone might be able to help me troubleshoot this issue.
Iโ€™m skinning a mesh to an existing skeleton in Maya, and everything looks fine when I test the deformation there. But when I bring the mesh into Unity and run a skinning test, the chest area blows up every time the upper body bends backward.
Iโ€™ve painted clean skin weights, and I donโ€™t see the same issue in Maya โ€” the deformation looks normal there. Iโ€™m also using a Mesh Baker tool in Unity, in case thatโ€™s helpful context.
Hereโ€™s a screenshot of the issue:

misty lantern
frank carbon
#

i have a rigged character in blender which i import using fbx export in blender to unity. i made some logic to control the animation in blender. now i have decided i have to add some more animations. how do i do that

#

how do i reimport it with the existing animator controller and animation logic without without the hassle of setting it up each time i make a change in blender

frank carbon
#

Also is it supposed to be so complicated importing characters from blender?

frank carbon
#

where is everyone gone

misty lantern
misty lantern
frank carbon
#

Sorry for not using the coding format I forgot about it

frank carbon
#

Ded chat

misty lantern
frank carbon
#

In unity c#

misty lantern
# frank carbon In unity c#

In that case also the states in the animator reference animation assets or animations imported inside a mesh
Like I said the reference is maintained in mesh import settings' animation tab, or by separating animation clips into assets

thin lynx
#

Hey I have a texture thats supposed to repeat itself. I set Wrap mode to repeat in the import settings and applied it as Sprite to an image. It doesnt repeat over the image but rather stretches itself along, what am I missing here?

#

heres my settings

misty lantern
placid dawn
#

can someone help me fix this broken shop model idk what im doing

misty lantern
frank carbon
fluid oak
#

You don't have to be a cat to post here, but it helps!

fair birch
tawdry mulch
#

Hiii!!
Thanks to everyone that helped here (especially Spazi), I've made great progress on my scene ! I just have one last small question : I'm using Build In and I've put a post procress v2 with a SMAA Anti-Aliasing in High Quality, it help but it's still not perfect. Does anyone know a good asset for Anti-Aliasing for Build-In ? I can pay for it I don't mind !

Thank you so much in advance!

gusty pasture
tawdry mulch
gusty pasture
#

Strange. That is the most common high-end solution (barring MLAA by using DLSS at 100% resolution)

tawdry mulch
gusty pasture
#

It uses multiple frames to converge so I can imagine built-in doesn't have support for it in the scene view.

signal coral
#

does it make sense to do a high->low normal bake for plain old LOD models? or is that just a trick for reducing poly count and keeping close up details?

#

in this case, i have a 28k tri (4k texture) model, a 6k tri (2k) and a 2k (1k), just for different camera distance. i can't get the high poly detail to bake and i suspect it's because i'm just not supposed to use it that way

misty lantern
#

If you have sets of PBR maps with mip maps for every lod level that's a bonkers amount of textures

signal coral
#

the enemy models are at 512 lol

misty lantern
#

If you think it's necessary, but I'd expect little to no gain for the cost

signal coral
misty lantern
#

Adjust lod bias for high priority characters if needed

signal coral
misty lantern
#

You do
You can control precisely how quickly the lod models are swapped to (or crossfaded to if you use that)

#

With good lods the player should not be able to notice the change
Since the change happens over distance details will become less relevant quickly

signal coral
#

Including texturing, rigging animation, basically from scratch to when itโ€™s what your considered โ€œdoneโ€ - in Unity and ready to go (excluding revisions)

misty lantern
pale wharf
#

Looking for assistance for getting the mesh replaced onto the rig ๐Ÿ™๐Ÿพ

pale wharf
#

The body is there but itโ€™s sideways on the rig

fluid oak
#

Just so I understand what you did, did you replace the mesh in unity, or in the model file itself?

pale wharf
#

Exported mesh from Unity (Built a new asset file)

#

Then replaced original raw and dump

misty lantern
pale wharf
#

Aaah sorry

shy pebble
#

I kinda wanted to know the answer to that as well. I know the servers not for modding but essentially itโ€™s not a modding question. Itโ€™s essentially a rig and bone inquiry. And I didnโ€™t see it being against TOS , but if Iโ€™m wrong please let me know ๐Ÿ˜‚ i donโ€™t want to be โ€œthat guyโ€

misty lantern
arctic kettle
#

Has anyone tried rendering isometric tilesets from something like 3d objects from blender for a 2d game? Asking if theres an angle to this so I can get them to line up (I'm new to handling tiles/etc). I rendered them at the angles above, pulled them in, but they don't seem to line up in the tile palette. I'm rendering a bunch of other 3d objects so thought I would give this a go as an easy way to make tiles... just need a little help or push in the direction of understanding haha.

#

Rendered at 512 resolution.. the sprite settings were unchanged on pulling it into the tile palette. I played with it a few times but consistently get overlap issues

hollow grove
#

trying to export this into Blender as an FBX but it looks like this?

#

"The source object contains a reference to a texture file. As a consequence, the exported FBX will contain an absolute reference to this texture file" is the only warning.... and that is only shown for like one texture I think?

misty lantern
#

If you believe it's a texture issue, import your texture, make a material that uses it and assign it to your mesh in scene

fluid oak
wild night
#

hi guys, Im trying to setup a PBR material in Unity 6 URP.

so far I'm able to wire up correctly base (albedo), normal and AO maps.

what about height map? which texture should I use from my PBR textures? I have Displacement for example, but when I put it, it behaves weird

#

what is the standard way to setup this?

#

this is how the displacement texture looks

cerulean walrus
#

Hi guys! I'm looking for some help regarding if there is a more efficient way to make prefabs (I don't entirely know if this is the right term) in my world.

My problem is fairly simple, I have a bunch of assets, I want to use a select number of specific assets to build something, that in the end I'll make into a prefab, and I'll be able to place that thing down multiple times, fairly simple, however right now the way I go about this is that I put down the things manually somewhere in the world, since I want to be pixel perfect making things pixel perfect gets very annoying when the coordinates are in the numbers such as [4252, 0, 1783], its just annoying to make the fine adjustments, is there a way for me to easily get into some new space, and be able to build whatever I want basically in a vacuum that doesn't affect my main scene or world? Or any tricks that you don't mind sharing with me regarding how you work with assets that you would have loved to know when you started out andd you think everyone should be using that. (This last part is just knowledge farming from my pov, sorry)

misty lantern
raven elm
#

I created this clearcoat material in Substance Painter which I want to bring into Unity URP. How can I do that? I can't see an option to export a clearcoat map

misty lantern
minor seal
#

Does Unity work well theses days with substance 3D? Teaching myself substance 3D now and my plan is procedural textures created in substance designer, applied in substance painted on stuff I model from blender. Heard mixed things about using the substance plug in with Unity

gusty pasture
#

The old plugin was shit. Thereโ€™s a new one I havenโ€™t tried yet

#

You could always just export as PNG though

minor seal
gusty pasture
#

The only nice thing about the plugin is that you can generate variations within the Unity editor

#

Thereโ€™s no difference at runtime

proven cedar
#

guys can someone tell me the reason of this pixlated look on the model as i changed the material and still this effect appear on the model

proven cedar
#

yeeah but how to fix this

#

I want the AO

#

but not to look like that

misty lantern
thorny lion
#

Hey guys, I've been trying to get better at 3D modelling (i'm a software dev ๐Ÿ˜… ), Does anyone know why my tree model looks bad? What can I do to make a better tree next time?

#

(other than the leaves transparency issue, not sure how to fix that)

misty lantern
proven cedar
thorny lion
crystal seal
#

Guys, how do you change multiple sprite pivots at once? I imported hundreds into Unity and can not find it for the life of me.

olive shale
#

I have a simple object, created in Blender and exported as a .fbx file that I intend to use as a mesh for a particle effect. But for some reason the particle system won't accept this object as a mesh. Can someone explain why?

fluid oak
fluid oak
olive shale
crystal seal
# fluid oak Sounds like a job for a script!

Is that really not something that a lot of people need during development? I realize that when you draw your own art - you can maintain consistent ones where you need them, but the Unity Asset Store exists for a reason.

fluid oak
#

There are lots of useful features that unity doesn't have, but which can be added with scripting.

cursive spruce
#

Hey everyone,
Iโ€™m really stuck with creating a tilemap or tileset. Like i know how to work with the tools but I bought some assets and they feel way off.

Is there someone who is willing to help me with this? I really need some live help where I can share my screen and get some guidance through that.

Maybe Iโ€™m doing something wrong or idkโ€ฆ

Please dm me if you can help me

mighty talon
glacial vector
# mighty talon

You can't change the pivot of a mesh. To do what you want, use an empty transform as a parent of the cube and rotate that

mighty talon
#

wait what?

#

i need a parent of a parent to do it?

glacial vector
#

So the castle is a child of the cube, and you want to rotate the castle, but with the pivot at the cube's origin?

glacial vector
#

Yeah it's what I would do at least
Cube
CastlePivot (with position 0,0,0)
CastleMesh (With the offset you want)

Then you rotate the pivot object

mighty talon
glacial vector
#

Did you make an empty object between them in the hierarchy?

glacial vector
#

And you rotate the pivot object?

mighty talon
#

yea, its at the castles origin instead of the cubes, and im pretty sure we want it to be at the cubes.

#

okay that sentence was worded like an idiot

glacial vector
#

No, it should be at the cube origin. So you can rotate it with the same pivot as the cube but without the cube rotating

mighty talon
#

yea thats what we want

#

i dont know why all objects go to the bottom childs origin.

#

i could fix the origin in blender but i really dont want to have to constantly import and export back and forth to hit the perfect point

glacial vector
mighty talon
#

if the castle moves the parents origins move with it somehow?

glacial vector
#

Do you have pivot selected to the left here?

mighty talon
#

omg yea i did

#

thank you

glacial vector
#

Well it should be pivot, not center

glad thorn
#

Are there any tools to convert sprite to masktextured sprite?

sour pier
#

Hello,
I have been creating some 3D Models for University using Photogrammetry. The goal is to create game-ready photorealistic asset workflow. Right now I am looking for industry professional feedback on these models, to see what could be improved or changed in the workflow. The end of the Form also contains the full workflow I created and used. I would be very greatful if you could check out the models and give me honest feedback.

https://docs.google.com/forms/d/e/1FAIpQLSf4zbic5zF_IkQToCIInfm2HPtY7tvBuDTf4MDyjkBjkIpVHQ/viewform?usp=dialog

viscid aspen
#

How do you reccomend making meshes & textures for level geometry?

fluid oak
deft pasture
#

Im New To Blender And Made This!!

#

Lightsaber!

fluid oak
sour pier
fluid oak
#

I'll not be able to right now, since I'm on mobile and can't actually inspect the objects.

#

Are there colliders?

sour pier
# fluid oak Are there colliders?

No colliders, right now i'm just looking at the modeling part of the process, trying to figure out what I need to change in this workflow. After I have the modeling part down I will look into colliders.

fluid oak
#

Those poly counts serm pretty extreme, though on my tiny phone I can't really see if the detail justifies it.

white hamlet
#

i made a flat plane model in blender and exported it as fbx. importing it into unity made it a prefab but when i double click the prefab it opens the windows paint 3d app. how can i fix this?

sour pier
white hamlet
fluid oak
#

A good rule if thumb is to look at the silhouette: any point that can be removed without changing the silhouette visibly at the intended on-screen resolution is useless. (Unless it is there as a uv seam or something, of course. )

#

If your lod0 and lod3 produce the same pixels in game, you are too high.

#

If course higher point counts might be useful if you are doing vertex animation or something, but that is rare.

#

I noticed that you left out the mask and normal generation from your workflow?

#

Is it just a bake off the high poly in painter?

#

You seem to be using entirely automatic decimation? A decimation tool that takes curvature into account might help.

sour pier
fluid oak
#

I do notice that you have so much unused space in your lod0 texture that you could probably pack the lod1-3 textures in the unused space

#

And then just use a single material/texture set

wide wasp
#

I also can't help but think that the scale is slightly off. (banana for scale)

#

The normals on the banana could use a lot of work, and the surface in general

#

(Also, you misspell banana in the asset. Not the worst thing, but for a school project best to be polished in stuff like that.)

sacred grotto
#

Hi

Anyone have tips with working with Unity, managing 3d model/materials etc asset, using Blender asset browser?

#

Can blender asset browser point to a relative path, to the unity project folder?

cobalt moss
#

I'm a big sw fan so you got me right in the bias

placid oar
#

Solution was setting mesh type from Tight -> Full Rect.

dim ginkgo
#

Hey, can anyone venture a guess whether manually vertex painting in your 3d software is better than vertex painting in unity itself? Does unity's solution take up more space or something?

molten dagger
#

Hello! I was wondering if anyone could give me the best Blender course tutorial to full utilize and learn all of Blender.

fluid oak
lilac edgeBOT
next sundial
#

HELP! Just starting a Unity project after not using Unity for a few years and I'm downloading a few asset packs. Even though the asset packs say they're good for version 6+, all the assets show up pink. I've tried two different packs so far. Normally I'd say it's because it can't find the textures/materials, but they seem to be loading (mostly) fine. What am I missing or doing wrong? Thanks.

lime pollen
next sundial
#

It says it is.

#

I'm getting this error, don't know if it's related...

"Lighting data asset โ€˜LightingDataโ€™ is incompatible with the current Unity version because the scene it was baked for was not serialized. Please use Generate Lighting to rebuild the lighting data, or assign the target scene to the Lighting Data Asset in the inspector."

next sundial
#

Still having this issue if anyone can shed some light on it.

misty lantern
sacred grotto
#

Hi. What's the proper way to parent objects in blender, so that it gets parented in unity too?

sacred grotto
#

SOrry yes. Something else was the problem

next sundial
misty lantern
#

The lighting warning is not related, and not serious

next sundial
#

So what do I need to do to get it to work? If the asset pack lists that it's compatible, should it not be automatically compatible?

next sundial
#

Seems like a very weird process. But it looks like its working now. Thanks.

raven elm
#

How can I do lighting similar to this?

gusty pasture
raven elm
#

So, do I just remove any lights in the scene?

gusty pasture
#

Yes and use unlit shaders

raven elm
#

Ah, so unlit shaders are the key, understood

misty lantern
next sundial
# misty lantern

Is there a way I can pull one of these tree assets out of Unity to edit in Blender while keeping the textures intact?

next sundial
#

Loading assets, the textures seem to be loading fine and being assigned correctly, yet the material an object are still rendering pink. This one doesn't have a nice handy little URP updater scene so what else can I do to make this render properly?

lime pollen
next sundial
#

Ah! I see! Thanks!

fallen dove
#

Anyone have a good workflow for creating a motion vector map for a flipbook? I've never made one before. I have access to all Adobe tools if that's helpful.

late storm
#

JangaFX have good tools; they used to have VectorayGen which made it super simple but it got deprecated (though it's still on the asset store).

dusty tinsel
#

Currently doing some tutorials, and suddenly the objects in the Scene look like this, is there any way to fix it, and do you know why it happened?

misty lantern
dusty tinsel
#

Yeah

misty lantern
dusty tinsel
#

Even in Game view I have the same issue, but when I changed it from Free Aspect to Full HD, the problem goes away. Is there any way to do the same in the Scene view? Does it need more performance or something? Btw, I didnโ€™t do anything, like, the problem just showed up one day when I turned on the PC, Itโ€™s been like that for a few days now

misty lantern
dusty tinsel
#

Yeah, it's the same version and same project

misty lantern
dusty tinsel
#

I mean, I have no clue, this is the only project I have UnityChanOops

misty lantern
#

Then I'd make a new one to test

#

At this point you could go poking around your project settings, turning off and on post processing, rendering features and resident drawer (if applicable)
But ultimately you need to determine whether the issue seems to be contained in your project's assets, project's temporary files, the editor itself, or more than one project with more than one editor version

#

Not as daunting as it sounds
If a new project with the same version doesn't have the same issue, you know it's something in this project and nowhere else

dusty tinsel
#

Iโ€™ll see what helps, thanks

onyx dagger
#

guys what can I do for my game if I have 0 talent for drawing (pixel art)? I have a lot of stuff done to my game mainly at coding and like 80% of the stuff I need to finish it is drawing the assets and similar stuff, but I just cant. What u guys suggest me to do? (considering I cant pay for someone to do everything needed)

outer halo
#

You use free assets online and accept they won't match or make your game look professional. Or you change your art style to something you can do or find more assets for.

There is no solution here where you end up with a nice, cohesive, unique looking, game.

polar glade
#

Start small like you did when coding and build yourself up from there

#

You can get something quite decent and unique in a short time if you put the work into it

gritty raft
#

pretty sure it won't matter @delicate granite . i will screenshot some rotations in my armature in a rest pose, from blender to Unity

#

as you can see, the rotations are all over the place, but the armature is in rest position. i animate this all day long with no issues at all

delicate granite
# gritty raft as you can see, the rotations are all over the place, but the armature is in res...

wow okay, I guess maybe something else is causing my issue.

Because this 1 problem is part of a bigger problem im having. I have 2 horses

1 old prefab asset and 1 new fbx asset,

I copied the components from the old prefab asset using a script over to the new fbx asset but the colliders are incredibly small even though the scales and everything are 1:1 for both models.

when I update the collider size values the collider re-draws and then becomes visible.

#

old asset - new asset

#

I was thinking this was possibly due to import error but maybe I was wrong in that assumption

gritty raft
#

colliders are visible sometimes, in Scene view, depending on settings.. if they are visible in Game View, that can also be a setting. if they are visible in a Build, that is a problem

delicate granite
#

above view was scene view

gritty raft
#

so far, this just all sounds like new user confusion, not issues. have you done the Pathways on the !learning site?

lilac edgeBOT
#

:teacher: Unity Learn โ†—

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

gritty raft
#

it is also possible that i am not grasping the issue

delicate granite
gritty raft
#

the scale on the imported FBX does not match the original. this is what i have seen in my many experiments. but, what is the issue? resize the colliders and be done, or is there something else?

delicate granite
# gritty raft the scale on the imported FBX does not match the original. this is what i have ...

the issue is theres like 20 colliders here,

I dont want to have to re-size them again when they already match quite well

scales on both of my objects are 1 : 1 and the dimensions arent different at all.

the horse in the back has the same collider components on it, but the colliders on the horse in the back are incredibly small even though they use the same collider size values for the one in the front.

#

back horse transform

#

front horse transform

gritty raft
#

show the root object of both

delicate granite
#

that is the root

gritty raft
#

ok, show the Hierarchy of both

#

oh, it is showing.. ok

#

in the Project, when you click the Imported FBX, and select Model, what does it show?

delicate granite
#

convert units is on

gritty raft
#

does it change when you turn it off?

delicate granite
#

yes itll scale really large I believe, let me try again

#

nvm nope convert units has no effect

gritty raft
#

ok, now what is the Scale under the Armature of horse2?

delicate granite
gritty raft
#

that is what i meant with the scale issue on import

delicate granite
gritty raft
#

i got so frustrated with it all that i ended up buying (better FBX Importer)

delicate granite
#

thank you!

delicate granite
gritty raft
delicate granite
#

what FBX importer do you use?

gritty raft
#

i totally recommend it

delicate granite
#

if there is something better than this I will highly consider it, if it doesnt cost an arm n leg.

gritty raft
#

i just use that "Better FBX Importer/Exporter" on Blender side, but i just use the Unity standard Importer on Unity sde

#

it is still a bit tricky, but with 'better fbx' you can tell it to ignore armature node, and get it to work. it took me a while to figure out the flow, and i just got finished moving, so i have not done it for a while (can't recite it) but it is possible

delicate granite
# gritty raft it is still a bit tricky, but with 'better fbx' you can tell it to ignore armatu...

I am going to have a look into this, it seems very helpful!
https://www.youtube.com/watch?v=O5s1pW6SVIU

I saw someone mentioning there could be a trojan in Better FBX, but that was a reddit user so take that as you will.
https://www.reddit.com/r/blender/comments/1dzsjfi/is_there_a_trojan_in_the_better_fbx_importer/

Better FBX Importer & Exporter for Blender v5.0 can export game friendly 3d models for Rigify Auto-Rigging System, including humanoid, quadrupled, and any user-defined armatures.
https://www.mesh-online.net/

โ–ถ Play video
Reddit

Explore this post and more from the blender community

gritty raft
#

i will run it through VirusTotal.com, but i am pretty sure if they say anything, it was a false positive

delicate granite
gritty raft
delicate granite
#

aww dang no gifs

#

well anyways thank you again @gritty raft!

raw crypt
#

Howdy! Made my first model in blender and attempting to drag the FBX into unity gives me this

gritty raft
#

your normals need direction fixing. use blender for this.
you need to copy the textures over too. if your material is complex, you will need to remake the graph in Unity

raw crypt
#

but how do I know which normals to fix if it looks fine in blender lol

#

Just followed a tutorial and the guy is 'fixing' the clearly broken normals in blender when my model looks fine

gritty raft
#

google how to show face direction in blender. where it is red, reverse it. it is almost automatic in most cases in blender

raw crypt
#

Oh yeah wow the whole thing is red

#

besides the handle

#

When I flip the normals it still shows red oddly

gritty raft
#

did you flip or 'recalculate outside?

raw crypt
#

So this is 'showing face direction'

#

Then I do

#

mesh > normals > flip

#

And is still red

gritty raft
#

i stated the term to utilize..

raw crypt
#

Ah yeah I tried that#

#

Didnt work either

gritty raft
#

if that does not work, you'll need to talk to the !blender server

lilac edgeBOT
gritty raft
#

or perhaps figure out how to select certain faces, and manually do it

#

you might also have double geometry. the blender server should know

raw crypt
gritty raft
#

i honestly think 99.9% of us did that at least once in the early days

raw crypt
#

Yeah it's all fixed now

#

Dont suppose you know how I would export the textures I need?

#

It's just the black material and the image

#

It's exported cupmaterial but it's gray not black

#

So my friend did this earlier and he sent me an FBX and it just worked so what is he doing that I didnt lol

gritty raft
#

during the Export, he either Copied and sent them, or Embedded them

raw crypt
#

He must have embedded, I tried doing the whole extract textures in unity but that doesnt work with blender made mats/textures

gritty raft
#

ok, there are 1000 tutorials on this, so you should be able to google one pretty quickly

raw crypt
#

Embedding brings up tutorials on the kinda thing I just tried to do. pack them into the fbx

#

Am i looking for like baking textures?

raw crypt
#

Yeah following that exactly

#

He drops the shield into unity and its textured

#

I get to that point and mine isnt

gritty raft
#

then the textures are not being copied over. perhaps manually copy them into a /Textures folder, under the folder the Model is in (in Unity)

#

If you cannot find the textures, that is a big part of the issue. you need to save them as files, instead of just being embedded in a Blender file.

#

if that particular tutorial is not working for you, do another. Imphenzia probably covers it

old steppe
#

how can i improve my unlit shader for map ?

placid oar
#

Anyone that can DM me to quickly explain some concepts of Tile Manager ?

fluid oak
#

No, but you can ask whatever questions you have here and people might answer if they know the answers.

sleek radish
#

I remember there was a website where you could create your own 2d icons from presets then change the colors, thickness etc. and download it, but I have forgotten the name.

Anyone here knows about the website or a similar one?

next sundial
#

Can I set a model to have a double sided faces in Unity? When I export from Blender and bring into Unity the faces are all flipped.

potent wraith
next sundial
#

What about just flipping the faces?

potent wraith
next sundial
#

But they're already correct in Blender. As far as I can tell.

next sundial
#

Figured it out.

carmine burrow
#

Can someone tell me why materials wont get applied to the wall on the right? It only accepts the main color. Model was made in SketchUp. Applying materials worked in unreal when i tried it there.

misty lantern
#

If sketchup can do UV unwrapping you should do that in the application
If not you can also use blender or probuilder
Or use a triplanar projection shader that does not require any UVs

carmine burrow
#

I'll look into it thanks

next sundial
#

Why is exporting from Blender to Unity/Unreal not a super sweet and smooth process these days? They've all had like 20 years to figure this out.

misty lantern
#

File formats progress slower than the modeling programs and engines do so it's easy to get left in the dust, especially when formats have to remain compatible
From what I've read is the problem is mostly who owns the formats and how they're managed
Mainly that FBX is not developed and requires licensing to even use afaik

#

But the solution you're looking for is potentially .USD
It's becoming viable on both game engine and modeling program sides of importing/exporting right about now apparently

next sundial
#

I would think that would make it easier to develop an easy and mostly seamless process. Fewer changes to keep up with.

.usd might work for me at the moment. I'll try it out.

misty lantern
next sundial
#

Unity doesn't seem to like the .usd format. Does it need an addon or something?

next sundial
#

Ah, so .fbx still...or glTF?

misty lantern
#

I'm not familiar with glTF to know of practical advantages or disadvantages

#

Except runtime import/export feature

#

Which really won't work good with fbx due to its destructive nature

#

Fbx is good enough if you can deal with the axis orientation mixup, and accept that it's a one way process

#

Scripts and plugins for modeling software usually can make the exporting part pretty smooth

next sundial
#

I dunno. I've gone through a dozen YouTube videos covering this and none of them are working for what seems to be a super basic need. I have this crappy branch with a leaf. I got the UVs unwrapped nicely. Baked a few nice textures. Everything looks good in Blender. But once in Unity only the leaf is good. I can't figure out how to get the branch part of the texture to work...

next sundial
#

yeah, in Unity the branch part is just black.

misty lantern
next sundial
#

Yes. This is on both the leaf and the branch cause that's how it got set up.

misty lantern
# next sundial

Everything looks allright here
There should be nothing to it
If the branch mesh has a material with the same branch texture in unity as it does in blender it should map to the same UVs and everything

#

Unless the branch is using some other than the first UV channel

next sundial
#

Hmmm....There does seem to be a second one somehow...

misty lantern
#

Indeed the UV texture coordinate input uses whichever you've selected as active UV

#

The UVs are exported but Unity's shaders only use the first one for the base texture

next sundial
#

Okay! that's got me some progress! Thanks. Still some weirdness and all the material controls are greyed out, but it's progress...

misty lantern
next sundial
#

Makes sense!

thin cobalt
#

hello is this where I would ask for help with building asset bundle... i think i got the right code but nothing is happening.

#

i have looked at the manual and tried to look up help online but nothing is helping.

misty lantern
thin cobalt
#

@misty lantern oh ty

misty lantern
#

For others to be able to help you'll have to provide useful information like background of what and how you're precisely trying to do, and where are you stuck if you're following specific instructions

thin cobalt
#

im super new to all of this and its super confusing but im trying to create an asset bundle to import into table top sim for a dnd campaign

misty lantern
thin cobalt
#

well its dealing with coding for the unity side

misty lantern
#

Really hard to help someone use unity who doesn't know the basics of unity, to make something for a game's systems we're not familiar with

thin cobalt
#

lol

#

basically i cant get this to work.... so would it be code beginner?

misty lantern
#

I'd assume so

#

But "getting it to work" is not really enough

thin cobalt
#

oh

misty lantern
#

For a question I mean
Like I said they need to know what you're working with and where you got stuck with the instructions

thin cobalt
#

from my understanding it should have been simple since this is just to make a button to then do the asset bundle process.

#

ok well thank you

misty lantern
#

Maybe it is that simple
I don't really know

thin cobalt
#

same lol

proud raven
#

so i've been struggling with this issue where i get a sort of "bleed" of sorts that comes through when im importing assets that are perfectly aligned in aseprite into unity. (see 2nd and 3rd image, 2nd unity 3rd aseprite). i've also included my settings for importing this tilesheet. i've been at this for 2 days already and im at my limit with this lol

misty lantern
#

Because the sampling is inaccurate at precise edges between two pixels there should be one pixel of padding/dilation

#

Probably the best way to introduce it is to add your sprites to unity's sprite atlas, which has the option to apply padding
Could do it in an external program as well, but sprite atlas is automatic and non-destructive

proud raven
#

i've tried the atlas before but i'll give it another go and i'll let you know how it goes! thank you very much my friend

proud raven
misty lantern
proud raven
#

you are a god

light hazel
#

hi, not sure if this is the right channel, but i can't find anything more appropriate...
i have this grid-like texture, and it looks fine up close, but as it gets farther away the grid line gets "stretched" in this weird way. how can i make it look thin?

#

same thing happens in the editor ๐Ÿค”

#

ok just had to change the import settings to include filtering

novel garden
#

I have some layered transparent images I need to export to PNG in photoshop. How do I make them... actually look correct?

glad flare
#

Does anyone know how to create an animated cone? Like you see on the video, when I scan it shows a nice scanning beam coming out and I want something similar to that, but I can't find any tutorials.

#

Or something similar to this beam/projection effect coming out of this watch

outer halo
#

That first video is a mesh that is turned on with a custom shader on it scrolling a texture and rotating the mesh, probably mixed with some particles.

next sundial
#

Is anyone around who can help me get post processing working in URP? I've gone through a few videos but either they're old and things have changed, or they aren't doing things in a way that I'm set up for...Everything I've tried on my own hasn't worked either.

snow jetty
#

heyyo, i'm coming from unreal and wanna learn some basics. In unreal i would double click the asset to give the object a material so i can drag and drop from the browser and have it already use the correct material in the viewport. But i see unity is different. I have a texture and material using that texture that has to be applied to each of the 3 meshes making up this object. How can i do that?

lilac sphinx
#

for extracting mats you can duplicate the mat you want using Ctrl+D

#

or simply click on object and in inspector click external material and extract them in place you want like alongside the file

next sundial
#

Hey all, anyone around who could potentially help me with a little Blender->Unity material issue? I have this dead tree branch asset I'm working on and everything looks good-ish in Blender (it's a crap asset, I admit, still new and learning), but when I bring it into Unity. the texture is all stretched out. When I made the model I did do the step of Applying all Transforms. I'm not sure how else to possibly fix this issue.

glacial vector
finite bloom
#

hey guys im trying to find some help in adding image texture to a plain. i imported a fbx file and was able to add the new material. how ever they are planks and i want them to face side ways not vertical is anyone able to help?

#

im trying to get the planks to face side on not vertical

#

nm i got it

copper needle
#

I'm working on a racing game and I'm trying to sync the my wheels rotation with the rotation of the wheel collider. It's rotation is spinning on the x turns on the y but my model is importing differently with having x be the spin y be the turn but needs to be 90 for straight and z needs to be 90 which is breaking the system how can I fix the rotation in blender to match with unity

near apex
#

So i got some assets from unity store, i have this ground asset, i want to paint on my terrain, how do i do that?

solar delta
#

can someone please make me a new player skin, this one was just a placeholder, and i'm not very good at aseprite, if you could, that would be much appreciated

acoustic stump
#

does any of u know a plug in, or a way to rotate my thumbnail preview in the project folder ?
the preview is top down, and it's a bit (much) of an annoyance

native inlet
#

Hello i got this spider but the tip of the bone in unity is not being imported and i also got a massive bone just hanging around any idea what's going on

fluid oak
late vale
#

i made this UI, pretty much finished! does it looks usable? any suggestions, like things that developers use a lot with UI?

fluid oak
#

A stop (square) might be good too.

late vale
fluid oak
#

An undo button perhaps (circle tailed arrow pointing back)

finite bloom
#

hi guys can someone help me in making a plane into terain?

granite prairie
#

Need help.
I downloaded these house models from the internet but cannot see them in unity. What should I do?

misty lantern
granite prairie
#

Those texures didn't get imported.

granite prairie
#

Help with the blackface!
When I made it in blender, it didn't had this!

granite prairie
#

NVM, Fixed.

#

Had to change opaque to transparent.

native inlet
fluid oak
native inlet
fluid oak
#

You can add an empty transform to the tips and add those to the bone renderer if you want.

nocturne summit
#

Hey guys. I modeled a full house for our game in blender but Iโ€™m not sure exactly how to export the pieces for Unity. Mainly because of snapping. Where should the origin point be, and what snapping options (if any) are available in Unity? Blender has snap to face, edge, vertice, grid, and so many others so itโ€™s easy getting things in place perfectly. Idk what Unity has

nocturne summit
#

I made each wall and door separately. I already put a door in each doorway just for visual sake in blender but I know in unity I would just export one and he would place them all. But Iโ€™m not sure how exactly he can place them all perfectly

mortal lotus
#

Is there a way to add an array modifier like in Blender in Unity 6?

hoary kindle
mortal lotus
#

So I won't have to make them as separated meshes
Plus light baking shouldn't suffer.

hoary kindle
mortal lotus
hoary kindle
#

The most lightweight way would likely be to render them via GPU instancing (though wouldn't be very helpful with relatively small amount of copies) but I assume that would not work well together with light baking

fluid oak
#

Do small objects like that need baking? Just use probes.

dense drum
#

I dont know where to post this so ill do it here, I have a greyscale texture that is around 70 kilobytes, when I import into unity it jumps to 1.3 megabytes, what settings do I use to minimize file size while preserving quality

#

Its important to note this texture is greyscale so no color data is needed

fluid oak
carmine nexus
#

does anyone have any good resources for ai asset generation, specificly textures, sprites?

gritty raft
fluid oak
signal coral
#

why might my animations not be importing? they're very clearly on the armature

signal coral
#

huh. i guess it really doesn't like having multiple armatures in one file

#

nvm solved. separated it out into a different file since it had different bones but similar animations

carmine burrow
#

does anyone know why there's noise showing up on my game? I got the model from sketchup if that helps narrow things down

misty lantern
#

It looks like inverted SSAO as the corners are less shadowed when they should be more
So you may have inverted normals

#

When a material does not cull backfaces, it does not have front facing normals so light calculations can get messed up

gusty pasture
#

It's in the material preview too

#

Even though these do look like ray tracing fireflies thinkies

misty lantern
#

Raytracing noise or raymarching noise
Not sure what else it could be

gusty pasture
#

Yeah but it's here too

#

And the weird dithering in the transition. What is this shader?

misty lantern
#

The dithered transition looks just like an APV, though pretty weird that it shows up in the preview too

autumn beacon
#

anyone know how to get objects made with blender geometry nodes to work in unity?

misty lantern
autumn beacon
#

i think it's the instances

misty lantern
autumn beacon
#

alright ill try that

#

alright perfect

gusty badger
#

hey team, do you guys know a good way to convert a unity package's meshes, .meta, .asset, etc, into a .fbx file? I hear that there is an fbx converter in the unity package manager, but I don't know how to find/use it. How do I use it/ work around my problem

misty lantern
gusty badger
#

right, how do i convert the .meta/.asset to the fbx?

misty lantern
gusty badger
#

I'm trying to take a mesh that I downloaded from a .unitypackage and i'd like to be able to put it into blender

#

is there no way to download some part of the mesh and convert it into a file that I can run in blender?

misty lantern
gusty badger
#

how do I use the fbx exporter? its in the package manager right?

misty lantern
#

And it has documentation

gusty roost
#

Day 135: Daily Art Practice

misty lantern
safe fractal
lusty beacon
#

Why can't I hide wireframe on terrain? It makes it hard to edit.

Yes, it's in shaded mode and yea, I tried ctrl+h. Is this just a bug?

misty lantern
lusty beacon
#

Ah, of course

#

Stupido

#

Forgot it's the collider because it follows the wireframe, because of course it does lol

gusty pasture
#

Does terrain use mesh colliders internally? I thought it was a heightfield collider

lusty beacon
gusty pasture
#

Ah

dim laurel
#

does anyone know why my plants here look so terrible?

tribal pivot
dim laurel
#

it was like a daylight kind of thing but that was to much here

#

made it more greyish

idle prism
#

hey, i have this image on a plane and its transparent and has alpha so the background is indeed transparent, however there is still a slight light distortion and i want it to be fully invisible, how do i do that in unity?

#

nevermind i found the alpha clipping option

void aspen
#

So I am wondering if anyone can help me with a certain issue.
I am importing some blockbench models converted to a OBJ into unity, the textures for these models inclube some transparent parts, however upon importing the texture as a material to the model in Unity, the areas that should be tranparent appear black, is there an easy way to make these parts of the model transparent? I search up the issue but all I get is info on making the entire model transparent.

#

It is a rather big problem for me as several of my models I want to import have large parts invisible

#

but will show up like this

mortal lotus
#

How can I import the object into the scene so it will be put right on the desk.

idle prism
serene sleet
#

could someone please help me understand the difference between these two files? the Copy one cannot be read by unitys import, but the first one can. the 2 are perfect copys of one another when using a diff / compare

#
ImportFBX Errors:
Couldn't read file C:/Users/first/PluginDevEnviroment/Assets/pluginDev/boat_2Copy.fbx.
None of the registered readers can process the file
digital mantle
#

how can they be perfect diff copies when their sizes are different?

serene sleet
#

your right, that is super wierd. a diff editor says they are the same file, but my copy takes up more space. could be difference between '\r' and '\n', or something im not thinking of

serene sleet
#

figured it out. Used UTF8 Encoding, rather then ASCII encoding for the output. UTF8 is backwards compatible, but my code must have inserted a UTF8 only character somewhere in my code

void aspen
idle prism
void aspen
#

this is it in unity, but the file from bb here has no black (that is just viewer background)

#

I am making the models and textures in blockbench

#

and then exporting the blockbench as an obj

#

I have to manually add the texture back in unity

idle prism
#

mhmm

#

interesting... double check if obj supports alpha transparency?

#

maybe its like jpeg where it cant hold alpha values or at least doesnt see them as transparent

void aspen
#

would I be able to manually re apply those alpha tranparencies to the parts that need them?

#

I am quite new to unity. All I have been doing is using it to mod repo (hence the model imports from bb)

misty lantern
misty lantern
# void aspen would I be able to manually re apply those alpha tranparencies to the parts that...

Unity's inspector shows the texture without alpha even if it has it
Unity's materials will not use alpha unless you've enabled transparency or alpha clipping in material properties
You can enable "alpha is transparency" in import settings that will make the inspector's preview display the alpha, but it will not affect how the alpha channel is used in any other context, rather it just replaces the black you have behind the alpha with dilated colors

void aspen
#

So if I change that import setting it should work? Or would there be further steps?

#

And the material properties

misty lantern
#

How it shows up in the inspector preview is not that important

void aspen
#

Ah alright

#

Thankyou for the help, it would just be when I select material in the options on the right?

void aspen
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ah the cutout mode seems to have worked

void aspen
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I dont actually see the specific settings you named though?

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is the mode the equivalent

misty lantern
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Iirc "transparent" in that shader would mean "transparent with preserve specular"

lusty beacon
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my particle system panel (for playing, restarting, etc) has disappeared and I don't know how to get it back

sullen plank
manic prawn
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my bad bro

lusty beacon
sullen plank
lusty beacon
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as I said, I started a NEW project and it started without the particle system player

lusty beacon
sullen plank
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no

lusty beacon
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how no

sullen plank
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Pretty sure it uses last used layout for the new project.

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Did you actually try resetting layout?

lusty beacon
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yes, of course

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and tried all the "default" layout presets

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Here's after clicking on reset all layouts and then on the particle system

sullen plank
lusty beacon
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I paused right before you did that

random hemlock
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I have this grassblade from blender but as soon as I use it as a mesh detail for terrain the size gets all messed up does anyone have any idea why

misty lantern
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Unless applied into the mesh, object scales will be reverted

random hemlock