#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 32 of 1

zealous stream
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so when you combine them the edges always line up

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you could stick in any 3 meter part

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or a 2 meter and a 1 meter

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and then of course you texture it so any tiling starts/ends on those edges

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so the textures line up at the breaks

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the texture part is less important if it's something flat shaded

novel garden
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Ya I'm probably going to go for a more simplistic, flat look.

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Alrighty then, time to learn wtf a blender is

zealous stream
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i was working on a scene using a kit last week

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let me pull it up

novel garden
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its saddening when you've got the coding skills to make something functional.... just not look good >_>

zealous stream
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this building is done with a kit

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all the pieces are regular sizes with matching tiling

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i think they use 1, 2, and 4 meter parts

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though they do have a few large pieces to save you from going crazy lol

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but you can turn on snap and just make them line up

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before

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after (lol i did't have snap set up, had to set it up again)

novel garden
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Would you suggest probuilder?

zealous stream
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i can't say, i honestly have never tried it

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any actual raw building i do, i usually do in blender and import over

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i keep meaning to try it sometime but there's always other things to do and really i'm much happier with blender anyway, I doubt I'd change over.

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i think it mainly aimed at people who don't already use some 3D modeling software.

novel garden
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ya it just seems to be a "you just wanna get shit done" solution

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sort of like how Visual Scripters are to just... regular coding

zealous stream
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yeah it's an entry level tool IMHO

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usually anything named PRO is πŸ˜›

frosty steppe
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You can use the V key to snap things togehter.

burnt horizon
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Pro Builder is mainly for prototyping, not full asset production

frosty steppe
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It can be but it depends on the game. It won't give you the full detail that standard modelling can give.

keen steeple
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yah, it's used lots for greyboxing

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Although, I'm like you, and have just begun to rock my very minimalist look πŸ˜›

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but.. peeps who play weird art games, dont really care. So maybe I've just found my audience πŸ˜›

icy stump
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@novel garden probuilder is fast, easy and does basically box modelling live. For blockout it's very relieable.

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unity can export it as OBJ and FBX for retopo lather

eager mist
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is it impossible to use materials created in substance designer in unity nowadays?

burnt horizon
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No, for Unity 2018.1 forward you will have to get the substance plugin Substance in Unity from the asset store to be able to use SBSARs
It also comes with the live link plugin to Painter as well as easy access to Substance Source

eager mist
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yeah reading the reviews saying it deleted all of their files and stuff, not gonna bother with that

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thats really sad

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how am i supposed to create materials now?

burnt horizon
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If you dont want to use the plugin (Currently still in beta) you can use Substance Player and export the textures

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then you can import them into Unity as any other texture file

eager mist
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i'll give it a shot, thanks

zealous stream
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anyone saying the plugin 'deleted their files' just don't know what they are doing, or didn't read the description which points to the page explaining the upgrade procedure.

steady yew
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I'm not sure where to ask this. I installed the Shadergraph via package manager and suddenly all of my game objects are invisible, the scene is extremely heavy and I get these errors

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What's going on?

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Alright, I just reimported the HDRP package and all is well

gentle folio
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Can someone please explain to me where are the smoothing options are in blender? I have used before but I forgot where they are.

zealous stream
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uv tab

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while in edit mode of course

gentle folio
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Also Is there a way to control the intensity?

zealous stream
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what did you press

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you should only use smooth faces unless you're doing something very advanced

gentle folio
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Ok if a make verts and edges sharp that happens

zealous stream
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yeah you made every edge sharp hehe

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you need to carefully select only the edges that make sense to be sharp

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or use the edge split modifier to auto-decide based on face angles.

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and no there's only sharp or smooth, nothing in between

gentle folio
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Ok then it must be a different program I was thinking of. Thank you for the help.

zealous stream
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sturdy and comfy hehe

keen steeple
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does have like two layers of storage?

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I think I want it, if so

wanton snow
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will it look better in unity? if not, how could I improve it

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well it seemed to look better if I just subdivided it a ton

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but I wish I could've had it those kinda square sides

zealous stream
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you just need to set smooth shading on some of the faces

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but not the most angular ones, so you retain the sharp, rocky edges

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just like i told someone about an hour ago, you should be able to scroll up a bit and see what i wrote about the smooth settings

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well 2 hours ago, dang time flies

hallow hare
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Substance vray render of one of my Uni submissions

eager mist
zealous stream
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what's in the boxxxx πŸ˜›

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(they look good)

eager mist
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I forgot how many tris the box is lol

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Time for me to do some math

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To figure it out

zealous stream
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minium would be 12 tris

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but i was referencing a meme hah

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ending scene of the movie Seven

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oh rejected 😦

eager mist
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It is between 190 and 210 tris

zealous stream
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how dare they

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that's a bit more than i expected for a box

eager mist
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Lol

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Game is super cpu intensive (because I have been doing stuff like making primary objects like guns take only 3000 tris) so I figured I might as well start making some slightly higher poly assets for some scenes

zealous stream
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that's good, as long as the tris add to the realism of a model. but a box is pretty much a box

eager mist
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Beveled edges are part of why

zealous stream
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you would probably be better off baking any surface wrinkles or dents to a normal map

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well that's true, those can help a lot

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still i wouldn't think that would take up that many

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unless it's a lot of subdivisions

eager mist
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I also am going to have it switch to a smaller asset when further

zealous stream
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when I made my parking meter i beveled almost all of it

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entire thing is 1,220 triangle

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i baked most of the detail into normals

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this was WIP, i changed a few things since

eager mist
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m14 so far (so far uses about 4000 tris and my goal is to keep it sub 8000)

zealous stream
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looking good so far

eager mist
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I also need to finish an mp5 because the last one I made I real was dissatisfied with the look of

zealous stream
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yeah it can be tricky to get all the proprotions right

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best to find a nice engineering drawing so you can make exact measurements

burnt horizon
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What I do is get a nice Left or Right picture with low perspective then any round part you see, barrel, receiver (G3 or MP5), etc you create that then you have a base to go off of in terms of proportion

eager mist
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I do that if I can’t find any measurements

burnt horizon
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I should use measurements as well. So far the other method works like a charm

zealous stream
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yeah if you can find nice profile shots, that's nearly as good

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like i found this, but it's actually a profile shot of someone else's model, so I have no idea how accurate they were when making it lol

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if i used it i would probably end up replicating any mistakes they made

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but it looks pretty spot on

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one good source is the owner's manuals of the actual gun

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they can have pretty detailed photos

burnt horizon
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With the other reference images you gather you can work around mistakes if using someone else as ref.

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ah yea, nice

zealous stream
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and photos like this aren't great for design, but it dose show how the surfaces look in directional light

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is good for getting a feel for how the various gun textures are

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(this color makes the gun look like cheap plastic, yuck)

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looks a lot sharper in black

burnt horizon
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Dark Earth looks nice on some weapons

eager mist
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Not vectors

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And not scar

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Wait nm

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I thought you said it doesn’t look nice on some

burnt horizon
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Yea, Only ever textured a SCAR and SRS with Dark Earth

zealous stream
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nah just meant on that particular one

rapid echo
frosty steppe
eager mist
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@frosty steppe you need to post late at night to ensure nobody can sleep lol

frosty steppe
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I understand.

eager mist
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On a serious not the model looks amazing

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Nice

frosty steppe
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Thanks! To be honest I wasn't sure where to go with this model. It's more of a doodle I suppose.

fast onyx
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@zealous stream wow that's an amazing parking meter model

zealous stream
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Thanks πŸ˜ƒ

eager mist
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does someone know how to export the right channels from substance designer? metal + smooth should be RED + ALPHA, right? but how do i get the stuff i need into the red channel, and how do export the alpha channel at all?

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oh screw me it was just that png didnt support an alpha channel that was throwing me off

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still, i'd love to hear if anyone has any good export setup for this

stray stone
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I do roughness on Green, Metallic on Blue, and Ambaint Occlusion on Red. These colours can be any.

trail monolith
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I am having an issue importing an asset into unity after softening edges in Maya LT. Here's what it looks like. It imports fine when it's not smoothed but I was sure Unity accepted smooth meshes?

willow nebula
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Don't know for Maya, but in 3DS you need to collapse the smooth modifier to export correctly

trail monolith
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I'll try to delete history, thanks! EDIT: Yep, deleting history after smoothing the mesh worked. Thanks Remy!

frosty steppe
frosty steppe
frosty steppe
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Forgot to mention I've only used a mouse so far.

tribal forge
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Anyone know how to make Unity NOT generate an animator for every .blend file that I import?

zealous stream
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you can create a model import preset. and uncheck import Animations in the preset

hallow canopy
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There's a way to turn off animation imports in Animation tab of your model import

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it's near the top of the tab view

zealous stream
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yeah i'm trying to load unity to take a pic

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my system seems sluggish lately

hallow canopy
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i'm at work and cannot snap pictures of my screen for legal purposes

zealous stream
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when you're on any mesh, you can click that icon in the upper right

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and save the current settings as a preset. if you uncheck import animation then an animator won't be added.

tribal forge
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hmm, its already there, is there any way to delete it?

zealous stream
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you can then bulk apply a preset to all the models you have selected

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apply the preset

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it should update any model already in a scene too

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as long as they still have a prefab connection

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if you've saved them as a different prefab, remove it from that prefab

tribal forge
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ok, I get it

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thanks

supple stratus
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So I'm kinda confused about how blender works with unity. Do you guys do all the modeling, materials, meshes, and animations in blender THEN import it to unity?

hallow canopy
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for the most part, yes, it's just like maya or 3ds max

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there's some live link functionality, and you can export to fbx from the engine and reimport into blender

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if you make something in the editor and want to clean it up (like using probuilder for prototype geo and handing it to an enviro artist for cleanup)

supple stratus
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hmm ok - but the lighting is all handled in unity, correct? might be a dumb question

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like if your object glows

zealous stream
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yes

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i do modeling and animation in blender, but I mostly do all my texture work in Substance painter

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and all my shader/effects in Unity

supple stratus
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ohhh textures, ok

zealous stream
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you could do your texture work in blender too

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as long as you bake it out to textures

supple stratus
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i think i get what you're saying

zealous stream
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Cycles didn't have baking for awhile, so I kind of got out of the habit of even using it

supple stratus
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that makes sense

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thanks

zealous stream
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found Substance Painter easier anyway, I'm more used to a Photoshop type interface

frosty steppe
eager mist
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Hi

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short question

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When making a game and you want to keep the right size. Whats the best way to do this?
You have progrid, but it looks like it's not really something you can use to track the size of objects
with 2d, you have the texture sizes, in 3d it's different

zealous stream
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1 unity unit = 1 meter

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i just use meters in my 3d software (Blender). and everything is great

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but with something that works inside Unity like Progrids, just realizing 1 unit = 1 meter should be enough

dry crescent
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Texel density you mean peter?

eager mist
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hi cebee thanks for the feedback, not for texel density, but you may give some tips Thanks

dry crescent
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ah ok

near lotus
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I like them! But maybe add some dirt/grain/something to break up the uniformity? It looks a little like plastic.

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My own evening project.

orchid sparrow
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Nice materials.

abstract island
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progress πŸ˜„

tawdry mountain
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Anyone here worked with Oculus medium before? Thinking about using it for sculpting

vital cobalt
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I have a question if anyone would b3 able to answer im not an artist but my buddy is we're trying to make a 3d pixle art character and graphics what would be the best means to go about this make 3d models, buildings....ect then texture them or is there another way?

orchid sparrow
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3D Pixel Art character. Interesting. Do you have any example what you mean by that?

hallow canopy
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Do you mean model things in 3d and then convert them to pixel art?

Something like this?: https://www.gamasutra.com/view/news/313026/Art_Design_Deep_Dive_Using_a_3D_pipeline_for_2D_animation_in_Dead_Cells.php

frosty steppe
vital cobalt
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One of these is poke.on 3d so like that for the 3D but the second picture for the type of art design thats probably the best examples i have for it at the moment

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If that makes sense

eager mist
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with Maya, is there a way of having it so the sizes of the meshes come up on the scene view

tawdry mountain
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Same question: is there something like that in blender? :D

eager mist
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Yeah that would be great if there was!

tawdry mountain
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There is? What's it called?

eager mist
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didnt finish my sentence πŸ˜‚ sorry

zealous stream
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Yes blender comes with a built-in addon you can enabled called MeasureIt. @tawdry mountain

tawdry mountain
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Thanks!

near lotus
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Check this out- I did a comparison of Blender Cycles and Unity HDRP

zealous stream
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not bad, i wouldn't know the difference really

wise quartz
analog creek
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Why do I get it wrong?

zealous stream
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Unity uses Backface Culling, but by default Blender does not, so you can't see those types of errors.

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Turn Backface Culling on in the Right hand pane in the 3d view

analog creek
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Yes, I am found this check box ... But still import into Unity this problem remains

zealous stream
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well yes

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you have to fix the problems

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the checkbox just makes them visible in Blender

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you'll have to create internal geometry for the switch body, etc

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probably for the handle, you just need to flip normals

analog creek
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My goodness πŸ˜„

zealous stream
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triangles in games aren't like RL surfaces

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a pieces of paper in RL has 2 sides

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in game world, a piece of paper has only 1 side

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topologically impossible but this is how it is

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you have to make both sides

analog creek
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Can't we do that both sides will exist without modeling the outside and the inside?

zealous stream
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there are special shaders

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but it's generally not hard to just stick a simple box in to make the inside

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it looks better because if you do it with a shader, the 'wall' is paper thin

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which looks bad for a lot of use-cases

analog creek
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I found a some C# script about this problem and its looks it work ... But is an ordinary solution?

zealous stream
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C#? not really

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i can't imagine how a script would solve a modeling issue

near lotus
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@analog creek You have to recalculate the normals in Blender. Google it.

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Unity doesn't render backfaces for performance reasons, so you don't want to force them on.

analog creek
zealous stream
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that script is doubling the faces at runtime...

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i wouldn't use that. it's not going to fix just the problems, it's going to duplicate everything and double your triangle count

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is ther some reason you can't just go in and fix the issue properly?

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it's is only like 3 minutes work

analog creek
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Yes I will fix it ...

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Okay, recalculate normals it works!

orchid sparrow
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No engine by default renders backface but it can be a great option to enable per material /object depending on what you are trying to do.

Sometimes a complex shader can be more resource consuming that a few extra polygons.

I am very happy that SRP allows this directly on the material. Not being possible on a Standard material of the past was retarded.

tawdry mountain
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One question...
Some things in my game only look good with bloom activated. Like Lanterns, fire, glowing orbs and some weapons like enchanted swords with glowing runes etc...
Can I "force" all users to experience this effect ignoring the quality mode like low medium high or ultra?

abstract ridge
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bloom is a PP effect

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i don't think quality settings even cover it

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or are you telling setting quality to low disables the bloom?

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@tawdry mountain

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if you use LWRP or HDRP, that list will be way shorter as those handle some of these in their own RP assets

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but for bloom, you'd adjust it directly from PP solution you use for it

tawdry mountain
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Alright. Thank you! :)

frosty steppe
frosty steppe
tawdry mountain
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Looks like it has scales on its back

zealous stream
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reminds me of the headcrabs from Half LIfe lol but a lot bigger

frosty steppe
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Yeah it does a bit. With a pinch of Houndeye too.

frosty steppe
rapid echo
frosty steppe
frosty steppe
frosty steppe
zealous stream
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now with easy carry handles πŸ˜›

frosty steppe
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And the uncomfortable feeling of knowing somebody touching your hip could make your skin crawl.

zealous stream
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lol

quiet tiger
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Hi! Could anyone tell me how to start with modeling realistic-ish organic shapes / characters for games? My biggest issue is that I can't find anything explaining to me how to properly make basic organic shapes for games. πŸ™‚

zealous stream
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that's kind of a hard question to answer because it's so broad and open-ended.

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all modeling is basically the same thing: looking at real-world reference and recreating it in 3d software.

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I guess the first question to ask is, what 3d modeling software do you use?

quiet tiger
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@zealous stream Blender πŸ™‚

zealous stream
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i'd probably start someplace like this, which has a lot of advice from various artists about how to get started.

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everyone has their own techniques

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theres no one right or wrong way

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some people like to make a 'ball' of high poly mesh and mush it around like clay

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some like to start with blocky forms and refine them (me)

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i'm sure there's other ways

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no matter how you do it, there's one ingredient that is universal: Practice, practice, practice

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first few years my attempts were laughable

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but it's all part of the learning, you keep trying things and improving your technique

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cest la vie

quiet tiger
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That's the point where I'm a bit lost in tbh, that there are multiple techniques for a lot of things which also not always fit the right goal. I know a couple of techniques to make a bit more smooth looking models, however the main things like how to keep my (not sure how it's called) 'model flow' good and at the same time get that exact shape you want is something I find quite hard. I also really can't find any good tutorials out there which cover stuff like this. Only persons which speed model things. Let alone make sure that my model doesn't reach that point where it's inside a game unusable because it's simply too big in faces etc.

zealous stream
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yeah what you're talking about it topology

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and it is difficult at first.

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but there's a lot of good resources that talk about creating efficient topology

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and yeah I'd stay away from "speed" tutorials

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nobody cares about speed

quiet tiger
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Or timelapses, sorry. Wrong word choice xd

zealous stream
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that link has many links in the thread to good resources about topology and proper modeling techniques

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in the end though it's just going to come down to experience and getting a feel for how topology should flow

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there's no substitute for experience

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so just model every chance you get, look for how to improve, search for resources that give good information

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that's all I know to say πŸ˜ƒ

quiet tiger
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I'll look around on the website for a while, thanks a lot ❀

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I had another question btw @zealous stream , I’ve seen people which made characters from low poly to high res to low poly-ish again. Is there any reason people do this?

zealous stream
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I don't know per se. they may start out with simple forms to get proportions right, etc

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they do a final sculpt

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or they may simply like working simple and then use subsurf to 'round off the rough edges' as a high poly.

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again, it's very much a personal preference thing.

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you can do it either way, sculpt high and then decimate low

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or work low and then subsurf high

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each has it's plusses and minuses

quiet tiger
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βœ…

quiet tiger
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@zealous stream What do you think would be some good exercises to practice? Because I feel like I'm thinking way too large right now.

zealous stream
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hard to say, something that's not too complicated but interests you

quiet tiger
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And that's my problem, in my head I'm like. Oh maybe I should make a fish, but then I'm like. "That's probably way too hard for my self".

zealous stream
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well, doesn't hurt to try

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anything can be complicated the more detail you go for

burnt horizon
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yea you just gotta start

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after a while you'll be able to look back and see your progress and see that you've improved.

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when I started this was the first weapon I ever made and best I could do (didn't know anything really. Not even about smoothing)

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now this is one of the latest

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so you'll get better for sure. Just gotta start

quiet tiger
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That first weapon still looks a lot better than I can do πŸ˜‚

light wagon
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same xD

frosty steppe
shy wraith
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noice

frosty steppe
quiet tiger
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Why did that turn dark so quickly πŸ˜‚

frosty steppe
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It sure did.

eager mist
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is there any good amplify/shader that change your scene more toon like? Like the trees you see in this scene:

frosty steppe
quiet tiger
burnt horizon
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@quiet tiger That's because the whole model uses one smoothing group. You'll have to separate the smoothing groups at sharp angles.
In Blender this is done by sharping edges

quiet tiger
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The mark sharp thing you mean right?

burnt horizon
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yes

quiet tiger
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I used that.

burnt horizon
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there's also an auto smooth option

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My main modeling program is 3ds Max.
I've been looking into Blender 2.8 for a little while now as well so not too familiar with blender especially 2.79 and below
but those are the two ways I know you can do smoothing for Blender

near lotus
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Use an edge split modifier and disable auto.

runic spruce
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Question, i'm using projector to fake shadow on ground and it works great but when projects on that crosswalk( a plane with mobile/cutout shader) it gets really ugly anyone knows what is the problem and how to solve it?

limber meteor
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Oh... Hey.... Are you using lightweight, @runic spruce?

runic spruce
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no

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i didn't use any pipeline(it's old project)

limber meteor
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Ah... But check everything... It could be how it's sorted.

runic spruce
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that black part is actually happened because projector is drawing two shadow(one in asphalt and one in crosswalk transparent part) how do i avoid drawing on transparent part

proper bramble
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hey I'm really new at blender. I accidently applied an animation on the wrong object and it changed my transform to something crazy. CNTRL-Z doesn't undo it, is there a way to undo this?

frosty steppe
frosty steppe
wanton snow
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your models are pretty nice

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do you make them for fun? do you sell them? or use them for a game?

frosty steppe
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@wanton snow Thank you! For fun but I also plan on making game-ready models too.

frosty steppe
hallow canopy
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Rom, the vacuuming spider

sonic vigil
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blender you say

frosty steppe
frosty steppe
sonic vigil
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good morning

zealous stream
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heya

sonic vigil
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hey there

nocturne idol
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Tried out substance alchemist today, amazing software. I used a non-seamless photo of some bamboo wood, and got something usable:

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That's tessellated

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and PBR

frosty steppe
zealous stream
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never heard of substance alchemist, i'll have to look into it.

abstract ridge
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you know bitmap 2 material?

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it's basically evolution from that

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but you can mix all kinds of pbr substances/materials with it

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quixels mixer is somewhat similar app atm, altho they are moving into different direction

zealous stream
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yeah i found some videos about it

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seems you can only access it if your substance subscription is active, which mine isn't

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will have to check it out next time i activate it

cinder saddle
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Hi! Can't believe quebec residents cannot participate Into The Vault 😦 So many 3d artists in here

dry crescent
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they cant?

zealous stream
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you are eligible if: you are NOT a resident of Cuba, Iran, North Korea, Sudan, or Syria, due to U.S. Export regulations and you are NOT a resident of the Quebec providence of Canada or the countries of Brazil or Italy

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here is why:

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so don't blame Unity, blame Quebec Government

zealous stream
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I ran across this guy's work, it's amazing:

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he did the engine and the red lift, the rest is an actual video background

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but man, the detail on that engine is amazing.

zealous stream
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yeah I didn't even notice he had added a reflection into the surface of the car until I watched the video. it's very seamless

rapid echo
cinder saddle
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Hi. Any fix to exporting Cd to vertex color? Doesn't seem to happen...Vertex color are just empty once I open my fbx somewhere.

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Wrong channel my bad.

lusty flint
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someone have good night HDRI

stray stone
lusty flint
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thx πŸ˜„

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but there all HDRP has trees or houses

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im doing scene in dune

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and horizon should be clean

orchid sparrow
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use a painting program like photoshop to fix it.

zealous stream
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Free, good, and useful. Pick 2 ;p

supple stratus
#

Can I get a critique? Colors and lighting looks off but I can't tell why

#

It's a blender render that I'm gonna eventually import to Unity. Sorry if this is the wrong channel - I don't know of any blender discords

zealous stream
#

do you have an image to compare to? i'm not sure how they are off

zealous stream
#

yeah i think it's going to be hard to say since every TV might show them as different shades

#

in yours the numbers look blue

#

in mine to the right the numbers look yellow

supple stratus
#

Yeah I messed up from the start because the youtube videos of Plinko look way different when presented in different angles

zealous stream
#

maybe they change it a lot, tehre the title is blue or white lol

supple stratus
#

The light refraction (?) of the plastic transparent panel disperses the light of the plinko logo differently

zealous stream
#

anyway it's probably best it's NOT 100% accurate

#

to avoid trademark infringement

#

i think people get the idea hehe

supple stratus
#

oh its for fun - i dont wanna get sued by fox

#

not gonna sell it haha

zealous stream
#

ok

supple stratus
#

I was gonna import it into unity for my own personal 1 week project

#

the blender model itself took almost 2 weeks, so I'm gonna take a break from it for now

zealous stream
#

yeah parody is first amendment protected speech

#

in USA anyway πŸ˜›

supple stratus
#

maybe work on another tutorial in unity cuz I haven't opened unity in 2 weeks

drowsy pond
#

hi! i've got a folder with a jpg. what's a clean way to, via c#, load the file and stick it onto an existing Plane?

hollow timber
#

@supple stratus the other thing to remember is the real life board is printed or painted whereas the render is direct colors on pixels, your render is just more "perfect" representation of the colors whereas the pictures of the actual object are through a lossy camera, with changing stage lighting, onto real film translating ink on medium.. there are ways to simulate that, just poke around guides on photorealism.. I Don't think you renders are off, they just need some filtering/lighting adjustments depending on your end goal for environments

#

@drowsy pond can you elaborate on what you're trying to do? something triggers in the scene and it changes a plane to reflect a jpg image?

copper matrix
#

hey I'm having an Issue i dont know how to solve,
basically i have a gameobject with multiple children.
the player is able to look at one of said children and press the interact key
and therefore should interact with one of the objects (the one he'S looking at)
but my code tries to interact with the parent object

zealous stream
#

if I had to guess, the collier of the parent is covering up the collider of the children ( or you didn't put colliders on the children)

copper matrix
#

children have colliders
parent has not

zealous stream
#

every object you wan to be detected has to have a collider and the tag

copper matrix
#

they have

zealous stream
#

when it prints out the 'hit the usable'" debug line, is it the right or wrong object named?

copper matrix
#

the parent is named

zealous stream
#

I see for layer mask you use '2f' instead of properly creating a mask

#

are you sure the mask is right?

#

mask must be all the layers you do NOT want to detect

#

best way to make a mask correctly is like this:

copper matrix
#

so i should change that to what exactly?

zealous stream
#
LayerMask mask = LayerMask.GetMask("Wall");
mask = ~mask
#

this would only detect the "Wall" layer

copper matrix
#

the 2f is actually supposed to be the length of the raycast

zealous stream
#

you assign what you want to detect, and then the second line inverts it to everything but that

#

oh so you're using the variant with no mask

copper matrix
#

yea

zealous stream
#

could be part of the problem then, maybe it's hitting something by mistake

#

because if you say the parent has no collider, there's no way it could hit it

#

so must be hitting something else

#

also I notice at first you use hit.collider.gameObject

#

then later you switch to hit.transform.gameObject

#

you may be referencing differnet gameObjects this way

copper matrix
#

ill change that one sec

#

@zealous stream thank you, fixed all my issues

zealous stream
#

cool

supple stratus
#

@hollow timber Those are some great points, thanks for the feedback!

#

Yeah I was bothered by how perfect the gameboard looks

#

Like, there was no texture or "feel" to them

supple stratus
#

Hey I have a broad question: when creating a building for a scene, would you create the entire building in blender, or would you create "pieces" of the building in blender, then assemble the building in Unity?

#

So if I wanted to make a small house, would you do the entire structure in blender?

stray stone
#

It's up to you, both of those are acceptable methods, It just comes down to how you want to work.

short shard
#

hi, is there a way in unity to make wallpaper embossed with correct lighting

wanton snow
#

ee

#

btw that means I am excited

#

ok so half the time my models are actual garbage and the other half they turn out good

#

this is a case in which it turns out really good

zealous stream
#

@short shard you mean like a screenshot?

short shard
#

its ok, i think im getting somewhere with your awnser in the other channel

wanton snow
#

wait i need help

#

what is that tool that uh

#

it lets you split a mesh into more vertices

#

it shows like a pink outline

zealous stream
#

oh i missed the time on that post lol

#

i thought it was recent

wanton snow
#

oh ctrl + r

#

i only remember like 5 of the thousands of blender key combinations

#

blender's transform vector3 things are so inconsistent

#

sometimes y is up

#

sometimes it's sideways

#

and i'm talking about the default meshes with a rotation of 0, 0, 0

zealous stream
#

you mean exporting from blender to unity?

#

i recommend using these settings, meshes are far more consistent when exported this way.

#

(and that's exporting as FBX, not just dropping blends into unity, I don't recommend you do that)

wanton snow
#

that is one thing that annoys me

#

and another thing is when you like add a cylinder into blender and change the y scale but instead of getting shorter it gets skinnier

zealous stream
#

might have an unapplied rotation

wanton snow
#

idk

#

maybe

#

also how do I export the material on a mesh?

#

it looks fine in blender but in unity it doesnt work right

zealous stream
#

you can't

#

unity won't use blender's shaders and such

#

you need to either find a way to bake it to something unity can use, or do your texturing in an application with unity support, like Substance painter.

wanton snow
#

ohh ok

zealous stream
#

you could easily bake out the diffuse and normals

#

getting something close to unity's Metallic/smoothness PBR maps would be trickier

#

you might could bake out specular and use specular workflow

#

but that doesn't look as good really

wanton snow
#

maybe I'll just apply the materials in unity

#

like make my own

#

i'm not sure I have much to paint on anyway

wanton snow
#

so uh

#

my submarine is hollow

#

and when i try to apply a material to the inside

#

it's just white

wanton snow
#

Is there anyway to fix this?

#

I’m 90% sure it has to do with the UVs or something but it could just be that the light is too bright

wanton snow
#

...

zealous stream
#

it would help if you showed anything to assist in determining the issue.

#

like, the materials you're using, the Mesh component you put the materials on

#

the models' UV maps and material setup in blender

#

etc

#

otherwise people just have to use their imagination to try to understand what you might be doing

#

and well, that's not really viable lol

#

also you kind of answer it yourself in that it's probably UVs, too high an emission, or improper material setup in blender.

wanton snow
#

Ok so what I did was

#

I started with a metaball sphere (because it has more polygons) then converted it to a mesh
I then just solidified it and clicked the Add Simple UVs button

#

The material is just a unity material dragged and dropped into the material slot in the import settings

#

idk much about UVs also

wanton snow
#

it turned out to be the lighting

undone wind
abstract island
wanton snow
#

or is it just me that this happens to

#

that is supposed to be a flat plane

#

ok finally fixed it

abstract ridge
#

always blame the mesh πŸ˜„

wanton snow
#

it's supposed to look like it's from the future

zealous stream
#

in the future everything is green

stray stone
#

I'm finishing up a bunch of older projects. :0

wanton snow
#

ok i got some windows now

#

anything else to make it look cooler?

stray stone
#

Sci-fi stuff likes smooth surfaces with a mix of curves, Tesla are good at showing this off.
You can also try playing around with some panelling., Pipes and lights.

civic wind
#

subnautica :>

eager mist
wanton snow
lusty flint
#

@eager mist light bios/distance settings

eager mist
#

yeah that would remove it

#

but its still strange how it shows up

#

could it be because the walls are so thin?

near lotus
#

Yes.

spiral spire
#

iirc you can fix that in the baked lightmap settings

civic wind
#

Place geometry around light bleeding areas with shadows only in the mesh renderer settings.

wanton cradle
wanton snow
#

I’m not done but I think I should fix the body before doing anything else

#

What should I change?

wanton snow
#

Well making it longer seemed to help

iron flare
#

I would say the head is huge compared to the body, so make it not only longer but bigger ? Somehow like a dune worm from the film.

wanton snow
#

Yeah it looks a bit better now that I have made the body much larger
Unfortunately in this screenshot the water ruins the texture

#

And I had to remove the teeth because they were getting stretched by the bones

#

Tbh I should make the body just a bit more larger

wanton cradle
#

I have a gameobject with a mesh on it. Is there any method callback that would let me know when that gameobject goes out of Camera’s FOV and back in?

wanton snow
#

Maybe OnBecomeVisible and OnBecomeInvisible? I know there’s something like that but I doubt I stated the correct name

#

I tried using it once... it worked, but was a bit unstable

delicate osprey
lusty urchin
#

anyone know how i can pan the camera around a selected object in the overview?

zealous stream
#

Select the object. Press F to center on it

#

Hold down alt and press Left mouse button to pan around the object.

#

Hold down Alt and press Right mouse button to zoom in and out on it.

#

Hold down Alt and press Middle mouse button to pan the screen around the object.

zealous stream
#

gotta give you a hand for that one. πŸ™Œ

abstract island
#

;>

rapid echo
zealous stream
violet widget
#

Anyone proficient with Maya? I have a situation where I'm trying to paint the skin weights. The following picture shows that there's a patch of influence hidden under some geometry. I can't figure out how to paint it, any suggestions? https://imgur.com/a/SL8W8lK

#

I hid the geometry, but it seems like that doesn't matter when painting skin weights

zealous stream
#

I use blender so I don't know much about Maya, but sometimes I have similar issues. Blender allows you to select vertices in weight painting mode to make it easier to paint things (only selected vertices will be painted)

#

I don't know if Maya has something similar.

violet widget
#

Yeah, I tried that also, selecting the vertices, but painting still didn't work. I'm not sure what's going on

zealous stream
#

if not, you may have to temporarily split your mesh up so you can get at the interior parts, then join them back.

#

though i'd also say, if the interior parts really aren't visible from outside the outer shell, they probably don't need to even exist.

#

might be best to just remove them, unless they have some specific purpose.

violet widget
#

That's a fair point

wary socket
#

Hi, I am using blender to create 3D assets for my game and I am wondering whether I need to / should triangulate my assets before exporting the fbx for Unity? I am asking because I noticed e. g. the Windows 3D Viewer Sometimes has weird artifacts if I don't. Not sure how Unity handles things.

ocean dagger
#

Helli, i have an issue, i made a flat mesh in blender and import it as obj in unity, but when i implement the material it just get a single color

ocean dagger
#

@dreamy tide ohh ok thanks for that

prisma echo
zinc mortar
#

As a matter of curiosity - Have any devs here found any downsides or limitations to using Probuilder? :c)

I ask as I'm wondering if its a viable notion to use it for modeling characters and such.

sullen roost
#

@zinc mortar Yes and No, Probuilder blocks are kind of "broken" from my experience with trying to create and animate things. If you're using them as parents and minor MecAnim, they work fine. But if you start parenting and childrening objects then un children, they warp and distort.

nocturne idol
#

Any probuilder masters in here? I'm sure this is a simple issue. Everything looks good except for one thing... the trianglular bit circled in yellow. It's a single probuilder mesh, duplicated from the other side, rotated around, and UV's on that face rotated so boards are vertical. Problem is it's way too dark

#

Removed from the house

#

Got it, nm, selecting the face, and triangulating it did the trick

scenic quail
#

@Dilute#4192 maybe make it so the player can stand on the cube and since they are a ball then they could spin and push the box back

#

Nvm they left

mild kernel
#

hi.. this is a 3d setup top to down so it looks like 2d ... n i have rotated the sprites so they look top to down ..... and the unit moves automatically toward its target using NAV MESH

problem is i need the unit to only move on the road.. any ideas how i can achieve this?

nocturne idol
boreal garnet
#

Would this be the place for getting help with importing models?

woven totem
#

Would anyone happen to know why when i export a mesh from Blender as a .fbx into unity the weight painting isnt the same? I use one mesh model and copy it, modify it then export it and the other versions of the mesh objects, like the base avatar and clothes as multiple objects then ues in unity but recently its been messing up

wanton snow
#

why are my animations only sometimes showing up in the export?

#

I'm sick of FBX being so unreliable

#

I just used my saved blender project for now 🀷

obsidian moon
#

Can i have help? I am trying to make a third person camera, but it says input axis mouseX is not set up. I've been to it and i can't seem to make it setup? Please help!

#

Do you need a screen shot?

woeful nymph
#

@obsidian moon Sounds like an issue with your InputManager. Go to Edit > Project Settings > Input and check if you have mouseX setup

obsidian moon
#

I dont know how to set it up

#

Its right here but I don't know what to do to setup

woeful nymph
#

Basically you want to add an axis. See the "Size" thing?

obsidian moon
#

Yes

woeful nymph
#

you want to make that a number higher

#

That will duplicate the last axis you have defined

obsidian moon
#

Wait

#

Where is it

#

Sensetivity

#

Sorry im new to unity

woeful nymph
#

I'm not sure off the top of my head to how set up a mouse axis but there's a ton of tutorials on setting up axis in Unity

#

Just search on youtube and you'll get it

#

but you're in the right place now

obsidian moon
#

Ok

#

What should i search?

woeful nymph
#

Try "setup axis in Unity" or something like that

#

or "setup input in unity"

obsidian moon
#

Ok thx

woeful nymph
#

no probs

sacred oyster
#

@eager mist what is that you're working on

stiff patio
terse lily
#

Hello guys. I need your help πŸ˜‰ Is there the way to convert somehow old X 3D models?

#

Or maybe some kind of lib for it....

#

.x models with DDS textures.

burnt horizon
#

@stiff patio Smoothing groups/surface normals are incorrect

stiff patio
#

Thank you Renardo, I set it all to flat normals and then manually selected the few faces that need to be smooth and it works now

#

Now to model some bicycle wheels, the real fun part πŸ˜„

wet veldt
#

Does anyone know what is actually going on with the relationship between Blender and Unity?

#

now no .blend files seems to work in Unity, and of course 2.8 doesn't work with older stuff, or older Unity?

#

is there a conversion process going on? I haven't heard anything of it, and the error it gives is super not helpful. As in literally inaccurate

livid brook
#

Guys trying to import chars you gotta use Specific naming for bones for it to work orrrr specifically generate it using the generic animation and then use the rig hierarchy if you need more info I can try to post pics of it

ember sky
#

You could import .blend files into Unity?

#

I always just exported as FBX

viral quest
#

hey all, I have a situation in a top-down style game designed such that the world (walls, doors etc) are rendered as normal with height going straight up in the Y direction, while the characters are rotated 30 degrees on the X axis so players can see the faces more clearly.

The problem to be solved is the characters' heads will clip through walls and doors above them. I've solved this using a secondary camera, however the issue now is the characters will be visible in front of the walls at all times, even when they're behind them.

Would anyone be able to point me in the right direction for how this might be solved? Is this something that requires shaders for example?

Here's a sample mock up that breaks zero NDAs:

slate plover
#

@viral quest why not just make them up right and tilt the camera slightly?

#

Or just tilt the heads to look up slightly. Sounds like what you're trying to do will not be easily fixed with reliability

viral quest
#

yeah I haven't seen a game like this, but it's not my design, i'm coming in halfway

jagged bronze
#

hello

#

I'm trying to create the overlay/hud for a game

#

but I'm struggling with positioning the canvas elements

#

I have a canvas, and put 3 panels in it, with a horizontal layout

#

and each panel has a vertical layout

#

but it doesnt look right

frigid widget
#

Can you post a picture of how its looking? It's a bit dificutly to diagnose otherwise. (this would be better suted in the ui-ux chanel)

jagged bronze
#

the cylinders are placeholders for the characters

#

and sorry, I thought since it was a problem with something in 3d mode I thought it should go in the 3d channel

#

another question: I have 4 transforms I want to make the camera move smoothly between (I use Vector3.Slerp and Quaternion.Slerp for that, and it works fine), but it doesnt seem to detect my key presses all the time

#

I used to use Input.GetAxis("horizontal") but it didnt work there either

zinc mortar
#

Good day all. I am starting to mess with blender.

I quickly ran into a bit of a dilemma. Sculpting a single model versus using multiple objects for parts of the model (e.g arms, legs, etc.)

zinc mortar
#

So the question is: Do you prefer to model with a single mesh or multiple meshes and why?

eager mist
#

hello, I have a question about the performance, I have a group of palm trees that share the same material, in this material there are several textures of different leaves and trunk, all this to be able to do batching later, but that also means that it would have to increase the resolution of the textures so that they look good and I do not know how that would affect the performance, so what do you recommend, leave them like this or create more materials for the other palm trees and thus not have to increase the resolution of the textures?

simple robin
#

my pc sucks and i use an potato

proven fjord
#

Your name is evil nerd-sniping.

brisk pawn
#

Question about probuilder. How is dragging a face (extending the mesh) different then using the extrude command? When dragging a face how can I input a specfic value? I know I Can snap but ... it would be nice to use the inspctor to set this but it seems that is read only?

gentle folio
#

@brisk pawn moving the face does just how it sounds extruding creates a new face and moves that. It may be easier to see if you extrude and the switch to edge/vertex mode.

vale glen
#

If you want something even better than ProBuilder, I highly recommend checking out UModeler while it's on sale. It's worth it full price, but RN it's 50% off: https://assetstore.unity.com/packages/tools/modeling/umodeler-80868

Do you still use ProBuilder?
UModeler was nominated as Best Development Tool in Unity Awards 2018. UModeler has been ranked 2nd there.
Website
| Forum Thread
|
Manual |
Tutorial Videos | Facebook | Contact.Support@tripolygon.com

Release note

UModeler ...

#

I started using it for my next game and it's awesome! Just wanted to spread the word and support this one.

iron flare
#

https://i.imgur.com/m1iFYrI.jpg

Doodling with some basic asset I created and trying to get the best out of HDRP
Do you guys knows if there is a better way to share picture through discord and avoid their hard compression ? Or no other way than to click on the source link ?

eager mist
#

How can I connect an armature and mesh together in blender?

wide elk
#

Hi guys, having an issue with Probuilder

#

wonder if anybody's seen this one:

gentle folio
#

@wide elk preferences > procore > snap to single axis. That should fix it.

wide elk
#

@gentle folio thank you, will test and report back. This behaviour seems to happen when I centre pivot.

iron elm
#

@eager mist First select the mesh, than the armature, press ctrl - p and choose "with automatic weights"

wide elk
#

@gentle folio that looks like it did the trick!

gentle folio
iron flare
#

https://i.imgur.com/LxbushS.jpg Hi guys πŸ˜ƒ Just completed another quick exercise to train on render and materials and I hope there are alchemy lovers over here.
Textured in Substance Painter, screenshot in HDRP Unity.

eager mist
#

Im not asking to im asking if you can

vast cliff
#

I think I could do in 3DSMax

nocturne idol
#

Does anyone know (in the unity editor) how you decrease the sensitivity when rotating objects? In blender for example you can move your mouse away then rotate and the rotation is much smaller, more precise

iron flare
mossy citrus
zinc tide
#

hi all, is there a tool to paint the vertex color directly on Unity plz ?

#

(and a free one ^^)

iron elm
zinc tide
#

thx πŸ˜ƒ

gentle folio
#

@zinc tide polybush is what you are looking but what is on the asset store is about a year old, the latest versions are now in the package manager.

zinc tide
#

yeah, we found it thx to the previous link and some videos πŸ˜ƒ

#

thx a lot

iron elm
#

ay... sorry for the assetstore link!

gentle folio
#

No problem soarynGood

rapid echo
void berry
#

So I've been trying to import my objects without Unity tinkering with the default transform and scale settings. I've been successful with setting the scale to a proper default value by modifying the object's .meta file and set useFileScale to 0 instead of 1. However, the object is rotated by about 90 degrees as default compared to the original model. I've applied everything in Blender including the rotation, but it doesn't work. Strangely enough it does automatically rotate it back like it should be, but that should never be needed. Any one know how to fix this? (Mention me please)

gentle folio
#

@void berry I think what you want to look at is the import settings in unity. But know that when you place a object in the unity scene it trys to place it in the view port not at 0,0,0. The rotation thing I think is do to a difference between blender and unity where in unity +y is up in belender I think it is +x or +z. If you are using unity 2019.x you can open the prefab when it is selected and see it in its default state.

void berry
#

@gentle folio I tried that. didn't work. The original model shows up rotated.

void berry
#

Fixed it by exporting it as obj instead of fbx or dae

delicate osprey
#

Q: do you guys have an efficent workflow for making indoor scenes with collisions using probuilder?

#

i made a room as one mesh, and trying to do collisions with a mesh collider won't work, so i have resorted to remaking the walls and ceiling with an invisible material, but if there's a handier way I'd love to know

silver breach
silver breach
eager mist
#

awe

eager mist
#

IS there a way to separate clothing from a mesh in blender?

eager mist
#

@eager mist is the clothing verts connected to the body in edit mode

#

if not go in edit mode select a vert on the clothing and press L,then p

#

i can do if if you want

rancid drum
#

Hey, what do you think is the best practice with exporting geometry mesh from 3DsMax to Unity? I have separate terrain / level elements, and I would like to know if it is good to export them separately in different files. Or should I bring them together in one FBX file? Which way gives me more freedom in further development of level, what do you think?

mossy nacelle
#

Hello, I'm almost completely new to Unity, 3D modelling and GameDevelopment as a whole, I'm looking to make some basic models for units, buildings etc. in the RTS i'm making. From the research I've been making, Blender is the way to go (I want to keep it free). Do you have any better alternatives for a beginner with a $0 budget, or any good beginner guides for Blender?

wispy surge
mossy nacelle
#

Alright, Thank you :)

mossy nacelle
#

Yes, obviously I would get Photoshop and such if this becomes more of a serious hobby or profession for me, but since I will spend months or even years of just learning, I don't want expensive subscriptions to be ticking

#

Thanks for your answer πŸ˜„

void berry
willow nebula
#

You have flipped polygons

eager mist
keen hound
#

Hello everyone ! I'm a newbie into Unity 3D (I used 2D before) I want to know, what's the best modeling tool for you ? Thanks

iron flare
#

Maya and max are standards bust costs 1500€ a year +-... blender does the same things and is free + open source.

eager mist
#

Alright so I want to get into environment design. Anyone know a good 0 to 100 tutorial for 3ds max (for game dev)? I'm already proficient enough in Unity

#

And I mean tutorials that cover at least all the basic and some advanced stuff like UV maps in 3ds max, everything necessary for good lighting

eager mist
#

Wish I learned russian πŸ˜‚ @dull aspen

#

Only know it a bit cause of family

distant cedar
#

@Naeso#9447 I been a 3D modeler for about 14 -15 years everyone has there own likes and dislikes.. now many studios AAA will use Max, Maya, Modo.. Indies will use some of them as well but since Blender is free and fairly good many will use that... Now I used them all, but 90% of my modeling I use Modo, and own Maya and find Modo to be way better . I still use Maya for animations, rigging and so forth, and use some mods I made or bought for some work as well...in Maya but other work is in Modo..... I love Modo. it also has some amazing mods. Now Blender has a new UI with 2.8 and a few mods that make it worth using.. like BOX cutter, Decal machine stuff like that.... again, some people love Blender, I personal use it very little due to my love for Modo. and Maya. ( I own Max also) 2016. Full

#

but you need to use what you like and works for you. so I suggest to try them and use what you like at the end of the day..

#

I personally can get more work done using Modo than Maya.. by hours.. for most work. so I like the work flow and add ons I made and own..and the built in tools for Retopo, UV and so forth over others... I also like just the over all feel, UI in Modo... over others...

#

So, again try them all, you can get most as a TRIAL ....

#

so I wouldn't use what others TELL you to.. because if you get a job, you will need to be able to use ANY of them..depending who you work for..

dreamy flint
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one question. I'm noob in blender/unity and I've imported my first model in Unity from Blender and I'm facing an issue now. Please see for yourself.

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why I can see through the model, and can't see sides of the object (no matter how i turn the camera).

fervent breach
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Try pressing ctr n on the model in edit mode in blender

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And select make insides consistent on the side

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The face not showing is marked as a inside one right now

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@dreamy flint

dreamy flint
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Thanks I'll try πŸ˜ƒ

fervent breach
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Alright, let me know if it solves it

violet owl
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i'm trying align objects to the cylinder surface in 3ds max, but i don't understand how to do this with align tools

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i tried to create circle spline and use it as path for my edges, tried to use spacing tool, but rotation directions are incorrect

violet owl
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thanks, i'll try to do this at monday

tough flare
eager mist
fair jackal
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trying to import a model from blender, but the forward and up direction seem to be off by -90 degrees in the X axis... Should I be doing it differently?

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it imports facing down and needs to be rotated which is messing with wheel colliders

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Exporting it as an obj causes the names to have _ instead of spaces, and mess up the parenting and materials.

dire cargo
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Is there anybody around with experience bug fixing cloth physics?

dire cargo
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nevermind, it fixed itself

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no idea what changed

eager mist
lusty flint
steady yew
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Hey guys, anybody know anything about anisotropy in the Lit Shader? What does it work with besides point lights? I can't get it to work with an HDRI sky

vast crag
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modeling the hair and clothing on this character must have taken forever

serene girder
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How do I edit the move tool to move by 1 space every time?

steady yew
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@serene girder There's a "snap settings" under one of the tabs up top, to set the range an item moves when holding shift πŸ˜ƒ

eager mist
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Ok I have a question

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In Blender i modeled my character but when i import it into unity, its bigger then a regular primitive or object. How can I fix this?

hallow canopy
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There is an import scale option in the Model's import settings. Alternatively, you can setup blender export options but I'm not a modeler and I don't know how to do that.

stiff patio
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Hey guys, i have a problem with Blender3D origins going into Unity3D. Everything i see on google says it should work, but i can rotate my item in Blender and it rotates around the set origin, but when imported to unity, it looses all the origins.

Does anyone know how to fix this?

celest crown
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I haven't used blender in ages, but is there an option you have to select in the export settings?

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Scratch that, i just checked and its not

stiff patio
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Spent awhile searching with more obscure / less obvious search terms and someone thinks its an issue with having more then 1 object in a blender project. Since i have made a mitre saw and need the saw to move independently of the rest its made as its own object.

hoary sequoia
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I don't think you want to rotate a thing

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like just rotating a game object isn't going to store out anim data is it?

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the mitersaw blade probably needs to be parented to the mitersaw parent in a way that you can genrate a bone and then rotate the bone over time

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someone with more experience animating in blender might be able to give you more guidance but that's the way I'd approach it

stoic arch
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I've been trying to use blender but every time I use it to model something I get some wired stuff like this:

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what should be a simple unwrap has become bug tracing torture

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does maya/3ds max have these problems too?

stoic arch
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I've changed the shortcut so now it's happening less, damn extrude

stoic arch
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blender killed my high poly mesh after baking I think I'm gonna test maya

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I've been more than patient with blender all these years but I can't take that inconsistency anymore

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what use are blender features if one can't create an asset without wasting a lot of time on bugs

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I've had that problem years ago with blender and thought it was more stable now but I guess not

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holy shit maya is 250$ a month are they crazy???

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I'm beginning to hate gamedev....

hoary sequoia
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once apon a time you needed 3d studio max for around $3k, photoshop for around $1,200, an IDE for around $200, and a game engine that could run $500 or more. The subscription models have made the barrier to entry a bit easier, but at the same time overall more epensive.

stoic arch
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well in those times it was easier to earn $$$ with games too

hoary sequoia
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I wouldn't say that. Better odds of making money perhaps, and people had lower standards for what was acceptable

potent wraith
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@stoic arch just use blender. 100% free

stoic arch
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y but blender messes with me too much

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I hate that

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I have other choice anyway

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the rest is too expensive can't afford them

potent wraith
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what exactly you hate so much about it?

stoic arch
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it's inconsistent

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and more bugtracing then getting your work done

potent wraith
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hmmm... Donno about bugs. Haven't used it for that long, but didn't encounter any bugs. Anything that I thought was bug ended up being my lack of knowledge...

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but I think it's the same with any 3d software

stoic arch
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I still get them from time to time

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and then I often loose my work

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got lucky today the high poly was still in the blend1 file

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but blender bugged it out of existence in the .blend file

potent wraith
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sounds weird

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but that's why we use backups I guess

stoic arch
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yep and I get these problems all the time

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that won't save you from lost time just from total loss

potent wraith
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maybe that's some particular problem that can be solved once and forever?

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or something specific to your config

stoic arch
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no idea I just noticed over the years that it still happens and I've never had these problems in any game engine or 2d software

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just with blender

potent wraith
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I mean there are many people using it in their work professionally. It can't be that they encounter these problems on a daily basis...

stoic arch
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it's not daily otherwise nobody would use blender

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those file bugs only happen to me very 1/2 year or so

potent wraith
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oh, so it's not that bad

stoic arch
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nah but there is other stuff that makes ones life hard using blender

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but they happen exactly when I've forgotten that blender does this sometimes

potent wraith
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but than again, if you're a professional 3d artist and it really bugs you, I think 500$ won't be a big hit for your wallet

stoic arch
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you mean for 2 month of usage?

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lol nobody is gonna spend that personally

potent wraith
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for 2 month I'd just stick with blender imho

stoic arch
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only if some studio pays for it for you

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also I'm no pro yet

potent wraith
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you said these bug happens once half a year, so it probably wouldn't happen during these 2 month

stoic arch
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I kinda do everything coding, drawin, 3d modeling, sound etc.

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that is just an estimate can happen whenever

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I just need to remember to make tons of backups

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I normally did with blender but I forgot since I've been concentrating on coding this year

potent wraith
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I see

stoic arch
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that is also a big problem since I switch a lot I forget how to use stuff properly if it's flimsy and get into the beginner traps over and over

worn spruce
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my player is not colliding with object. Need HELP!!!

heavy edge
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@worn spruce Please post this in the appropriate section.

stiff patio
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Josfe, this is a bit late but thank you for that idea. More of a coder so new to all this art stuff, but your right, rigging it with a bone is a really simple solution and probably the way its supposed to be done.

stoic arch
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is there a big difference between cavity and bump maps? Is it even possible to use cavity maps in unity?

stoic arch
craggy spindle
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why not use normal maps?

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@stoic arch

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whats that texture map called when you have multiple things on it?

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i completely forgot and i need to google it

stoic arch
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I did I fixed it had flipped normals

craggy spindle
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oh nice

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does anyone know?

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like for a modular building

stoic arch
craggy spindle
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could it be uvs?

stoic arch
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I know them as uv, textures, maps

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but it's not one thing

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you just have at least one

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and the most simple one is a color texture

craggy spindle
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oh no

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i meant ur problem

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could it be due to uvs?

stoic arch
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the first problem was flipped normals as in the the polys were the wrong side

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the 2nd no ida

craggy spindle
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well check ur uv map

stoic arch
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the problem is what do I check?

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I have a normal map, an AO map and for color I just use an color node

stoic arch
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I get the feeling that unitys shader sucks badly

lusty flint
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@stoic arch look like your unrap is QUAD 1:1 side, but your model have long side faces

stoic arch
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that's not the problem I ditched shader graph and just used it the old way and it works

young spire
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I'm at a loss as to how you got it to work, because with uvs that stretched, it shouldn't

stoic arch
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it wasn't that good looking but there were no artifacts

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how do I use 3 maps? I have AO, Normal & Cavity

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but when I chose legacy bump diffuse I can only use 2

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nvm found it: Lightmapped bumped diffuse

toxic tartan
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You could have used the Standard shader which has AO and normal map slots

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If with cavity you refer to height you can use the parallax map slot

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And if you want better results than parallax get a tesselation shader (there is a free one in the asset store)

eager mist
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when ur having fun but u noticed ur a new model but u arent good and u know ur gonna be replaced soon

eager mist
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No wonder i kept screwing up modeling. I was following this guy's exact moves, when all i had to do was look at the vertices and line them up

eager mist
autumn python
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Generally you want the lips to be the highest poly

eager mist
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Alright how about everything else?

autumn python
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You've got an unneeded triangle underneath the eye, when you're building faces, try to make quads as much as possible

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It's getting there though

eager mist
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ok im gonna feel like an idiot asking this but what are quads? I know they're like planes

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sorry first time actually ATTEMPTING to model lol

autumn python
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Quads are faces with 4 sides

eager mist
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ah

autumn python
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np man, we all gotta start somewhere

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ngons, which you should avoid at all costs, are faces with more than 4 sides

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Also, I wouldn't start by modeling the head, I would recommend you start by modeling some environmental stuff

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Plates, Chairs, tables, cups

eager mist
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Is it possible for someone who is just learning how to model self teach themselves and learn from every model you make?

autumn python
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Definitely! A lot of industry professionals started off that way, all you gotta do is keep trying!

eager mist
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IS this any better or no?

autumn python
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Getting there, though right now it looks to me like the bridge of the nose goes to high up his head

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Do you have a reference you're working from?

eager mist
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yes

autumn python
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Anyway, I've got to sleep, good luck with that head!

frosty steppe
eager mist
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try making it as the face on the left

eager mist
willow nebula
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Why don't you do it just like you did for the other parts ?

eager mist
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i joined the whole thing

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but it isnt coloring the head...

willow nebula
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"Joined" ?

chrome flame
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Maybe he means that he had different objects for the body that he joined together?

eager mist
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yea

eager mist
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i cant color the head

willow nebula
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@eager mist That doesn't make a lot of sense to me. If you joined all the objects into one, there should be a list of materials assigned in the mesh renderer. One of those should be white, and you should be able to change it.

eager mist
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k

eager mist
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When I import this into Unity, will those top bones be visible or no?

muted roost
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@eager mist No they won't.

eager mist
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Ok good

wintry lark
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Hi everyone, I need help. There is a way to keep UV when we decimate a mesh in blender ?
I need to make LOD of characters
So I want to preserve my texture even if I reduce the number of poly

zinc tide
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hi all, I recently get this error "requires the mesh to be marked as readable in order to be usable with the given transform." but I don't understand why ... could you helps me ? I do not have negative scale ...

grizzled bone
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in the mesh import settings, there should be a toggle marked "Read/Write". be sure that it's checked on

unique cove
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Is it possible to put a smaller cylinder inside a cylinder and subtract from the larger one, so I can make a circle with a hollow middle?

eager mist
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is this model for dave good this is the first player model i ever made and im not that great at making 3d things

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if u say no the model texture for dave will be sent in ur dms

zinc tide
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@unique cove i dont want tout check it ...

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I want to understand why this object, in some case, do this error ...

sullen plank
zinc tide
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I know that

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but I don't want to enable this option xD

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I want to understand why this object do that in some case :p

lusty flint
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send to us topology photos of your work =)
Everyone can do 3d models, but not everyone can do 3d models CORRECT πŸ˜‰

eager mist
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can someone help me how do i put the texture on dave i imported him into unity

willow nebula
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Tried drag'n'drop the texture to the object ?

eager mist
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no

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let me try

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didnt work

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i think the model broke

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either that or the UV changed

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somehow

vague wasp
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poor Dave

silent wedge
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I need to make about.. 300 houses, any good modular systems I can throw prefabs into?

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They're very specific, so not auto-gen, just need a good system I can use for building

ruby scarab
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@lusty flint Haha! I am glad that not quite everyone can model, otherwise I wouldn't be able to sell these things. :P
These are triangulated lowpoly models. I learned most of these by doing so I doubt that anything about my workflow is particularly correct. πŸ˜„ However, you can pick any and I show you the wireframe if you are interested.
This is my whole collection:
https://serygalacaffeine.com/assets-for-game-creation-3d-models/

lusty flint
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im see, topology of models is fine

ruby scarab
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Oh, there is a lot of room for improvment but thanks πŸ˜ƒ

thorn stag
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Hello everyone,

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i have a quick question i am making a game where the player controls a cube through a parkour and i wanted to implement some effect on the cube that would make it look like it scratches the floor

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does anyone have a idea how that could be possible

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?

tawny laurel
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hey guys I have a little c4d file which I wanted to convert into fbx for importing unity

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its hospital room 3d model and I dont have cinema 4d as a programmer, can someone help me to convert it and post here? its size below 10mb

patent heron
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One message removed from a suspended account.

tulip tinsel
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Hi, I'm following a tutorial making a 3D game about a cube that dodges obstacles.. I tried to add fog to it so the obstacles are harder to see like in the tutorial but it gives me this error:

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Any idea how I solve this?

opaque echo
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i already checked the normals

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the problem is most apparent from this view

young spire
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Your normals look funky

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Blender? 2.8 or 2.79?

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In Blender 2.8 edit mode, select all, mesh-> normals -> recalculate outside

eager mist
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I need help

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I selected my mesh + armature in blender did ctrl + p and selected automated weights but when i go into pose mod and change the bone position, the mesh doesn't move with it

steady bridge
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cant e or scale down.. it affects other borders parts

steady yew
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Hey guys. Is there any way to use wrinkle maps in HDRP? I know they used some on The Blacksmith back in 2015, but that seemed kind of finicky and special case

ruby scarab
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@thorn stag Technically that would be the same as implementing footprints or tire marks. Just look into code of that and adapt it πŸ˜ƒ

unique cove
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I got a modular house pack from thje asset store, but I'm wondering whats the best way to snap it together to build them

lusty flint
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@unique cove use spectial snap tools in asset store or press V to vertex snap