#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 25 of 1

random hemlock
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or do I need to do something else

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that was bad wording of me

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I tried it

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the screenshots above are from after I tried it

misty lantern
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Both of them?

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The scale is not applied in the blender screenshot

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And the unity screenshot is consistent with that

random hemlock
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that's strange I clearly remember applying, let me try that again

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I applied it without selecting the object

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so it never got applied

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finally fixed it thanks @misty lantern

misty lantern
random hemlock
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Which channel

real wing
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Hey, I have an issue where I am trying to make armour for my game, but everytime I export it into unity, it either is using the armature from blender so it wont go onto my character or when I import it into unity there isnt a skin mesh renderer for me to set for my current character. I'm not sure what I'm doing wrong as I've watched multiple videos trying to figure it out but nothing seems to work.

Steps I do:

Import my character model into blender using the fbx that is in my game folders

I then move and adjust the armour to fit around the model

I then click on a piece of armour (lets say the chestplate) which covers the chest, shoulder and a bit down the arms and then shift click the armature and press CTRL + P and select With Automatic Weights

Now this is where it all goes wrong

If I export the armour piece and the armature then It wont go onto the character I already have in my game but if I dont export the armature with it then there is no skin meshrenderer to do anything

bright geyser
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Hello! I made a cat with textures and animations in Blender, now I'm trying to get it into Unity. I export it as .fbx, here are my settings. Issue is that the result looks like this, with some UVs seemingly rotating for some reason, here's how it's supposed to look. I think some UVs are rotated and some aren't, which is the most confusing part. Any advice on what I'm doing wrong?

bright geyser
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This isn't funny guys XD (it's pretty funny)

wet gyro
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why is this happenening

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can somone tell a fix

misty lantern
misty lantern
bright geyser
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Removing the coordinate from the ear didnt change anything, so that's not the issue

misty lantern
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Unity's shaders will only use the first UV channel by default, so you may be working on the wrong one

bright geyser
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Ah yes I was indeed, I had the pre-baking UV map still there which is what I was seeing in Unity. Thanks!

wet gyro
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how do i fix this

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๐Ÿ˜ญ

misty lantern
wet gyro
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that pink mark

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i deleted one tile from pallete

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and it came there

misty lantern
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Pink tiles means the reference to the tile asset has been lost

wet gyro
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so i dont want this

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how do i remove this

misty lantern
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By erasing them I'd presume

wet gyro
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not working

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tried

misty lantern
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Can't paint over them either? Is that the tile palette or a tile grid? Multiple tile grids?

wet gyro
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tile grid

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the maine scene

fluid oak
placid gyro
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Hello!

I am working with a model in Unity 6.1 that includes animation. I exported the model to FBX format for further editing in Blender 3D. However, upon importing the FBX file into Blender 3D, the animation is not preserved. Instead, the imported model appears as a static skeletal mesh positioned on the scene without any animation data. The animation functions correctly within Unity prior to export.

Could you provide guidance on resolving this issue to ensure the animation is correctly exported from Unity and imported into Blender?

sterile hollow
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I am having trouble with importing UnityPackage. I'm just meant to import 3 UnityPackages found on a server, placed there some time last year. Easy.

Problem is: The packages are meant to be colour variations of the same asset. Either different materials or textures. Each one is about 2GB, lots of stuff. The artist who put these together though just modified the same materials, and textures, then packaged, rinse/repeat. Now, when I import these packages, they overwrite the others files, but I need modified files to co-exist, not overwrite.

I've tried:

  • Renaming files
  • Moving files
  • Duplicating files (this would work but there are THOUSANDS of components for me to have to update refs on)
  • Re-exporting files
  • Scripting a reshuffle of GUIDs and relinking references

I mostly get the same problem. Unity still finds a way to point my previous files to the new ones

I've resorted to keeping the 3 assets in separate AssetBundle branches which works but is a bit tedious. Any ideas for other stuff I can try? Ideally there'd be a way to tell Unity on import "hey if you find slightly modified files can you consider them separate and branch them to a new folder instead of overwriting?"

sterile hollow
sterile hollow
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You will have dragged in an FBX to view the model to start with. Should just be able to use that

placid gyro
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I even tried importing a Mixamo mannequin and applying an animation file to it, but when I export it, I get a broken model with animation, just like before.

placid gyro
sterile hollow
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Exactly, so just import that to blender instead of exporting another one from Unity

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Unity's FBX exporter is not great, and not sure it really does animation

fluid oak
placid gyro
fluid oak
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Without that, it won't export an animated skinned mesh. You... wanted one, right?

raven elm
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Anyone here who know Houdini fairly well?

crystal mortar
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Hey all, not sure if this is the right place, but I'm having a real issue finding a solution/answer (probably my search term(s)).

Would anyone know of or have a method/tool for converting an equirectangular image (as attached) into a square image while 'fixing' the vertical distortion please?

misty lantern
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Because it sounds like you're attempting what cartographers failed at for centuries before realising it's impossible

crystal mortar
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I want to use it to drive some other bits and pieces on a flat plane

misty lantern
crystal mortar
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Yeah, literally just remove the squishiness at the poles etc.

misty lantern
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It would look like this

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The poles are now basically zoomed in

crystal mortar
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Distortion was probably the wrong word.

And yes, that's perfect. I can deal with the blurryness elsewhere.

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Well I say perfect, would need it to be square (1:1) and not 1:2 ๐Ÿ˜•

misty lantern
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It'll be twice as squished in the top and bottom if it's 1:1

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Because we are mapping a sphere into a square
Geometrically not possible to do right
If it was correct it'd be basically infinitely tall in the end

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That's why the craters at the poles get so much bigger, they're being zoomed into

crystal mortar
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Okeydoke. Okay I'll think of something. Thank you for taking the time though, very much appreciate it.

misty lantern
crystal mortar
misty lantern
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Then a better option may be to isolate some craters near the equator and compose a new repeating square texture from them

gusty pasture
carmine burrow
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what do i do if i build and run my game and the UI works but the 3d models arent showing up?

outer halo
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Make a dev build and check if there are errors being thrown.

slate meadow
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does anyone here have experience with BlockBench? I made an animated texture, but it's importing incorrectly...

eager mist
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Does anyone know free 3d manequinn for modelling human body with correct size?

obtuse pilot
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you can also change it in the model settings directly, if you don't want to make it a prefab or change it for every object.

iron hearth
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I might just be very bad at googling but i cant manage to find any website or app where i can make a proper unity material with normal maps and heightmaps along with the painting

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are there any good ones you guys could recommend?

iron hearth
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Preferably free

lapis elk
tribal pivot
azure cave
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Hey im new at all of this and im attempting to make my first game, I made some game sprites using krita but when I import them into unity they all come out pixelated even when matching up the pixel count and setting it to bilinear and 2048

azure cave
tribal pivot
# azure cave

its pixelated because its too big, make it the same size as it appears on the screen

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or you can go to advanced > enable mip maps

tribal pivot
# azure cave

mip maps might make it look too blurry though, if that is the case then resize the image in your image editing software to be the same size as it is on your screen in-game

azure cave
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that worked thank you

random mountain
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Hey people, for some reason I cant extract textures from my blender .fbx
I have pinned the export settings. Idk what could be wrong ๐Ÿคทโ€โ™‚๏ธ. Thanks in advance for any help

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For people non blender-y: I have path copying and turned on texture embedding

fluid oak
# slate meadow

I'm not sure what you expect? You'd need a shader or script to handle the animation, if that is the issue. If you mean the compression artifacts, you'd need to set the texture to uncompressed.

misty lantern
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There is an offset, but that's likely because the animation cannot be imported since it works by animating the offset

eager mist
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Hey guys! I am kind of new to unity and this seems like a easy question but, how do I import textures from AmbientCG

nova fractal
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Hello
I found a good 2D sprite that show make some perspective. But, for repeat it, I create many and many objects with the sprite below and put them right after each other. Is there a tool that can repeat it ? I tried TileMap or SpriteRenderer but it doesn't work because it also show the transparent sprite, so it's really weird.

fallen dove
misty lantern
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We don't see how it "looks weird"

dark gale
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When importing PSBs, is there a way to have layers be padded up to the full canvas size?

I have a background I plan on making parallaxed. The foreground layers are shorter than the canvas size. After the layers are imported, the whitespace beyond the bounding box of the art itself on each layer is trimmed, leaving them all different heights, making layering them a nightmare NotLikeThis

spare summit
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Anyone know why my normal maps appear to be broken on just one axis? some kind of difference between local and global normals perhaps?

misty lantern
spare summit
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Might be a blender to unity issue I've encountered before

misty lantern
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Unity's materials typically use tangent space normal maps, not object space in case you've been baking those

spare summit
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If I change normals from import to calculate I get this which fixes the texture but breaks the geometry.

misty lantern
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The mesh may have inverted normals

spare summit
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Nope, just double checked in blender

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Weirdly if I set smoothing angle from 60 to 30 in unity I get back my mesh sharp edges but it breaks the texture again

misty lantern
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You should not recalculate normals if you've already baked normal maps, because baked normal maps already compensate for specific mesh normals

spare summit
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This is not a baked map, I'm using a texture atlas so it doesn't compensate for local face angles

misty lantern
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Can you show the material in Unity and the nodes from Blender?

spare summit
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Though that bottom didn't work

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so I just converted to a normal map using an online converter and put it in straight

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So just imagine that bump node isn't there

misty lantern
# spare summit

It's in "secondary map" normal map field, not the actual normal map field
May have an effect

spare summit
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That's deliberate

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I have a seperate UV unwrap for colour and normals

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UV0 is completely different and the map wouldn't even show up due to the specifics of the unwrap

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I recall there being something in unity to generate normals from a black and white bump map? Could be worth a shot if I could figure out how to do it.

misty lantern
misty lantern
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And the Image Texture node should be as non-color

spare summit
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This is what I have plugged into my normal texture in unity.

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Just did it manually outside blender because the bump to normal node wasn't playing nice

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That said using the original black and white texture and the greyscale to normal function did not solve the problem

misty lantern
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The normal values on that texture look kind of wrong

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I'd test the texture and mesh separately

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Use this material on Unity's default meshes, and an external verifiably good normal map on your doohickey mesh

misty lantern
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@spare summit Your normal map texture is in DX format rather than GL

misty lantern
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Inverted green channel

spare summit
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Ahhh

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luckily unity has a flip green channel option

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that does not fix it however

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So it looks fine if I put it on a default unity cube

misty lantern
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So there could be a different issue with the mesh

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For that I'd try with the verifiably good (GL format) normal map

spare summit
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Oh I found a default map and that also looks weird on the mesh

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and only on the same specific side faces

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I am using a funky Unity.fbx export addon for blender which is meant to solve the usual scale and rotation issue.

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Could that be causing some kind of mesh format issue?

misty lantern
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So how does it look like with the non-messed up normal map
Next to some default meshes preferably

spare summit
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Ok I re-unwrapped it to make the map less wonky and now it works fine with the test map

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Which makes no sense as far as I can tell?

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The map is fine on the test cube, the mesh is fine on the test map, but together they break

misty lantern
spare summit
misty lantern
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Note that your normal map's normal values are still not really correct, they're way too extreme and don't contain normalized vector values

spare summit
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I'm aware its a janky map but it shouldn't randomly be turning into lines on this one specific object on one specific axis

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Additionally replacing it with one generated by unity from a black and white map does not solve the problem

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(or even change the output apperance in any way really)

misty lantern
misty lantern
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@spare summit The issue is somewhere in the FBX, even when imported back into blender rather than into unity

spare summit
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Works fine when I re-import it?

misty lantern
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Do that
Something's very fishy with the geometry

spare summit
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I just did, the picture there is the result

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re-imported the same files I sent you

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And the geometry is super basic?

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(face orientation is turned on here so backwards faces would turn red)

misty lantern
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My guess is tangents were lost at some step

spare summit
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So possibly my vaguely dubious addon?

misty lantern
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Or there are multiple sets of normals somehow but that seems less likely

misty lantern
spare summit
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I gotta go to a dentist appointment now but when I get back I will try a regular .fbx export rather than a unity.fbx export and see if it that fixes anything

eager mist
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Anyone gotten much work out of Materialize? Atm I'm just having fun taking pictures of walls and floors and It's been pretty interesting

compact summit
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anyone know why some geometry of my metaballs is turning black?

obtuse oyster
compact summit
obtuse oyster
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Work forwards from the start of your code, outputting colors to the screen until you figure out what operation is incorrect

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Look at your code and check if anything could be dividing by zero

compact summit
obtuse oyster
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Then you're going to have to learn, because this seems like a mostly programming task? You haven't really described how you've created this

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Usually metaballs would be a #archived-shaders problem, but maybe you're trying to import a model? It's not clear

jagged kite
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Hello everyone! I'm sketching my level in Blender, and I wanted to ask a question, for the city part I'm going to make modular Props, but for complex reliefs, should I try to make something modular too? Is there a place where I can study about this?

obtuse oyster
raven elm
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I'm trying to make realistic buildings for my mobile racing game, but I have to keep them relatively low poly with no light/depth information (AKA no normal or metallic maps). I want to know how buildings are made for games like Asphalt

misty lantern
jagged kite
fallen dove
tribal pivot
fallen dove
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It depends. There are also tools to help you do it in Unity. I also have a custom blender setup using decimate, displace and shrinkwrap to automatically build a single mesh collider but this obviously has a lot more polys than primitives.

misty lantern
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There's tools to generate primitive colliders for meshes as well

tribal pivot
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and there are some things that can be pointy which no collider is appropriate for except mesh, right?

misty lantern
# tribal pivot how good are they with complex stuff though

https://assetstore.unity.com/packages/tools/modeling/boxed-convex-collider-198103
This one is quite "good", or at least taking the assignment to the heart
It can't deal with angled surfaces really so I'm not sure how efficient it is to have quite that many primitives compared to a few handcrafted mesh collider polygons
Collider editors like these may be a more reasonable option:
https://assetstore.unity.com/packages/tools/physics/easy-collider-editor-67880
https://assetstore.unity.com/packages/tools/utilities/simple-collider-generator-159019 (despite being called a generator)

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But it always depends though
How much accuracy you need, how much contact checks you need at runtime, and how much performance there is to spare

tribal pivot
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does this really give better performance over a mesh collider ๐Ÿ˜ตโ€๐Ÿ’ซ

misty lantern
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Couldn't tell you, it's a bit of an absurd use case

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But shows what it can do, and how it performs for different varieties of objects

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All of these can be done manually, also

tribal pivot
misty lantern
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If there's no need for that, no collider is necessary

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Iirc concave mesh colliders aren't even allowed to collide with each other

tribal pivot
misty lantern
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When a mesh collider is being checked for collision, the engine has to check against every polygon

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And it's a more expensive check when it's concave

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Having the ground sliced into multiple chunks may help since only a chunk needs to be checked against at a time

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It also allows the flatter parts to remain convex

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But also static colliders need to be in some way baked by the physics engine at the start so having a whole lot of them can cause very long scene load times

jagged kite
misty lantern
fluid oak
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Also bear in mind that a cube collider is much cheaper than a mesh collider with a cube mesh in it.

hoary kindle
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Depends a lot on the specific use case. The type of collider often doesn't matter much due to how the bounding box/broad phase check eliminates most of the possible collision pairs

jagged kite
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thanks guys

midnight leaf
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Dont know where to post this but how do i change material properties inside unity? I have imported a material from Blender but it doesn't seem to carry over the specifications of the material. I'm trying to change the smoothness of it in unity instead but I don't even have access to it. How can I change it?

outer halo
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Alternatively, you can "extract" the materials in the import settings of the FBX.

midnight leaf
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thank youuu

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wait if I copy a material and delete the old one will all meshes that use the material replace it?

outer halo
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You can't delete the imported material. But generally speaking, no, if you create a new instance of something, everything using the old one won't magically know to use the new one.

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In the import settings of your FBX, in the material tab, you'll see slots for all the materials there. You can assign your newly created ones to that FBX, and it'll use those every time you add that FBX to your scene. It will also keep those materials even when you reimport the FBX if you made changes to it.

midnight leaf
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ahhhh damn thats smart

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that will really save a lot of time

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thanks!!!

polar spade
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Sprite Atlas question
I packed my sprites into a Sprite Atlas but this immediately broke some shader related effects like wind - they are using UVs/sprite mesh and I understand that Sprite Atlas impacts those. What's the best way to deal with it? What's the usual way to make sure the sprites' UVs are still correctly mapped to 0 - 1, even though they are now part of a sprite sheet or a sprite atlas?

karmic veldt
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I'm new here and I was trying to learn channel packing but there are few problems. Where am I supposed to use Displacement.tiff and what is .mtlx file? Am I going to use my detail map on mask map?

royal sage
turbid iris
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im working on a map in blender to import into unity later and want to add foliage like bushes and trees. is that something i should add in blender or add directly in unity afterwards?

gusty pasture
turbid iris
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i see, that makes sense

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is it okay to have my map as one big mesh or should i split it up?

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would it make a big difference on performance

gusty pasture
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It doesnโ€™t necessarily matter but splitting up might have some advantages

shadow bough
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my sprite is 4096 by 4096 px
pixel per unit is set to 300
i getting these jagged edges
filtering mode is bilinear, no compression, max res is set to 4096

outer halo
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Your scale slider isn't all the way to the left, so you're zooming in.

shadow bough
outer halo
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Not unless your game window is the exact resolution of the camera, which it won't be.

shadow bough
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Can you tell me what resolution should I use for my character if my target resolution is FHD and 4k
Currently I'm using 2048 px with 300 resolution in a .psb file
Camera is at 20 size set to orthographic

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I want very smooth edges, I tried many things but I can't get rid of these jagged edges

remote lava
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i think i missed something in the onboarding experience but where do we post about shaders / shader graphs?

woven dome
crude hawk
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I'm getting texture bleeding using the Tilemap 2D system and Bilinear/Trilinear filter mode. I can use Point, but the issue is that it causes rasterised edges. Any clue what I could do?

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This is specifically what I mean by texture bleeding:

misty lantern
crude hawk
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its not as visible zoomed out, but still causes a "blurry" look overall

misty lantern
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It can be added manually, or with some external sprite editors, or the easiest way to use Unity's sprite atlas feature that allows you to specify padding during atlasing

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If your sprites also use mip mapping, which they will need if you'll be viewing them zoomed in our out during gameplay, one pixel may not be enough, as mip map generation blurs colors significantly causing even more color bleed

tidal warren
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I have created this pistol in Blender

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When importing it into Unity, the material seems to be off? Not sure why

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Like it's not aligned properly

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I have baked a diffuse and normal textures, added them to a material in Unity and applied that to the pistol

misty lantern
crystal mortar
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Soooo, there was a conversation with @misty lantern I think it was about reprojecting a spherical map.

Well I've been doing looooots of research and whatnot about different projections etc. and I managed to make myself a cool little tool.

While not absolutely perfect, it's about as close as I think I'm going to get, but tbh, I'm quite proud of myself on this one.

Seriously considering prettying it up, adding a few more options etc, and making it either a standalone thing or Unity addon and releasing it. Just wondering if anyone would be interested in that?

Video example ๐Ÿ™‚

https://streamable.com/cttaab

Watch "2025-07-07 05-44-26" on Streamable.

โ–ถ Play video
ashen whale
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Hello, sorry if this is basic but I've spent 3 hours baking a few times and always get a result like this (or it's pink).
I already generated lightmap UVs from the importer. I'm not sure why it happens. I assume it has to do with the light intensities (it's URP). some light intensity values are around 512, but they appear just fine before the baking process. If I keep the light intensity values at 1, then they're practically invisible on these large meshes. the bottom one is about 2,500 meters wide for example. So I do need a spotlight that is high intensity so it shows up at all. I looked around online and nobody seems to mention light intensity anyway

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for example, this is a red light with 512 intensity and 1 indirect intensity. it's barely visible at lower intensity values

ashen whale
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ya nvm it still happens with all the intensity values extremely low... so I don't know what causes it at all

signal coral
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There anything like GitHub but for asset storage? I got these gb blend files Iโ€™m worried about losing. I got a backup external HDD but asset version control would be nice

wild thistle
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why the tree sideways in the pic but when i drag into scene its fine

misty lantern
misty lantern
signal coral
tidal warren
digital mantle
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your uvs look completely borked on that image

tidal warren
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This is my UVs

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That should work, right?

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When I import it into Unity, it goes weird like the image above

crystal mortar
tidal warren
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The object in Blender is made of 3 different materials. When I import the model into Unity, it has 3 different materials so I've put the baked map into those 3 materials

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It's worked with other objects

crystal mortar
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I don't know enough about Blender to be 100% sure, but it's possible that each of those materials could have their own UV (I've seen it happen).

digital mantle
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if the uvs aren't borked, the textures might be. You cropped them in the screenshot

crystal mortar
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Okay, just based on those images (GlockEject, GlockLower, GlockTrigger) There are definitely 3 different UV Layouts in play.

digital mantle
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all signs are pointing to wrong uvs at this point. That texture isn't mapping onto the gun correctly

crystal mortar
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If you send me the fbx I'll have a quick look if you like

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@tidal warren

digital mantle
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oh there is another possibility, that something in the shader settings is wrong (tiling or offset)

crystal mortar
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Actually, looking at the shader settings above, it looks to me like the shader is busted. Missing input fields etc.

tidal warren
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What should it be on? I'm not sure

crystal mortar
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That should be fine 1/1 tiling is good. Yeah I'm definitely leaning towards multiple UV's tbh.

tidal warren
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I'm not sure what you mean by multiple UV's. This is it in Blender, it has multiple materials

crystal mortar
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Especially as the ejection port looks fine in unity but the body and the trigger are messed up. (line at the top of the trigger)

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I don't know enough Blender (I don't use it) to know how it deals with UV's

misty lantern
tidal warren
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Yes, there's 2

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I'm guessing there should only be 1?

crystal mortar
tidal warren
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OOooooh, I never realized that each time you unwrapped, it created a different UV map!

crystal mortar
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Unity is applying the texture to uvmap and not automap. Unity only applies materials to the first UV Map it sees (unless you do some shader jiggery pokery

tidal warren
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I removed both UV maps, created a new one, baked, export to Unity and still the same issue ๐Ÿ˜ฆ

crystal mortar
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Well, if you baked after you deleted uvmap it will be wrong I think because it doesn't have any mapping information for the bake the textures to the new uv.

tidal warren
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I did a new UV Unwrap and then baked

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So it should have a fresh UV map to bake onto

crystal mortar
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Yeah but it doesn't know where to put the textures because they're not mapped to anything.

tidal warren
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What do you mean?

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I've created a new UV Map

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I think

crystal mortar
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Yes, but you deleted the old one, where the individual textures are mapped to the gun. tbh, I may be wrong, but in what I use if you want to bake multiple textures to a single UV map, you still need the original UVmap(s) so that the software knows where on the model a particular pixel exists.

tidal warren
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As far as I'm aware, this should be okay as you can see here the mesh is aligned with the texture

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And it appears fine in Blender, it's just once it's exported to Unity it goes weird

misty lantern
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The blender material nodes which you didn't show allow you to specify an UV map
Unity's shader is set to use the first one

tidal warren
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The "GlockLowerBody" image is what I'm baking onto

crystal mortar
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Are you importing the new image into Unity?

tidal warren
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yeh

misty lantern
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Removing the extra UV map was likely the only thing you had to do to fix the issue

tidal warren
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But I only have 1 UV map now and still have the issue

misty lantern
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Double check that you've really using the new version of the model

digital mantle
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did you apply your object scale? iirc that can cause some problems when unwrapping

wild thistle
cold musk
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im on blender, i've got 2 seperate armatures, but i've got NLA strips that share names between the armatures. I want it so when i export to FBX, the animations that are exported to unity combine these two. it doesnt seem to be doing this right now, is FBX just not capable of this?

glad elk
#

I made a model in blender and I've been trying to export it to unity but I've been having troubles actually doing that. I export the model as an fpx file but then when I import that file into unity it's just that box icon and I can't do anything with it it has no data inside of it. And when I try to place it there's no 3D model. Am I not exporting it correctly, I have it set to fpx scale when I export it along with removing all of its bones. I'm not really sure what I'm doing wrong here.

signal coral
#

So is it actually okay to just use decimate modifier for my low poly model and call it a day when I want to scale down the poly count (for instance, the models in my game are observed from a far camera angle).

My sculpt after re topology and with a subd level 1 end up at like 90-100k tris (this version would only appear by itself on screen, for a journal entry cataloguing enemies for instance)

For the actual gameplay models I wanted to aim for 6k tris so I removed the subd modifier and added a decimate. It doesnโ€™t look bad and the armature seems to deform in a way that any jank is not very discernible at the scale itโ€™s presented at. My worry is it creates a mess of tris. But it does manage to preserve my UVs perfectly

Is this gonna bite me somehow or is it actually normal to do it that way? I was tired of spending 2-3 days manually dissolving edge loops and fixing the tris and n gons that resulted from that method, while decimate takes 3 seconds

misty lantern
crystal mortar
# glad elk

When you drag into the hierarchy in Unity, does the object have a mesh Renderer or Skinned Mesh Renderer?

cold musk
oblique widget
#

are there assets for las vegas city

#

*high quality

#

less than 100$

vagrant yoke
#

uhh can someone help me size and place an asset onto my vrchat avatar

glad elk
signal coral
# signal coral So is it actually okay to just use decimate modifier for my low poly model and c...

didn't get a reply to this, but i'm posting my science efforts because it was really eye opening.

original model was 90k tris with subd level 1 after retopology. with subd removed (LOD1) its 20k tris, and with about a 0.4 ratio collapse method decimate it gets down to 6k. was expecting the mess of tris to be a problem but the armature deforms just fine for the distance the model will be seen at and even up close the jank isn't even noticeable. minor texture warping as shown in the UV grid but not enough to cause serious problems for the game in question.

collapse decimate seems to preserve the UVs silhouette perfectly to a point. unsubdivide completely blows up the UVs and is unsalvageable (idk why). planar decimate was also bad

atomic sun
#

I'm working on increasing the resolution of some of our 2d assets to something more reasonable. Is 256x256 correct generally for 9-slice button art? We're aiming to target 4k screens, but the art we're using is very basic. Example:

#

Current art is anywhere between 50x50 and 40x40. It was fine when we started, but looks sloppy on hi-res screens.

violet walrus
#

there is no real recommend size for 9 sliced art, since its dependent on the art its self

misty lantern
#

That's because Unity as a 3D engine doesn't resample / downsample 2D images when they're scaled, instead it blends pre-generated mip maps by bilinear or trilinear filtering

#

Mip maps themselves are generated by resampling, but the blend between two levels is going to be inevitably blurrier than either level alone

signal coral
lean aspen
#

Good day everyone
does anybody have a guide on how to properly create a screen i.e ( by projecting it on to a textured plane, as oppose to just putting a canvas over the object.)

misty lantern
cold musk
#

I've tried something here by merging the armatures, but I'm still stuck with 2 NLA channels. when I export, only one of the channels end up propagating to the fbx. is there any way to merge these tracks?

#

I've asked blender discord but the channel has since been flooded so I'm wondering if anyone here has done the same thing

signal coral
#

Canโ€™t try things not at my pc

rose kestrel
#

Hey, could someone please help me with a problem I was having in Unity about my fbx file not having normals when I try and upload it as an asset

fallen dove
misty lantern
fluid oak
signal coral
misty lantern
#

To what end?

signal coral
#

Elites also at 1k but theyโ€™re larger and can also appear in cutscenes so I want an LOD1 at 2k also

#

Shmup perspective

#

Since thereโ€™s a lot more of the enemies on screen 512 makes sense.

For the player I want better resolution to make the texture look a bit better

#

And itโ€™s the only instance on screen

#

But Iโ€™m assuming performance optimizations work the way I think they do.

Itโ€™s more or less a preference of which models I want higher texture resolution

misty lantern
# signal coral Elites also at 1k but theyโ€™re larger and can also appear in cutscenes so I want ...

This is not exactly what mip maps deal with
The main purpose is to figure out the highest possible resolution a texture can be to avoid undersampling errors, meaning moire patterns and noise, which the GPU does on its own
If you've got three textures in sizes 256, 1024 and 4069, and they're all on quads taking exactly 256 pixels on screen, with mip mapping they all are rendered using a size 256 mip level
For the first one it's mip level 0, for the second mip level 2 and for the third mip level 4

#

So no matter how big the texture assets really are, their full size variants won't be used if they don't take enough space on the screen

signal coral
#

Isnโ€™t it more for LOD type stuff?

misty lantern
#

Primarily it's for avoiding undersampling, as becomes evident if you disable mip maps from a texture

#

It's unrelated to LODs, except that it's superficially a bit similar

signal coral
#

I donโ€™t think im really even using true LOD in my game with the exception of cutscene transitions into the gameplay loop. The only 4k textures and high poly models I am using are for this like enemy catalogue / notebook

misty lantern
#

LOD levels refer to swapping to lower poly meshes over distance
For textures that's unnecessary because mip mapping takes care of it
The larger LOD meshes can use the same high resolution textures perfectly well

signal coral
#

Thereโ€™s a hub area with a fixed perspective thatโ€™s just quest progression and shops, the actual gameplay is in a forward perspective 60deg top down angle zoomed out view

#

Yeah I have a mid LOD level mesh for the cutscenes

#

But I had baked a 2k and 1k version of the atlas

#

Sounds like that wasnโ€™t needed

#

So I just use the 4k material on all my models and Unity just does the optimization for me?

misty lantern
#

Mip mapping is secondarily related to optimization
I'm not totally familiar with it but I believe it may make texture sampling cheaper as the shader would automatically access only the lowest resolution mip level necessary
And higher resolution mip levels would not have to be sent to GPU memory until needed (at least with mip map streaming I suppose)

signal coral
#

From a code perspective itโ€™s just caching a lower resolution version of the texture in memory probably

#

And swapping out between them to reduce draw calls. At least thatโ€™d be the most obvious approach

misty lantern
#

There's a global mip map bias that skews the distance calculation to using lower resolution mip maps, which reduces rendering cost similar to LOD bias global mip map limit*

signal coral
#

Yeah that makes sense. Iโ€™ll have to experiment with it

misty lantern
#

And also a per-texture mip map bias which I guess could be useful for lower priority materials there's a lot of, but it's not a typical technique to use I think

signal coral
#

I may keep the separate 512 bakes for my monsters since they wonโ€™t have any variable LOD to them

#

Theyโ€™re either viewed at 4k or 512 and I like how they look with the 512 atlas as is

#

And that kinda forces the minimum that way

#

But the player models and elites and bosses and whatnotโ€ฆ probably mipmaps and 4k

misty lantern
signal coral
#

Yeah. I just downloaded a 120gb game. I think mines at 300mb

#

Itโ€™ll be fine BURNShark

misty lantern
#

Feels to me it'd make sense to define a mip map bias per material, or as a curve so some textures could drop their resolution more sharply over distance but still remain high res up close
But may be some technical reason that isn't done

signal coral
#

Could try that too. Thatโ€™s why I was asking about intentionally reducing or fixing the mipmap level

misty lantern
#

Mip mapping is something GPUs do natively so it's a bit of a mysterious process

signal coral
#

The baddies look good at 512 and I wanted to force it to stick to that res

#

Since theee can be about 120 on screen max

misty lantern
#

It's also why you can do custom mip map sampling but it's unlikely to be cheaper because you'd be skipping the shortcuts the GPU would natively use to do it fast, if I understand the process correctly

signal coral
#

I had a stress test and profiling task in my trello list. Iโ€™ll add mipmap testing

#

See if letting it do it itself is more performant

misty lantern
#

In a nutshell mip maps are necessary just to render a texture on screen that's shrunk from its native size or angled at all
For optimization there's usually little you can do manually that actually improves things in that department

signal coral
#

I understand the application - Iโ€™m just doing a kinda of unusual 3d project maybe

#

Itโ€™s closer to something like Ikaruga than a typical 3d adventure where objects are moving in and out of range that LODs and mipmaps would be utilized frequently. But Iโ€™m super curious now

#

Everything is very fixed perspective during gameplay - and โ€œcutscenesโ€ would just be transitions between zones or quest events

#

Also ala ikaruga

#

Thatโ€™s the player ship varying detail levels I think 1k (3k tris) left to right up to 4k (25k tris)

#

But youโ€™re right they look identical really outside of the geometry

misty lantern
#

To me it sounds like a premature optimization to have texture assets of multiple resolutions, especially since it has tradeoffs

signal coral
#

Yeah storage space

#

Is really the only thing I think. But if the gpu has a black box system for mipmaps it may actually be more performant to let it do its thing natively

#

Idk until I can test it

misty lantern
#

And to really benefit from it you'd have to make sure the high res one is not in texture memory when it absolutely doesn't have to be
Something that typically only matters if you have potentially many textures in memory that can't be re-used, and have very high maximum resolutions

#

Something that seems unlikely if you're making use of atlasing

#

And not targeting a platform that's memory bound

signal coral
#

Max resolution is for bosses, some background scenery (like the player ship in the hangar), and the notebook entries

misty lantern
#

Even then unlikely to be something to worry about until you identify it as a problem

signal coral
#

But nothing will need more than 1 UDIM or over 4k

#

Itโ€™s not a large game scope

#

Should be ok either way

#

Can you even use multi UDIMs in Unity

misty lantern
#

When in doubt, don't spend extra effort until you've cleared the doubt

#

(with empirical testing)

signal coral
#

(Always!)

#

On that note, should I just be exporting my LODs as 3 mesh objects under a single armature then? I exported each LOD separately so the armature is duplicated

#

Not far in, still doing asset work mostly

misty lantern
signal coral
#

Yeah it seems more for like film style rendering

misty lantern
misty lantern
signal coral
#

Different namesโ€ฆ would that impact an animator hierarchy if I am animating clips directly targeting the material properties?

#

Like for when the player gets hit and has an invuln window the animation clip is toggling the alpha clip threshold property on the material

#

Would it need to do that on all 3 child meshes then? Cuz it seems to get broken if the names change

#

Oh wait the material is shared

misty lantern
#

Indeed
I would not really trust the animator to control a shared material

#

But it works

signal coral
#

Itโ€™s nice way to avoid another coroutine I have to manage

misty lantern
#

Since it changes the material asset afaik, it'll be a permanent change in some situations but not in others

#

It's a bit messy

signal coral
#

It just needs to blink the mesh in and out of visibility

#

And trigger a flash effect

#

Custom shader

misty lantern
#

If you only ever have one animator, one material and the animation can't become stuck in an inbetween state, there's probably no issue

signal coral
#

Itโ€™s on a โ€œshader effectโ€ layer. May not be the standard way of doing it but it seems like it should be ok

#

The more I can divert to the engine and less code to manage is the direction Iโ€™d like to go where plausible

misty lantern
#

It's not inherently more convenient to avoid code

signal coral
#

Sometimes. But thatโ€™ll become very apparent eventually I imagine

#

Iโ€™m already mostly over the fence on that just cuz of how fragile the whole system is vs name changes

#

Or even hierarchy changes

misty lantern
#

The built in components are somewhat limited and expect custom components to work with them

#

You would typically avoid making anything name or hierarchy dependent

signal coral
#

Oh yeah I love constants and SOs

#

Code I know. Unity Iโ€™m still very much getting familiar with one day at a time

#

Soon as I figured out SOs can act as universal keys I refactored everything to use them

misty lantern
#

For example I'd rather make a script that controls material instances for arbitrary renderer components, and let the Animator talk to that script
instead of to every one of those arbitrary renderers

#

That way any prefab can use the same system regardless of their hierarchy

signal coral
#

Yeah that is likely going to be how I have to move forward with the peripheral effects

#

The only unusual thing is I have an eye effect on my monster shader (for beholder type monsters). The eye can blink and move and I wrapped that into the animator

#

Using the shader properties to control the eye in tandem as its own animation layer in the state machine

misty lantern
#

Sounds like an issue if you have more than one, as they'd need material instances which can only be created from scripts

signal coral
#

didn't run into any issues in practice. i forget what i did if anything to get to that result but they all moved independently. no noticeable performance issues

#

afaik they're just being cloned from prefabs

misty lantern
#

The issue is the sharing of the material, I mean
The alternative to that is a runtime material instance

#

(for URP/HDRP anyway, with BiRP you'd use material property blocks)

signal coral
#

it was in BIRP so might've just been that

#

i haven't tested it in URP since i migrated

misty lantern
#

Migrated?

signal coral
#

remade the game project in URP and redid the shaders

lethal delta
#

Hey, I made an animated robot in Blender which consists of 4 meshes (body, eyeball, upper eyelid, under eyelid). They are all connected with an armature. But when I import it to Unity the eyeball and eyelids change positions are outside of the body. Because of this the animations gets very messy too. How can I avoid this without joining all the meshes in Blender?

misty lantern
vast spindle
#

not sure exactly where to ask this, but im trying to find some way to make something like this colour transition effect with a material/shader, im not really sure where to start or what to even look for lol

#

dont mind the stutter at the start

outer halo
vast spindle
gusty pasture
fluid oak
#

You can use a noisy gradient texture to control such an effect; pretty standard gradient wipe with the texture controlling most of the shape of the transition.

gusty pasture
#

Yeah exactly

leaden rose
#

hi, how can i add an opacity map? i keep getting outdated tutorials and idk what to do (im using 6.1)

gusty pasture
leaden rose
quaint portal
#

For a material, how do I combine 2 normal maps?

fluid oak
raven elm
#

I tried exporting a race track I made in Maya to Unity. After finishing export, all the objects on the map converged at the center of the scene. Why is that happening?

fluid oak
patent geode
#

hello guys..
I am new to unity...
I am trying to import the asset from blender to unity as .fbx with baked textures and UV is also corrected in Blender...
But when i import in unity, it is all distorted...
Can you tell me what possibly could have gone wrong?

patent geode
digital mantle
#

posting that you found the solution but not bothering to describe said solution is a pretty scumbag move

fluid oak
leaden rose
fallen dove
leaden rose
#

seee i would do thatt but idk how to and i already seperated the glass sooo...

misty lantern
#

Alpha channel of the base color / main texture is used for transparency if the shader/material is transparent

hot spindle
#

how can i fix this problem, i dont understand it

Warnings:

A polygon of Mesh 'Headlight.002' in Assets/Mercedes-Benz A-Class W176 2013.fbx is self-intersecting and has been discarded.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Can't calculate tangents, because mesh 'Headlight.002' doesn't contain normals.

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

A polygon of Mesh 'Headlight.001' in Assets/Mercedes-Benz A-Class W176 2013.fbx is self-intersecting and has been discarded.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Can't calculate tangents, because mesh 'Headlight.001' doesn't contain normals.

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

misty lantern
hot spindle
hot spindle
#

tysm :D

misty lantern
turbid iris
#

im aiming to create a mountain road track like in these pictures. Ive already created the road mesh in blender but im wondering if it would be better to use unity terrain or also make the mountain itself in blender and import it as a mesh? main thing im worried about is making that steep part with the rocky texture (pic2), can I achieve that look with unity terrain?

#

i did try making the mountain in blender already but it looks terrible and needs to be redone so im wondering if i should just use unity terrain instead or try again in blender

gusty pasture
#

Triplanar mapping will solve the textures stretching

gusty pasture
#

I do think most racing games use meshes though. Since you want the terrain denser around the track, and often it doesn't even need to exist behind the treeline.
For a touge track you might have some view of the landscape (since you're on a mountain), which can be a low-density terrain.

#

If you need some help with the modeling, there's a bunch of guides from the Assetto Corsa community. All of that will work in Unity.

turbid iris
#

thanks, ill use mesh then.
yeah i did have to follow those AC guides to make my current map, i had no blender experience before this

#

actually one recommendation i got was modeling the terrain in blender and exporting as a heightmap to generate it as unity terrain

gusty pasture
turbid iris
#

oh ok

#

ill just stick to my current workflow then

shy cradle
#

Hey everyone!
Maybe this isnโ€™t the best place to ask, but Iโ€™ll give it a shot.
Iโ€™m working on a modular armor system for my character and Iโ€™ve made some progress, but Iโ€™m not sure if Iโ€™m doing things the right way.
In the screenshot, you can see my character with his chest armor equipped. Each armor piece is at the same level in the hierarchy as the main body; not parented under the armature.

What Iโ€™m trying to do is have the armor be usable both on the character and in the world (like when itโ€™s dropped on the ground). So far, Iโ€™ve exported the character with the armature (Rigify) and the armor pieces separately, already rigged and weight painted to the same skeleton.

But Iโ€™ve run into a couple of issues:
When I spawn the armor in the world, it shows up offset from where I expect โ€” seems like itโ€™s using the position from when it was attached to the character.
When I try to equip the armor using a SkinnedMeshRenderer, it only works if I do some weird scripting to hook up all the bones manually. Just assigning the root bone doesnโ€™t cut it.
Also, the armor only shows up in the world if I switch to a MeshRenderer, but then I obviously lose the skinning.

So my main questions are:

  • How do you guys usually deal with the offset when showing armor pieces in the world vs. on the character?
  • Is there a cleaner way to deal with SkinnedMeshRenderer attachments without having to script every bone manually?
  • Should I just have two versions of each armor piece โ€” one skinned for equipping and one static for the world?

Thank you very much

tacit island
#

Hey guys, I got this model from Unity Asset Store. The UV mapping looks ok, but when I apply the texture in Unity, it's just messed up.
I think there is something wrong with the mesh when I imported it

obtuse oyster
#

And maybe the material has some offsets defined on it

tacit island
#

I checked them but it's not the case

obtuse oyster
#

That second picture is of an offset that isn't in use

tacit island
#

Sorry, it's this one

obtuse oyster
#

Looks fine. My only other idea is that it's using a different UV channel in blender

tacit island
#

Well there's only 1 channel

#

Lol, there are 2 identical textures

#

They are mirrored

#

Omfg

tender brook
#

not sure if this is the correct place to ask, but i'm wondering if sdf models made in clavicula ( or any other sdf modelling software ) can still be edited at runtime in unity

gusty pasture
digital mantle
#

define 'everything'? it seems clear that the default cube mesh doesn't have the uvs arranged the way you want, so the solution is to spend 30 seconds in a modeling program creating a cube that does

magic musk
#

I know the pink textures are missing, but why are there sorting issues with the urp lit material? is it the alpha channel thats doing this?

signal coral
#

Anyone got a decent cel shader/ toon shader thatโ€™s cheap or free that you use in something like substance painter to preview your output to Unity?

formal latch
#

Hmmm I been thinking of how to lay out the game loop and stuff, tell me if there's something I should think about.

misty lantern
formal latch
misty lantern
magic musk
# fluid oak What sorting issues?

the houses are separate materials for the ones looking different.
you can see houses behind other houses that are in front spacially

fluid oak
#

Ah, it is hard to tell in your picture so are the mis-sorted ones also opaque cutout?

signal coral
#

anyone use a blender workflow that is like: subd model (level 1) a base low poly shape, throw on multires and sculpt some details and bake normals from there? for a cartoon stylized type of game. if so can you sort of explain your process from blender to unity import? Does that even work?

fast bison
#

good evening. Why do the textures of my model look fine in blender but terrible in Unity? (right is unity)

feral grove
#

Hi, is it possible to make a double-sided material in Unity ? I want to make a tree that's basically a .png on a plane but when I try, only one side is visible

woven dome
#

The effect you're describing is one-sided

#

Make a quad and add any material to it, quads are backface culled by default

feral grove
misty lantern
#

Unity's shaders that do that don't flip the normals for the backface though, so they calculate lighting with wrong normals

#

So if it's a lit material it may be preferable to simply duplicate and flip the faces of the mesh (or Solidify with no rim) before exporting
Or make a custom shader that flips the normal when back-facing

feral grove
misty lantern
#

HDRP lit has it too
BiRP Standard probably not

feral grove
# misty lantern

thank you very much ! ๐Ÿ™
yeah actually I can compose with unlit material and only using emissive if needed

misty lantern
feral grove
humble cloud
#

Can anyone please help me on how to make the texture more visible/bright?

humble cloud
lusty beacon
humble cloud
#

I'm using Standard Shader

lusty beacon
# humble cloud Where can I find the HDR Intensity?

If this shader doesn't use hdr mode for color (you can see that when you click on the white rectangle representing color and you would see a slider for intensity) then you can make a simple shader that uses hdr mode for color in shader graph instead of normal mode

#

Or edit this shader

humble cloud
#

I want to make it a little bit transparent but I also want to make the color match to the texture

lusty beacon
#

It's because you're using an emission map, instead of just increasing the intensity value of the existing color

#

I suspect you'd get different results, but it's hard for me to get it right without toying with it myself

#

Maybe you'd need to modify the alpha (probably reduce it( to get the desired result

#

In combination with higher intensity

#

Hard to assess like this

misty lantern
#

The example image seems to be lit by a very bright HDRi and maybe lights as well

#

I would recommend tweaking lighting conditions before going into custom shaders

fading palm
#

Is there any way of disabling the mesh import from an FBX?

misty lantern
fading palm
#

OHHH okay okay

raven elm
#

How does the MetallicSmoothness map of an object translate to the metalness & roughness channels in another program? For instance, I'm trying to render out a few assets I made for a Unity project inside of Maya, but I have the texture maps of the objects output in the "Unity URP (metallic standard)" preset from Substance Painter which outputs a metallic smoothness map instead of the standard metalness & roughness map.

late storm
#

Roughness = 1.0 - Smoothness

raven elm
#

So if I just invert the map, I get roughness?

late storm
#

yarp

#

well, that channel anyway

raven elm
#

Wait, how can I extract the smoothness map again?

late storm
#

roughness/smoothness are the least objective of the PBR maps imo; you can find generators and extract the info in some ways but those still come down to the human touch the most

late storm
fast bison
#

Good evening. How can I fix the texture of my model? The textures look fine in blender, but mess up in unity. So far, I have remade the whole model and isolated the UV islands in blender. (left is blender, right is unity)

digital mantle
dreamy saddle
#

hey idk if this is the right channel but i have these 2 prefabs here
i assume the body is rigged or whatever its called where u can move the arms but idk how to
also my goal is to get the body positioned correctly, move it all into blender, and make it a file i can 3d print

raven elm
#

How can I have a static object emit light onto it's surroundings?

misty lantern
raven elm
#

I have applied an emissive material to these lamp meshes along with a bloom post processing effect, but I also want it to emit light onto it's surroundings. Normally I would use mesh light in other 3D applications, but I can't find any similar option in Unity

misty lantern
raven elm
#

OK, thanks

#

Is there a way to turn a mesh into a light source in Unity without emissive?

misty lantern
raven elm
#

What about self illuminate shaders? They are legacy shaders, but maybe theres a way go use them in URP?

misty lantern
raven elm
#

Ok, so how would I do things like Neon signs?

#

That would also cast light onto the surroundings

#

My logic is to just use boom for glow & a point light of the same color to make up for the illumination. But it wouldn't look realistic

misty lantern
#

An emissive material with baked lighting, as mentioned
Or as also mentioned an area light if you want it realtime and use HDRP, or if you use URP and don't need to bake it too accurately

raven elm
#

Ok, thanks

raven elm
#

I did a test lightbake, and this is the result. Why are the lights so bright, despite having the intensity turned very low?

#

These are the parameters of the point light

#

And this is the emissive material

bitter oriole
astral stirrup
# bitter oriole

presumably the slice data along with the names are stored with the preset

#

my setup is just the preset setting other stuff then doing the slicing myself, to also work with different frame counts

bitter oriole
misty lantern
raven elm
#

Need a bit of guidance on a task I have been assigned at the studio I work at. If anyone is free & willing to assist, I will appreciate it a lot. Kindly message me privately if you are willing to assist

obtuse oyster
lilac edgeBOT
#

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐Ÿ”Žโ”ƒfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #๐ŸŒฑโ”ƒstart-here

raven elm
#

My question is more related to asset creation & level design, and I can't get into specifics because of the NDA

obtuse oyster
#

Then find a way to ask your question using public information. If it's completely under NDA then it's not appropriate to ask a public server regardless of whether you expect people to DM you

woven dome
#

You also can't get into specifics via DM unless you get the person to sign the NDA themselves

raven elm
#

OK, then I might just ask one question. How would one go about building out an entire city (not at the level of AAA games obviously, but maybe something similar to racing games like Asphalt Legends) single-handedly. I don't expect detailed explanation, but maybe a nudge in the right direction to at least get the ball rolling, because I'm completely stuck. I never built out an entire city before

woven dome
#

Is that what the studio has tasked you to do?

raven elm
#

Yup, and when I ask for more details, the answer is that it should be AAA quality

woven dome
#

Do they know that you don't know how to do it?

raven elm
#

They dont care. Regardless, I'm not gonna back off from the task. I know Houdini is the best tool for something like this, but I'm still very new to it.

#

Pretty much every city building video I see either relies on PCG, Houdini or in-house tools

signal coral
#

ah man, OToon got deprecated? what's the closest equivalent these days

lusty beacon
#

But also, it depends if it's all traversible or how much is in the background

#

And how big it is in general

rain sluice
#

I'm working on importing assets into Tabletop Simulator and I've managed to figure everything out, but I have now hit a wall I can't find an answer for.

I have my model made in blender and exported as an FBX. I can get everything working except collider meshes. The asset I need to pack into an AssetBundle for export to TTS is completely uneditable. Everything is greyed out. I can drag an instance out and change the collider mesh on that instance, but the actual asset itself remains completely un-interactive and thus I cannot modify its collider mesh, and exporting it results in it simply falling through the tabletop as though no collider mesh were set.

I have searched for an hour for any answer, and have gotten none.

digital mantle
misty lantern
# raven elm OK, then I might just ask one question. How would one go about building out an e...

Houdini probably has the most versatile utility, though a lot of different tools could be used
A city grid of apartment blocks and other structures is one part of the challenge, road generation is another, everything else like street lamps, signs, plants, etc are a third
Each category has third party options for premade tools/plugins for various programs that would speed it up a lot, but still that's typically a job for a team even if not aiming for triple-A quality
Especially if it also needs to be fully textured, let alone make sense for gameplay

glossy hamlet
#

what's the best way to export objects and have their textures tightly linked to them all while using fbx?

opal turtle
#

Hey someone took a screenshot of his Synty character in a scene and put it in an AI to redesign it in a cartoony style and was wondering if it's possible to recreate that style easily in Unity without having to redesign the character / remodel it (here mainly referring to the low poly style of the character) ?

If yes, how ? What should I look into to reproduce that style please ? ๐Ÿ™‚

gusty pasture
#

Having to learn a whole new 3D tool for it in particular ๐Ÿ˜”

blazing bay
#

hey, just imported asset from itch and models with transparent textures aren't transparent

raven elm
obtuse oyster
#

Their texture is already transparent, you can see it in the second screenshot.

strange wolf
#

made this tile from scratch (Made in Substance Designer) i'm using Prallax Occlusion Mapping node for the height effect.

unborn iron
#

Currently working on a visualisation project where I essentially take around 100 objs and animate a scene by hiding and displaying them after a set number of frames.

Currently reading the files with a simple obj parser and creating unity Mesh objects from them, but if I read all the meshes at the start the memory load is too big, and reading them when I need them has a delay that ruins the animation flow.

We've noticed however that if we just put all the objs into the project from the editor it can load and hide these meshes near instantly. But that is troublesome as we have it set up to where once built you have a customData folder next to the exe that you put the objs in since the user will be uploading different ones. if we put it in the project files, then the user can't add their own files.

is there a reason why unity loads obj meshes quicker after manually dragging them into the project files and loading them from that as opposed to reading the obj using a deserialiser of some sort?

#

So in short, reading objs from a folder that the project reads via filepath has a signficiant delay, but using something like Resources.load with obj meshes already dragged in is near instant, and I'm not sure why and if it's possible to keep that quick load time with external files

misty lantern
snow thicket
#

hi

#
  1. If I have a 64 mb TGA texture, which I export as an 1 mb PNG, then will that reduce memory usage? or that will never have to do anyhing with this?
#
  1. If I use RGBA compressed BC7, which is being shown as 16 mb in Inspector, and then I switch that to RGBA crunched BC3, which is 1 mb in Inspector, then this reduces memory usage, or it has nothing to do with that?
potent wraith
potent wraith
snow thicket
potent wraith
#

Most game engines, including unity, read the original file data, reorder/restructure it into a format convenient for the engine or good for performance or memory conservation reasons and save it in that engine specific format in the project cache. Later that engine specific data is included in the build.

snow thicket
#

I see

#

so it doesn't matter if it was TGA or PNG, right?

#

(by the way the build passed the certification on NDA platform, so the memory optimization efforts of mine as well)

#

so its just some additional tasks I still do to further improve things

potent wraith
snow thicket
potent wraith
snow thicket
#

hmm, ok. And in terms of 4K resolution, do the BC3 decrease quality in a recognisable way or not really?

#
  • I have read that BC3 doesn't decrease memory, because those gets decompressed when being used
#

I don't know if that's true (chatgpt wrote it)

potent wraith
potent wraith
#

Though that can vary depending on the platform. Some very old hardware might not support hardware decompression, so it might be stored as a decompressed texture in the memory.

#

We're talking like 20 years old.

snow thicket
potent wraith
#

And most of the players are using something a little bit more modern

#

You'll have more important things to worry about if you were to run modern games on such hardware.
For starters, they probably wouldn't even run.

snow thicket
#

I thought you mean we are talking with each other like if we would be 20 years old

#

ok so what I read is that both BC3 and BC7 has 8 bpp runtime memory usage

potent wraith
#

BC7 is basically a newer format compared to BC3 from what I understand. It should provide a better quality in the same conditions.

snow thicket
#

but then what is this number?

potent wraith
snow thicket
#

but if that's the memory footprint value, then the runtime memory usage of BC3 is really smaller than for BC7

potent wraith
#

No. They should be the same.

snow thicket
#

it writes 16 mb when I select RGBA compressed BC7

potent wraith
# snow thicket

Actually. This might not be the memory footprint. Do you have crunch compression enabled there?

snow thicket
#

and it writes 1.3 mb when I select RGBA crunched BC3

potent wraith
#

Ok, crunched is something extra on top. It's not just BC3 and BC7, and it's not correct to compare a crunched BC3 to plain BC7

snow thicket
potent wraith
#
  1. Crunching is only relevant to disk size. When the texture is loaded to memory, it's gonna be restored to the original BC3 size, but you'll still lose quality from the crunching.
misty lantern
#

Memory footprint in RAM, VRAM and on disk can all be a bit different contextually

snow thicket
#

ok, I try to figure out RAM and/or VRAM

#

but I should just make a build with the modified format

misty lantern
#

I don't really know if there's a way to track all three precisely

snow thicket
#

and check it with memory profiler

misty lantern
snow thicket
misty lantern
#

Worth checking out
Texture format definitely affects texture memory
Crunch compression definitely affects size on disk in build
But does texture format also affect size on disk?

snow thicket
#

and do anybody know how to check build size?

#

I only know about the Build Report Tool, which is an assetstore asset

#

but that was only bought by a friend of mine million years ago

misty lantern
#

If the difference between builds is one single asset, I guess you can just look at it from the explorer

potent wraith
#

The asset from the asset store is just a convenience tool to have a structured view of the report in the editor ui.

dark pike
#

noob question
i am trying to use a transparent texture but for some reason this happens: the parts that are transparent are filled in

#

or like here

#

where should i check if i want to fix this? HDRP btw

potent wraith
snow thicket
#

is it valid that the asset size in build is affected by the format (BC7 is 16 mb, BC3 is 1.3 mb) and in the memory during runtime, both of them are 16 mb?

#
  • the texture is TGA, but I guess I would receive the same result for PNG, right?
#

because of using BC formats

dark pike
potent wraith
dark pike
#

these are my material settings

potent wraith
potent wraith
dark pike
potent wraith
dark pike
#

0.001 just does this, all the leaves are gone

dark pike
potent wraith
dark pike
potent wraith
# dark pike

So if you click the alpha channel here it results in the same image as you shared earlier?

dark pike
#

yep

#

there seems to be weirdly little info about all of this online so i really don't know what to do ๐Ÿฅฒ

potent wraith
# dark pike

If you disable mipmap generation, do the leaves still disappear?

dark pike
#

yeah it didn't change anything

snow thicket
#

and I asked if its valid or not

#

that there's a difference between memory and build size

potent wraith
snow thicket
#

I mean in the editor build report

#

and based on modification time of the editor log, it was a current build report

#

so I don't understand

#

and for BC7 it was not crunched

#

it was just compressed, and inspector said 16 mb

potent wraith
#

Build report shows on disk size, not in memory.
Earlier when you showed BC7 and BC3 settings, only BC3 was shown as compressed iirc.

potent wraith
#

If it shows anything other than 16 mb for it, then it is crunched.

snow thicket
#

but for BC7 you can't select "crunched" in the texture format

potent wraith
#

Perhaps you're looking at import settings of a different platform than that which you are building for.

snow thicket
#

its the NDA target platform

#

checked it

potent wraith
#

Then there isn't even a guarantee that it's using the same formats.

#

It might be using an equivalent. And I'm not entirely sure how crunching plays with them.
Anyways, the ground truth for disk size is the build report, so look at it.

snow thicket
#

thats fine, I just don't want to make too much new builds to check it, since each build takes 30-35 minutes to finish

#

and its extremely long time

potent wraith
snow thicket
#

anyway, a new one will be finished soon and hopefully it will show 16 mb in build report now

#

for BC7

potent wraith
potent wraith
snow thicket
#

it was already BC7 btw, so I removed the existing editor logs

#

just to be surely see the new build report

potent wraith
#

Didn't you say that it was BC7 before as well. When it showed 1.3MB?

dark pike
snow thicket
# potent wraith Didn't you say that it was BC7 before as well. When it showed `1.3MB`?

okay, again:
setted the texture format to BC3
then I made like 5-6 builds, because for the whole day I couldn't make a build for a fully different reason. But I solved that now
I could finally make a build, 1.3 mb was BC3
then I wanted to confirm if I set it to BC7 it will become 16mb again.
made a build, it stayed 1.3 for some reason.
then I removed editor logs, and now I'm making a new build to check if editor logs didn't refresh or what

potent wraith
potent wraith
snow thicket
#

for BC7 a dropdown appeared, where I selected the "Best"

#

but BC3 was called RGBA crunched BC3

#

BC7 was called RGBA compressed BC7

dark pike
#

Make sure to always test with it set to

snow thicket
#

Texture Compression

crude hawk
#

guys any idea where I could get a 3D circle model?

#

as in a circle thats extruded

#

like this

#

im a stupid idiot

#

its a cylinder

#

I keep searching 3d circle ๐Ÿ˜ญ

outer halo
#

Also there's no reason you couldn't learn to do that in Blender in <5 minutes.

dapper ravine
#

Any way to lower a models triangles within unity? The reason I ask is because the model I got is within a unity package file.

#

New to this whole thing tbh.

dapper ravine
#

No idea what it was even trying to correct

misty lantern
# dapper ravine Sorry autocorrect was weird lmao

Ah, no, only custom tools can do that
The models inside the unitypackage are likely fbx files which can be imported directly into modeling software
If they're in a raw form like .asset I think the unity fbx exporter can export them

misty lantern
potent wraith
#

I think there's an automatic LODs generation feature in 6.1 or 6.2

misty lantern
#

Ah, finally

raven elm
#

What's a quick way to add height details of skin in Substance Painter without having to sculpt them in ZBrush?

misty lantern
round crypt
#

does anyone why this is happening? Im using aseprite importer and this havent happened before. The animation is an UI.image being animated by a script

high hill
#

Check if anything happens to position/size of its parent?
As everything else seems in order

wanton breach
#

Hey all! I finally have enough to show on this - I've built a feature enabling opening of multiple prefabs and scenes. Full editing/hierarchy/inspector etc. Really chagnes the game for prefab and scene workflows, especially as complexity grows. Take a peek and send your thoughts, maybe share around? Really curious how people think this might affect their, ahem, "art-asset-workflow" ๐Ÿ˜„ Thanks much!

https://www.reddit.com/r/Unity3D/comments/1me80i6/ive_built_a_feature_to_open_multiple_scenes_and/

Reddit

Explore this post and more from the Unity3D community

misty lantern
wanton breach
# misty lantern Could use that all the time basically, as long as it can edit component properti...

Thanks Spazi! Yup, it's a complete edition solution. Zero limits. Basically just like opening multiple documents in photoshop/etc. Work on all your assets side by side, however you like.

Do you think you would work primarily in the Scene, with a few of these windows open, or just one large one, something mixed? How complex would you expect your editing to be, eg fully replacing Scene-based prefab editing, or just quick fixes/edits?

I was originally optimizing for "quick fixes/edits", but since I've figured out how to do a full-featured editor (and implemented it), I'm curious how far I should take that. Thanks again! (image for example)

misty lantern
# wanton breach Thanks Spazi! Yup, it's a complete edition solution. Zero limits. Basically just...

I would like to assume it's fully comparable to prefab context mode, but if it turns out not to be it may feel like a bit of a wall
Would have to start planning around the limitations which feels like friction
If I'd been editing multiple modular rooms at the same time in the small window with scene open in the main window, and then it turns out something like volume editing tool isn't available in the small windows, I'd have to stop and rethink my workflow at that point

#

Or previewing animators or effects in the windows, as more examples

#

Prefab context editing is already quick as it is
I see the benefit of extra windows being that they can be used in less "quick" ways as it no longer needs to be an in-and-out thing

wanton breach
obtuse oyster
# wanton breach Hey all! I finally have enough to show on this - I've built a feature enabling o...

Sounds really cool. Hard to think of workflows right now.
What's the reason behind it having its own shortcuts, tools, etc? One of the things that annoys me most about the editor right now is that every new window is its own custom thing, which is what makes overlays coming to more windows a great thing to see. I often look at Rider and how almost every window is just searchable if you start typing, and how search in Unity's just manually implemented in every context. It feels to me like this implementation is just another new thing, instead of something like prefab context mode where it's an extension of the scene view

#

It's very weird to see another special hierarchy and inspector, especially with its own fonts and cut down design

#

I agree with Spazi, and that there's little workflow issues with prefab context, and that if opening multiple scenes was enabled I might want that to feel like two entire editors, not small in-and-out context windows

#

I wonder whether there's an ECS workflow with subscenes where you could have scene open and only when you actually save it do the changes get pushed to the place where you have it as a closed subscene to another scene (hopefully that makes sense)

#

so you get the benefit of an open subscene without the downsides of it being jank ๐Ÿ˜›

wanton breach
#

(I should clarify - I am no longer with Unity, I've noted to them that my badge here is incorrect, so for what it's worth this is entirely custom)

wanton breach
obtuse oyster
wanton breach
#

Unity is an amazingly extensible engine! After a couple initial bumps, it's been smooth sailing building this.

#

Oh also to clarify - shortcuts. I simply had to implement mine in the shortcut manager, since otherwise they would be hardcoded. One thing I couldn't figure out, was how to read and copy the user's current shortcuts, or I definitely would. Ideally, yes, - this workflow feels seamless. Reading that as I write, yes I shall remove the custom visuals ha.

wanton breach
obtuse oyster
#

You should probably remove the (Unity) suffix to your name, as I think that's on your end. I've pinged a community manager to see if they can get around to removing the role

robust oasis
#

Did anyone know how to fix the problem of the colours less object after importing it from blender to unity?

boreal narwhal
#

Hey is this the place where I can ask for a tilemap artist for my game?

#

The role isn't paying right now as it is just a demo and I'm a self learning 15 y/o that hasn't invested anything yet

robust oasis
#

Idk I'm new here

boreal narwhal
#

In that case I'm just gonna send the post I made and see what happens

#

Currently working on my second ever demo of my action platformer based on my personalized stick figures,I am about 40% done with what I want out of this current demo and I am fast approaching the part where I actually make different levels as I have made the essential mechanics required to make a good demo,and currently I'm using a pretty basic and kinda bland tilemap for structures,and for the final demo,I kinda want a lil bit more detail in both the design and physical variations of these pieces so I can test the player's and enemies' movement through the map itself aswell as making the spike and saw obsticles fairer to maneuver around,the video to current progress is linked below,if anyone who is another learning gamedev/artist/whoever makes these damn tilemaps is interested in some unpaid portfolio work,please dm me(also sorry for bad punctuation and Grammer)

https://youtu.be/dbr0TWHvcro?si=LfzzzUM3uo3--9og

past moss
#

Does anyone know why weight painting on all models gets less smooth in runtime as compared to what it was in blender and before runtime? Am I importing something wrong or should I do something in blender to get same deforms as it is supposed to be? I've already tried changing skin weights to custom in import settings and increased max bone/vertex. Also set to unlimited bone/vertex in quality settings of the project. (Unity 2022.3.61)

I know I've already asked this in unity talk channel but I've got redirected here.

river tree
#

What is the state of vector graphics in unity? Worth getting into?

lilac edgeBOT
#

:loudspeaker: Collaborating and Job Posting

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

misty lantern
boreal narwhal
#

Can I just paste this then?

misty lantern
#

Paste what where?

boreal narwhal
#

Into the channel you sent

misty lantern
boreal narwhal
#

Ok

#

Thanks

boreal narwhal
misty lantern
boreal narwhal
#

Ok

mighty dawn
#

Anyone have any idea why my Gameobject Brush can't add more element, im on 3D Universal Template and installed it from package manager, i have tried reinstall tilemap extras but can't get it to work, I'm using the version of 6000.0..27f1.

If you know a version where it's working let me know cheers

shy monolith
#

Quick question- When making models in Blender, do you all adjust the program's object orientation to match it to Unity from the start? If so, how?
Or do you only worry about that during .fbx export?

misty lantern
shy monolith
misty lantern
light violet
#

Hi all, this might be a basic question but Im trying to convert and FBX to a VRM but Im receiving errors and unity isn't exporting the file. Im normally a tech so I've tried all the basics, I think I just need a more experienced unity user to put eyes on it, I can screenshare

#

Rigging etc is done

hot anvil
#

why is URP lit shader graph doing this to me ๐Ÿ˜ฉ

#

Both blend>overwrite and lerp nodes do not work as intended and I don't know why

#

this is the result

#

maybe because I'm lerping between two subgraphs? but again, that mask is definitely 100% 0/1

#

even when I do it outside of the subgraph, i still get the same result ๐Ÿ˜”

#

strangest thing of it all is that in all the shader graph previews however, it works correctly

#

SOLVED, nevermind, I never masked out the additional emission layer ๐Ÿ˜‚

misty lantern
hot anvil
#

Ah thnx. And yes, these are relevant ones... If I were to show whole system it would have been a lot xD resolved tho, i had skin color plugged into emission to give it a vibrant look, but forgot to exclude eyes from it

misty lantern
hot anvil
#

Yup, I'll take heed next time

dark pike
#

noob question, i am trying to use this prefab of a boat - it renders fine in scene mode, but when i start the game, one half of the ship is missing materials. i noticed that this happens because one of the materials becomes an instance, which for some reason makes it invisible.
if i change the material during runtime to the prefabs, the issue is gone, but i don't understand why it happens in the first place. how should i go about this? i am using HDRP

#

ping on reply

digital mantle
dark pike
#

does it change to (instance) only when it's modified or just read?

digital mantle
#

neither. Reading a material doesn't change it. Modifying a material modifies all instances of that material. Something is creating an entirely new material, possibly through the use of Renderer.material instead of Renderer.sharedMaterial

dark pike
#

i see

dark pike
fiery osprey
#

hey guy how to set the model orientation in blender when export to unity

#

it look like it flip upside down at random

solar python
#

can anyone help, why is the neck not working, when i import it to unity?

#

hello, anyone?๐Ÿฅบ

obtuse pilot
#

looks like inverted normals to me. you can fix it in blender

solar python
#

it sadly didnยดt work, still thanks๐Ÿ˜ข

#

it said that it has no uniform scale

#

what does that mean?

#

in the corner, left

#

is that important?

tribal pivot
#

while in object mode

#

it sets your scale to 1,1,1

solar python
#

where to find apply scale?

#

ok found it

#

i will see if it worked

#

OMG IT ACTUALLY WORKED

#

IT TOOK US ALMOST 5 HOURS

#

thank you so much, bro ily๐Ÿ™

lofty elbow
#

hello

signal coral
#

What do your LOD proportions look like on average?

Assume a LOD2 of 3-3.5k tris, what would your LOD1 and 0 look like roughly in tri count?

glacial vector
#

That's a really weird way to ask, why would your starting point be LOD2

#

Also the scale of the asset is a critical variable in this question

misty lantern
#

Vertex density in screen space and preserving visual features that need to be preserved is what matters really

teal python
#

Is there a way to automaticly choose Point (no filter) option for the Filter Mode when importing assets into unity ? It's on Bilinear by default and it's tedious when working on 2D projects

hoary kindle
#

So choose a texture with the settings you want, make it a preset and choose it as the import preset in the preset manager

sacred grotto
#

Hi all. Anyone uses BIM to make building assets for games?

signal coral
#

LOD0 in this case is just a journal entry

#

Not actual in game use LOD, just framing the scale.

Iโ€™ve got 3.5k lod2, 12k or so lod1, and lod0 is like 150k

misty lantern
signal coral
#

Fair

signal coral
misty lantern
#

Those needs being how your meshes will appear on the screen, and how much performance you have to spare for vertices

signal coral
#

I guess, how would you approach such a workflow? I was starting high poly and dissolving edges to break back down to low poly. Those methods took so long but Iโ€™d have a progression of like 20-30k > 6k > 3k usually

#

Then tried reversing it and it went more like 2k > 12k > 150k but only cuz im essentially just applying subd1 for the next resolution and subd2 plus extra geometry for baking a normal map for the high poly

#

But the latter method cut the asset development time by 60%

#

also latter method had the drawback of needing a secondary normal map for the high poly, so two materials

#

Or I can wire up the shader to swap normal maps at a certain distance

#

Just trying to wrap my head around the best approach is all. /rant

misty lantern
#

You only need to bake one normal map from the highest poly, each LOD level can use that one

signal coral
#

Itโ€™s cuz the normal maps for the lower res models are using details baked from the ultra high poly. But they become redundant when that actual geometry is on the mesh is why

#

But some of the normal details are from texturing in substance.

#

Which I do need to keep

#

Maybe this is just a weird use case scenario? Idk

The giga high poly mesh is just for a journal entry so itโ€™ll ever be the only model on screen in those cases - maybe a background prop (itโ€™s a space fighter ship model, so in the hangar I wanted to have a close up view of the ship in the background)

misty lantern
signal coral
#

At least I think thatโ€™s an alternate normal map

misty lantern
#

Detail mapping is for an "overlay" normal map, intended for tiling fine detail

signal coral
#

Yeah! Basically the idea. Thereโ€™s some universal normal map that all resolutions share - like the bumpiness of the painted metal and panel lines I like to do in substance. But then thereโ€™s the geometry baked detail

#

Which only goes on the lower two resolutions

#

It makes the high res version look โ€œoffโ€ because the detail is overlaying the actual geometry of itself

misty lantern
#

The simplest option seems to be to have another material with normal map strength 0 for LOD0 and other LOD levels with discernible geometry detail
Strength property can be faded between materials (while texture properties could not) so a smooth transition is possible
Though not sure if LOD group component does that kind of material fading

signal coral
#

wonder if I can just store the baked geometry as a secondary map and blend it with the universal normals

#

Yeah that

#

Isnโ€™t there an LOD texture node in shader graph

misty lantern
#

Or even simpler have a separate mesh for closeups with geometry detail and another for gameplay with normal maps only
That's the best option when you know you don't have to swap between them by distance

signal coral
#

Yeah I thought about that approach too, just a separate material for the high poly that uses a scaled down normal strength

#

Since Iโ€™m never showing the high poly version during gameplay

misty lantern
misty lantern
signal coral
#

Thereโ€™s still texture details that it would

misty lantern
#

It can its own, no need to play with strength or detail normals

signal coral
#

Right. So just separate model/derivative material?

misty lantern
#

Yes

misty lantern
signal coral
misty lantern
#

If you can reduce geometry detail without making making a mess of the topology, it sounds like that goemetry was unnecessary to begin with

signal coral
#

thatโ€™s just how the decimate operation seems to work

misty lantern
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The higher the LOD level, the higher the viewing distance and the lower the polycount are so how accurate you need to be about it drops sharply as well

signal coral
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I got some example for this

misty lantern
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Decimate is a very naive operation, so you can only rely on it situationally particularly for preserving silhouettes

signal coral
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Yeah it preserves the shape just fine.

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This was before I learned about multires too

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FWIW the deformations still look good at the perspective youโ€™d see it at (LOD2) even with the decimated geometry

misty lantern
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And sometimes there simply isn't much more you can remove, manually or otherwise without messing up the silhouette or the UV islands

signal coral
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What you said about messing up the silhouette with going low > high, yeah that is a concern and have to be careful not to overshoot those boundaries

misty lantern
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And in those cases you have to leave some crucial geometry in, or get creative with things like billboards

signal coral
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But itโ€™s the same with Multires. If you need to do a dramatic deformation that would disrupt the base silhouette you have to check some box so it sculpts the base mesh as well

misty lantern
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Iirc dissolve and decimate technically preserve topology, which means the LOD meshes can be smoothly blended between

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Data transfer can be useful for re-projecting data like UV coordinates from one mesh to another if the textures drift a lot, but that probably prevents the blending from happening gracefully
And in that example you can get much better results with other means besides a very heavy handed decimate

signal coral
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They can. Dissolving manually was decent enough but still have to be careful to preserve the silhouette and avoid dissolving seams. Itโ€™s just a very time consuming process

misty lantern
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And with experience you learn more ways to do the process and to make it easier in advance by thinking ahead

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Also, Unity 6.1 or 6.2 has auto-LOD feature
Though they never can be fully smart about it, for a lot of meshes that's totally adequate

lusty beacon
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Didn't know about that

misty lantern
lusty beacon
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I'm talking lower poly model with tessellation vs higher poly model with auto lod

misty lantern
lusty beacon
misty lantern
lusty beacon
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Butot might not help at like lod1 at a steep angle

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Might need to test that but it sounds like it could be a reasonable alternative to tessellation displacement

misty lantern
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Terrains tend to use only some form of tessellation
Props like big rocks or other large items may benefit from both

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Displacement maps which require tessellation shine with repeatable surface detail, and can be swapped for a totally different style with a generic mesh underneath

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With characters and small props it's hard for me to think of a situation where displacement is needed or useful

lusty beacon
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Not terrain though, at least not large mesh terrains

misty lantern
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Maybe even enough to use the component only to cull them over distance

lusty beacon
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10 meters

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So that's irrelevant I guess

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Idk why I'm distracted by this anyway, it shouldn't be that significant anyway

flint sentinel
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Hey, I have this huge room, sort of, and I am not sure what the best way to go about textures is.
We tried to make UV maps as optimized as possible(not all of them yet tho), use high quality compression in unity import settings, 100% compress pngs when baking and exporting from blender, and merging multiple objects to reuse textures.
Even with all that, some of the textures that are meant to be viewed up close at times are still low quality, even at 4k resolution.
Now I'm wondering whether it's ok to have ~4-8 8k textures to make it all look good or whether that's too big of a performance hit.
We are targeting mid-high end pcs and laptops but it'd be nice if the game was compatible with lower end machines too.
We do plan to have the texture quality setting as well, but I don't know if that'll make up for using such high res textures in the first place.
Please @ me and thanks in advance!

fresh olive
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If you're looking to maximize performance, use tileable textures. I use a pretty cheap asset for that, or you could do it manually. Another option is to add variation to the tiling texture using a shader, some clever layering could easily add more flair and break the pattern while having minimal impact on performance. And of course, you should definitely add quality settings, preferrably automatic ones that adjust to run on almost any machine.

fresh olive
jagged mulch
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This feels a lot harder than it should be i just need someone to show me how to do basic stuff for 3d modeling

fresh olive
jagged mulch
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i dont know what any of that means

fresh olive
potent wraith
jagged mulch
jagged mulch
fresh olive
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You should start by getting familiar with the terminology and basic concepts.

jagged mulch
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i was trying to make and avatar for vrc

outer halo
fresh olive
jagged mulch
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you guys are scary

outer halo
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You haven't asked a question yet.