#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 33 of 1

unkempt scroll
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@dreamy tide Thanks

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Right now i'm working on my own concept for Batman

spiral canyon
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Hey, I got a quick question if anyones here. When I export a blender file to .fbx and import it into unity it loses its materials and is grey. I use cycles materials, does anyone have any ideas why this happens?

spiral canyon
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Alright, I'm guessing the best practice is to use blender render materials then?

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Yeah, I guess I could do that. It would have the same effect

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just a little tedious :p

ruby scarab
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Really fine work, Retro!

rapid echo
eager mist
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Hiring people for my new unity game!

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To make 3D stuff because I suck at it

unkempt scroll
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Hi guys i just want to share with you my latest work (Game of thrones style Knight)
programmes used : Maya,Substance painter,Zbrush,Mari,Xgen,V-Ray

short laurel
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hello, how can i apply an "MTL" onto an obj? i have the folder with all the textures as wel

white goblet
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you have to click and drag on the object in the scene

visual meadow
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@unkempt scroll looking great dude, u got artstation?

unkempt scroll
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@Benji#1876 Right now no but i'm thinking to create one

visual meadow
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ye u should, especially when you can make this quality models

lyric pewter
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Any 3D graphics generalist looking to collaborate on a game?

white goblet
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hey, so I made a plant, and gave it a custom leaf particle in blender, but for some reason the leaves don't show in the engine. latest stable version of unituy

white goblet
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I can't find any documentaiton on google about importing particles from blender

white goblet
white goblet
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how does one do that?

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thanks. also how can I adjust the shadows in unity? do I just mess with the sun?

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I had another 3d question: I can't get materials to import in blender files. do I need to make uv maps of the materials?

white goblet
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ahhhh ok thanks

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do you know of any free material making apps I can work with for unity?

white goblet
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yes.

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and when i use the motion blend tree with two animations for my character, it distorts the scaling for some reason

white goblet
sullen plank
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What do you mean? btw it looks like at least the trunk on your plant has normals flipped. Also setting shadows to double sided usually fixes light leaking through the seams.

white goblet
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ok. i think it was just a mispelling in the controller script. and I did not realize that about the plant

sullen plank
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in Blender in the edit mode select all faces and Shift+N to make them consistent.

white goblet
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ah I just flipped normals

sullen plank
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It's double sided shader probably. You can render it in Unity using double sided as well.

white goblet
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ok

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how do you do double sided renders?

sullen plank
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On the MeshRenderer Cast Shadows > Two Sided

dire rock
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I feel a bit dumb for asking this. But I got a very low poly rock. And I want to make a stylized texture for it where the edges are highlighted. I want to do the edge highlighting semi-automatically. But to do so I need to get some sort of texture map containing the edges. But I can't figure out which map I need and how to get it.

white goblet
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also if anyone knows a tutorial for working with unity and blender together I would be happy. please dm πŸ˜ƒ

dire rock
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Btw for double sided rendering there is a setting in the default unity material for it

green island
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how to make a grid in 3D guys ? can you help me

white goblet
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particular, rigging and animation/dope sheets in blender for unity

split hound
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how is blender for sculpting

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would rather not rip more food out of my poor savings account for zbrush

rapid echo
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@split hound Blender is good in sculpting and best it is free. You can get decent results.

However, you should keep saving for future because Zbrush is really best. I have used both. There are some features in ZB which are very powerful. One issue I had in blender during sculpting was slower performance when working in high res meshes which ZB can handle more efficiently. Still try both. Trial is version is available for Zbrush give a shot πŸ˜ƒ

reef solar
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where do i go to get help on poly brush?

rapid echo
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Hi @reef solar

Check this page for Polybrush. At the end there are links for tutorials and documentation also.

https://unity3d.com/unity/features/worldbuilding/polybrush

Unity

Learn about the many features of Polybrush, which lets you blend textures and colors, sculpt meshes, and scatter objects in the Unity Editor. It’s now part of Unity, with ProBuilder and ProGrids.

reef solar
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does anyone have first hand knowledge about it?

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i have a very simple issue

eager mist
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Hi everyone i have an issue with my material on my imported 3D OBJ :

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The "image" material doesn't seems to work on my own OBJ, can someone help me to find how to fix it ? Thanks

iron flare
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Maybe it has something to do with the handle UVs ?

eager mist
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how can i check for it ?

iron flare
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Since the cube is 1m unit width , and 0-1 UV it is more detailed

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You courld increase by 10 your tiling in the material

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just to check it out if you see details appearing

eager mist
iron flare
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if "Metal_12" is the same material on your door , set the tiling x y at 10 instead of 1

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and check if your door has now details in the metal

eager mist
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Ok i try

iron flare
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But first , are you sure both of the cube and door share the same material ?

eager mist
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yes in my inspector it is not the same because i tried another material for testing

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(i'm juste applying the material right now to all elements)

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do you have another idea ?

eager mist
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can someone help me ?

left hollow
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Same solution? No/incorrect UV Coordinates?

frosty steppe
left hollow
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I like it.
But shouldnt the sharp edge of the blade be brighter and cleaner than the rest?

open aspen
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Does anyone know if theres a way to keep unity from trying to import blender files? I want to keep the blend files in the assets folder, but I want to export them to FBX manually.

stoic zephyr
open aspen
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thanks @stoic zephyr

eager mist
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if i get the wacom mobilestudio 16 with windows builtin, will I still need a desktop rig? I already have a laptop

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would mostly be for modeling, rigging, mostly 3d work.

near lotus
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Photogrammetry, rendered in Unity HDRP

keen steeple
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So pretty!

granite pasture
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so just starting out with 3d modeling was wondering if mecanim rigging will work with this sort of model?, still need to do leg part

amber walrus
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Mecanim should work with anything, but humanoid rig needs to match specific bones

nova tundra
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@granite pasture, after you've modelled this, since it's quite detailed, you should bake the detail onto a less detailed version of the model as a bump map and such, so you don't hog up the vertices and VRAM.

granite pasture
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alright thanks for the help @nova tundra @amber walrus

nova tundra
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No problem. Also, it looks like the parts of the arms are different meshes... is this the case?

granite pasture
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im using sculptris then converting it to blender and reducing vertices

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no just havnt molded them fully yet

nova tundra
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Ah, okay. Blender, especially 2.8 does have good sculpting tools tough. May I ask why you're not using them?

granite pasture
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couldnt quite get the hang of blender but this model is what i did on my first day sing sculptis

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using*

granite pasture
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jesus making the legs is alot harder then i thought lol doesnt look robotic at aall looks so human...

near lotus
upper marlin
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it has a heightmap which is what im assuming is what does it but in unity it still looks like a round sphere

near lotus
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Tessellation or parallax mapping.

upper marlin
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@near lotus how would you set that up?

near lotus
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If you're using the Standard render pipeline, look up tessellation or parallax shaders.

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You can find them on the asset store or on github or whatever.

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There are many options.

upper marlin
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i have a shader that can do that but im not sure how to like

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make it work

upper marlin
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oh, i guess i needed to change the import settings

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it works now

pseudo minnow
sullen plank
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Your parent or object itself most likely turned around or has not applied rotation settings. When importing from Blender to Unity models only have front and back switched.

pseudo minnow
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No have parents, is a simple object

sullen plank
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Ctrl+A and apply Rotation and Scale on the object before exporting.

pseudo minnow
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@sullen plank
i am a 3d designer I have advanced level in 3d modeling, but I have no experience in UNITY, my field of modeling is architectural not in game engine

sullen plank
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Yep

pseudo minnow
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I apply this all the time, if I did not, my textures would not be good

sullen plank
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If that doesn't work recheck FBX export settings. But AFAIK Unity ignores Axis settings there and only issue is 180 flip on Y axis, not aware of any 90 degree flips.

pseudo minnow
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is a blend, not FBX

sullen plank
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Never used with .blend files. When exporting FBX with !Experimental transform settings models are pretty clean with correct rotation and scale.

pseudo minnow
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@sullen plank I understand, but in reality I need to solve this technical problem since I work in a project that requires it

sullen plank
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Sorry, don't have old Blender installed to test. New one has incompatible blend files anyway it seems.

pseudo minnow
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@sullen plank the version of blender does not imply any change in the construction of the file blend technically the file blend is a compressed structured of information and data, it can be done with any file of any version of blender superior to 2.5
I am also a computer security programmer or hacker as they want to call my trade

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even so I appreciate the effort to help, I will continue looking for answers before turning directly to unity

sullen plank
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@pseudo minnow It seems it's a thing with .blend files, all individual models are -90 on X. Tested on Unity 2019.1 with Blender 2.79. Suggest using containers to correct this or export as FBX to have clean models.
And yes, Blender 2.8 blend files are not supported at all.

pseudo minnow
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@sullen plank :the worst I've seen
as far as I understand it may be that unity and blender have different axes systems, this would be one of the conditions but not the problem, I would like to solve it, since I do not intend to use blender 2.8 since I have my own fork UPBE blender 2.79.5c R1c56 , I would also like to work with unity so I would like to solve this.

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I will use FBX up while I work on a solution for this problem, maybe sell blender if unity I do not fix it is very rare, for an engine with so much support and development to leave a loose end like this is embarrassing

near lotus
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@pseudo minnow Blender and Unity use different up axis. Blender is Z and Unity is Y. Unity will auto-rotate your imported model so that it's oriented properly, which is why it rotates it 90 degrees.

pseudo minnow
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@near lotus jejejejej
I found out 5 minutes ago in a very quick reading of uniti
remember that what you just commented, that blender uses z as different than most 3d engines, and work on the solution can be corrected with a few small changes in the blender exporter to unity, maybe it does not intersect anyone but Hare is a challenge for me and I like to finish what I start

Thank you very much for reading and responding, now I can apply a solution

bold osprey
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Hey guys when I import animations from blender I get this weird effect on the legs. Eveything in Blender looks fine tho.

sullen plank
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make sure all modifiers were applied before creating animation

pseudo minnow
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@sullen plank @near lotus
thanks again, now i can use a simple blend object

SOLVED
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2 houers to sove this, is a good time

tropic obsidian
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hey is it possible to change my movment in the editor from arrow keys to wasd?

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just in the editor not for my in game charcter

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and if this is the wrong place to ask where should I go?

sullen plank
faint falcon
heady mirage
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Does anyone know of a good course to teach 3d game graphic design in unity?

wary fjord
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merhabalar aq

floral summit
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how would i wrap a uv testure around an object properly in unity?

teal pecan
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I made a weapon bone to hold things, here how it looks in blender with a weapon parented to said bone

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Why is there some kind of offset in the rotation of the bone ?!

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the arms are a .blend, its how it looks out of the box without any changes

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Its really annoying to animate like this what you do in blender wont look the same in unity

copper locust
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I'm super new to unity, and I'm trying to make a table have an accurate collider. Whenever I add a mesh collider, it does not work at all. Can someone tell me what I'm doing wrong?

safe maple
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what do you mean by "it doesn't work at all" ?

teal pecan
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havtha add a mesh to the component

lyric pewter
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Could anyone help me with this issue I posted on Unity forum?

civic mesa
sour lark
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looks nice.

ripe zephyr
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does anybody know how to make UniVRM work?

lyric pewter
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Any graphics generalist willing to collaborate on a revenue share project? If you are interested, please PM me.

pastel adder
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Hey I have a quick question about this toolset, I just want to make sure I’m correct before I purchase it. https://assetstore.unity.com/packages/tools/animation/vertex-animation-tools-128190 I used lattice deformations to fit my characters eyes into their sockets in blender. (They’re oblong eyes)

This will allow me to use the animations (for the lattice eyes) I already made for them in blender-in unity right?

Alternatively if anyone has a cheaper alternative (that doesn’t involve shape-keys for eyes) id appreciate that

Before install 3.1 please delete previous instalation

Vertex Animation Tools is an robust toolset for import and fast playback any kind of vertex animation .

WebGL demo:

Compressor (7mb)

Towers(6mb)

Flowers(15mb)

Sail Ship (61mb)

Key...

mental plover
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I have question regarding UMA, i tried to make a simple wardrobe slot, but it ended like this. I tried fixing the scaling and etc, but this is the best i can make, previously everything is worse without the scaling and rotation fix. I'm using Blender

tawny vale
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Hello everyone ! I have a problem when importing Bezier Curves from Blender to Unity. I would like to import this wave but it doesn't seem to correctly import the curves

near lotus
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Deformations won't be imported into Unity like that. You need to use blendshapes or an armature.

rapid echo
bright cairn
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can someone made a 3d model for me

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?

wet seal
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hey all, i'm entirely new to doing 3d level design and such.. and i'm just wondering how i would go about designing simple levels using probuilder. mainly.. i have no idea how much i should be trying to extrapolate from one object... like do i build a floor out of one block, a walls out of others, stairs out of their own block, etc? or do i try to keep the number of objects made as small as possible?

vivid sinew
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Do what is necessary first, optimizations come later.

shy lake
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And then optimizations never happens because you always set it for later. ;)

ruby scarab
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@bright cairn What do you need?

quartz pivot
silver imp
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hi.

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question for shader artists

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what tools do you use to create maps?

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the one you use to sample stuff like noise, etc.

bright cairn
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@ruby scarab now nothing i found that i need

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srry

marsh loom
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Guys, how would you go about creating large numbers of crowds, that will be seen up close?

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They don't have to do anything other than small/subtle animations

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Think ghosts

ruby scarab
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@marsh loom If you don't have a crowd system in place I'd go with LOD's, there is a lot you can do that way without loosing performance.

marsh loom
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I actually figured out the what, I need to figure out the how! A perimeter in which I will spawn people and they will despawn if out of the perimeter...it's first person so I can use some visual tricks πŸ˜ƒ

hollow flare
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hello some one have arms please

shy lake
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has arms

hollow flare
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can you give me please

lethal hollow
ruby scarab
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@hollow flare See here:

vast sage
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Anyone know if Unity supports N-Gons?

hollow flare
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thank you

willow nebula
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@vast sage Unity only displays triangles, it's the modeling apps that are in charge to converting ngons to triangles when they export.
An AFAIK, all do it.

eager mist
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gah, please help me

civic mesa
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Try changing shadow bias @eager mist

eager mist
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I did

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It doesn't change anything sadly

quartz pivot
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Just started this character last night. Almost done with the modeling stage.

eager mist
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nice

civic mesa
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Nice

eager mist
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double nice

civic mesa
mystic briar
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I don't know why, but a model I'm trying to import a model from Blender to Unity and it's missing some faces.

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Does anyone know why this is happening?

sullen plank
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Your normals could be flipped. Select all faces then Shift+N and export again

limber condor
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Is it caused by mesh compression?

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*In the unity editor

mystic briar
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Seems that Shift+N didn't work

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It didn't seem to do anything in blender either

sullen plank
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It's Blender shortcut to recalculate normals. You have to be in edit mode with the faces selected

mystic briar
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I've done that but there was no notable change in Blender

limber condor
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@sullen plank @mystic briar Could this be caused by the mesh compression setting in the unity Import settings?

mystic briar
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How do I access the mesh compression setting?

limber condor
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It would be in the inspector when you select the model in the explorer

mystic briar
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What setting should it be on?

limber condor
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I would think off

sullen plank
mystic briar
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Off was the default setting, and I got the result above.

sullen plank
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It may have problems recalculating normals automatically if there are anomalies with the mesh, like extra vertices.

limber condor
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@mystic briar I don't have unity right now and Im also out of ideas, so all I can reccomend is what @sullen plank says

mystic briar
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Thank you, that actually helps a lot!

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They are indeed inverted.

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But it seems the that Shift+N hotkey is not working for me.

sullen plank
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If it's not working, then it can't figure out where is the in and out side of the mesh

mystic briar
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Hmm

sullen plank
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weld all the extra vertices

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then recalculate

mystic briar
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That works great!

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Thank you.

worn rover
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Ya flipping the normals doesn't really change the model in blender. On my screen, the gray just gets slightly lighter. Does ur model look good in Unity now?

low pebble
eager mist
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πŸ‘Œ

past field
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anyone using blender and been working with skinned mesh here?

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is there any solution to avoid addition armature root object when importing fbx from blender?

eager mist
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It is recommended to have a mesh with a maximum of 4000 faces, but how many total faces of all the meshes in the scene could you have? I have a lot of individual rocks with an average of 40 faces, 300 of these rocks would add up to 12,000 faces ... and I do not know how this affects my performance.
help ?

civic mesa
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Ummm this is quite complex qustion. I don't know where they recommend to have max 4k faces ( I mean, characters in a mobile game can easly have ~12k). There is some max poly number for mesh to be included in batching process (thats ofc. for static meshes). What is/are your target platforms?

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@eager mist

eager mist
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I remember seeing an unity article where it was recommended and my platform is PC

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the rocks use the same material and are static

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@civic mesa

civic mesa
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If it's PC, Polygons is not something you should worry about. You should be ok with 1-2mil polys on screen. The bigger problem is the amount of objects. Its better to have one mesh that has 12.000 faces than 300 unique meshes that have ~40 polys each. Read about batching. It should help you.

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@eager mist

eager mist
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@civic mesa well, is that some case if I start to join meshes these would have more than 1 material and I read that it is advisable to have only 1 material per mesh, for this reason I separate my meshes, example I have a spring with 3 different meshes, if I mix them, will have a single mesh with 3 materials, what would be the best option?

hazy yacht
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Hey guys, I'm making a game on an alien planet, but I want the plant and animal to feel "natural" .

My idea right now is to take interesting biological features from nature and use them in the art for my creatures. The only examples I can think of right now are:

  • Bioluminescence
  • Translucent skin

Any other ideas?

civic mesa
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@hazy yacht Well since it's nature ... how about borowing some features from plants ... like regrowing parts of its body, growing for 100s of years and beeing colossal?

river echo
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hey all, if anyone could point me in the right direction? I'm trying to cut odd shape holes in a 3d mesh during runtime.
I've looked up mesh slicers but most only cut in a plane. I also followed this persons tutorial (https://www.youtube.com/watch?v=z1r7VjgufJ8).
but only able to cut holes from a plane.

Holey Mesh Batman! Sorry couldn't help myself. If you are looking for a way to edit a mesh at run time and remove individual triangles by clicking on them, t...

β–Ά Play video
grizzled bone
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you're going to have a really bad time with cutting holes in meshes in Unity. i've spent many hours trying to figure out something similar to you want. boolean mesh operations are probably similar to what you want, but the results may not be very good, depending on the mesh.
https://github.com/karl-/pb_CSG
@river echo

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another option is a stencil shader to fake the hole. physics will be a bit more difficult though

river echo
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yup been at it for a while now. I'll take a look at boolean mesh operations, it looks promising, but I hope it can handle more complex mesh. Hmm i might be able to get away with a fake hole with stencil shaders. thanks for the help ! @grizzled bone

upper ferry
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Is there something that I can use to add a sprite mask to a 2.5D scene with 3D character models like this? So the police car in the foreground would be placed above the characters when they move behind it?

quartz pivot
eager mist
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face need some work but everything else looks good to me

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The eyes are a little dopey. They oughta be closer together, maybe something like this..? (cruddy edit, but somewhere around here)

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I like the general design and wind waker aesthetic though

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the way the arm itself bends near the body bothers me a lot, like its broken.

quartz pivot
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thanks for the feedback, Will fix soon.

quartz pivot
edgy totem
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Sorry I am a complete beginner to unity, how do you put a picture on a panel instead of a solid color?

mystic briar
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Shift+A, to create an Empty>Image

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And in this menu, select your image from a file

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Oh wait you said unity, not blender oops

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my bad

runic meadow
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I was about to say

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in that case you gotta

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Well I don't know exactly what problem you're having but I take it just dragging an image over the source image portion of the panel's image component isn't working?

edgy totem
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yes

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it isnt working

runic meadow
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Can you click on the image you're trying to use and take a ss of what it looks like in the inspector?

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so like this stuff

edgy totem
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Ok

edgy totem
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Sorry one sec

runic meadow
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Ah ya, that's prob why

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when putting an image on a panel, you need to make sure the Texture Type is Sprite (2D and UI), might be called something different on 3D projects but it needs to atleast say UI

edgy totem
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Oh thanks

runic meadow
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sure thing, lemme know if it works

edgy totem
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it worked, thank you so much!

runic meadow
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npnp πŸ‘

mystic briar
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If I wanted to make a model move in Unity with Character Controls, do I have to create the animation in Blender, or is there a recommended way of doing it?

civic mesa
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@mystic briar If its a simple model like those in minecraft for example - you can animate that in Unity. For anything more fancy, I would recommend using other app (like mentioned blender). You need to rig your character anyway and I don't think blender is capable of doing that (unless its 2D char).

mystic briar
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I see, thank you! I'll look into other apps.

civic mesa
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Maya is the most popular one for animations

supple narwhal
prisma summit
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anyone using realtimeCSG?

valid salmon
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@quartz pivot looks great

eager mist
proper elbow
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I'm using Blender to craft building floors for a procedural city generator but I'm running into issue with Scale and Position when exporting the FBX from Blender and importing into Unity. Any pointers or common mistakes I may be making? I'm a newb at Blender and a newb+ at Unity.

eager mist
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@supple narwhal nice dementor

pastel owl
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Hi guys, just wanted to share my latest practice model. I wanted to practice the entire 3D character creation workflow from concept to the final game ready character. C&C will be appreciated.
This character would be a "third person character" in the game, how many materials and/or texture sets you think is efficient for current gen PC games on Unity? This one has 5 materials, and I`m thinking if that is to much πŸ€” https://www.artstation.com/artwork/xzK0W1

ArtStation

Practice sci-fi game character.
I have created the HP Sculpt inside Zbrush, Marvelous Designer for cloth elements, Blender 2.8 for retopology, UV unwrap, rigging, skinning and posing.
Substance Painter for baking and texturing.
Marmoset for rendering and the turnable anima...

eager mist
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Jesus that is bragworthy

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You're pretty good, nice work

pastel owl
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Thank you πŸ˜ƒ But aside braging I'm also very curious about my material count question. At my studio I`m making game characters and at the moment we are kind of winging it, but it would be great to know the industrie standard when it comes to characters πŸ˜ƒ

limber geode
crimson siren
solid lily
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@limber geode is there a download link or smthn?

vestal dew
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Quick question: a friend of mine is building a 3d scene with modular sections he modelled himself; he noticed that at the edge of each section though there are some unsightly seams that don't seem to go away

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We tried setting all the textures to clamp and rebuilding the lighting but the seams don't seem to go away

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Also consider that all the sections have the same exact size

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Aside from putting up wall beams all over the seams, what else can be done to remove these seams?

eager mist
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How can i let my third person character enter a edys vehicle physics car?
is their atutorial for it?

spring niche
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@pastel owl Late response I know and only kind of answers your question but it completely depends on your target hardware, amount of characters etc.. If you're game is aimed at high end PC, you could have 30 materials at 200k polygons with ten chars in a scene plus another eight million poly's worth of enviro stuff and a metric ton of other materials , the PC's would hardly break a sweat.. If you went for console / mobile / intel graphics machines you'd probably want to aim far lower.. Test, test, test some more and you'll easily find out.

pastel owl
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thank you for the answer πŸ˜ƒ

lunar dagger
#

@vestal dew it sounds like light is coming through gaps maybe? I see this in 3d rendering sometimes. Rebuild a module with a small overlap and see if it fixes. If so rebuild modules. If not, keep digging.

crimson vector
#

I'm unsure if this fits here,
is there a way to measure my 3d models boobie size in engine?

grizzled bone
#

not exactly appropriate but you can measure the distance between vertices

vestal dew
#

@crimson vector need some context info:
-are all the models made by the same person or with the same method?
-if yes, are they procedurally generated?
-Do bigger boobs have more vertices?
-Anime or realistic?

#

And also, is the size assesment supposed to be continuous or once in a while?

#

@lunar dagger No, it's not like that, more like the surface normals breaking up on the edges, as if they were different separate planes rather than a continuous shape

crimson vector
#

Ok, @vestal dew
The models are make in a program called Vroid studio.
They are partially procedurally generated by the program, but I make the character details.
hmm, let's see... well, the boobs tend to get really big if you pull the slider all the way to the right so, yes?
theyre anime girls, but im not sure that really matters.
I only plan to do this once, to define my characters info more.

and for @grizzled bone's answer
I tried that i came up with
Boobie Length: 2.13 inches
Booble Height: 2.96 inches
Boobie Width: 3.48 inches
but that's like square, and not at all accurate

vestal dew
#

How did you get those calculations? Did you write a script in Unity?

crimson vector
#

I made a script to place on two objects and made them reference eachother while calling "Vector3.distance" every frame with [ExecuteInEditMode], setting a float to the distance found.

#

it's really simple.

[ExecuteInEditMode]
public class differ : MonoBehaviour
{
    public differ d;
    public float e3;
    
    void Start()
    {
        if (d != null) {
            d.d = this;
        }
    }

    void Update()
    {
        if (d == null) return;
        e3 = Vector3.Distance(transform.position, d.transform.position);
    }
}
#

I made the script quick with no intentions of ever using it again, so that's why the variables are named like that

vestal dew
#

mhhh, it looks like there's an easier way of doing this, if it can be considered easy, but it doesn't involve Unity

#

you can import the model into Blender and, I can't believe I'm saying this, you have to cut one boob out, or at least copy/paste it as a different object

#

then bring up the Print3D menu and use the buttons there to obtain the precise size, this assuming the model gets imported to the right scale

crimson vector
#

ooh

light summit
#

With this discussion my day is complete

eager mist
vestal dew
#

@eager mist the UVs seem unevenly distributed: the big face (circled red) has a lower resolution compared to the smaller part (circled orange)

#

and notice how the faces running along the middle are all squished horizontally

#

Redistribute the UVs on the model, for starters

mystic briar
#

Does anyone know why people can't see my blender model that I imported as an assets into Unity, if they open a collab project?

granite shadow
mystic briar
#

@granite shadow Select and delete the two faces plus the edge between them, select the 4 vertices, then press F to create a new face

granite shadow
#

@mystic briar there's no edge it's only one face i fixed it by moving vertices the problem is there is so many faces like that

sharp crow
#

Yea.... not very good... so many problems when it comes to moving, and not sure how to fix certain abnormalities... such as his arms sink in, or his chest rips apart...

vestal dew
#

@mystic briar those people must have Blender installed too, because Unity hooks into the local Blender installation to make the .blend import work

mystic briar
#

I thought as much, so one them installed Blender, but still couldn't see it.

vestal dew
#

@granite shadow delete the face and keep the vertices, then connect the opposite vertices with an edge and fill the missing faces

#

there must be a name for that situation

#

I don't recall it right now

mystic briar
#

Do they have to have Blender previously installed before downloading the project?

vestal dew
#

@mystic briar no, just ask them to click right on the assets and do a reimport

#

assuming Blender is installed

mystic briar
#

That's genius, why didn't think of that lol

#

Thank you

vestal dew
#

You're welcome, I also had issues with that when switching PC, I had almost released an app with invisible assets because Unity won't complain

#

like, silently fails

mystic briar
#

hahaha

vestal dew
#

@granite shadow Ok, it's called a concave quad, and it happens when the vertices of a quad do not lie on the same geometric plane

eager mist
#

Can someone

#

uv wrap a 3D model for me please?

civic mesa
#

what kind of model?

eager mist
#

@civic mesa this one

#

how i double side it

civic mesa
#

Ummm

#

you need to either re-model it, use double sided material or make non-transparent windows

#

@eager mist

#

or maybe the model has more materials than listed in Unity and it simply doesn't render them

eager mist
#

its hard

civic mesa
#

is this your model?

#

or from the web?

#

/asset store

eager mist
#

from web

#

sketchfab

civic mesa
#

try different shader types

#

but it looks like it's using more materials than Unity 'detected'

eager mist
#

which shader you suggest

#

never mind found it

#

took thsi one

civic mesa
#

first i would select your model and in Mesh Renderer componet increase the number of materials

eager mist
#

thx

#

yes what i do than

civic mesa
#

this is just to check if there's no "invisible" mesh inside the vehicle

#

It's kinda strange to have just few parts of the interior

eager mist
#

yeah indeed

#

and thanks

#

i duplicated the mesh

#

but when i remove texture it removes of the original mesh too

#

hope someone can help me wit thsi

civic mesa
#

send me the mesh

eager mist
#

yes

#

gimme a min

#

too big for discord

civic mesa
#

take your time

#

just send me the van tho πŸ˜›

eager mist
#

:p yeah

#

don't mind about the materials i exported xD

civic mesa
#

I'm mostly interested in the mesh

eager mist
#

Oh u like it ? πŸ˜„

#

its for my game belgian police sim

#

A police sim settled in Belgium

#

If u are interested always welcome to join my discord :p

civic mesa
#

I was thinking about checking what happen to the interior, but the game sounds good too. I'm glad it's not and USA city again xD

eager mist
#

Yeah that's whats unique about it xD

#

Discord link is on it (cant send here bcs rules 😦 )

#

371kb/s

current uploading speed xD

#

here is the download of mesh

#

finally

spring niche
#

Anyone using Houdini as their main DCC?

woven aspen
#

I model hmu

edgy totem
#

So i made a model in blender and exported it and its in my assets. I have a shape that the player controls, but i want to replace that shape with the model I made. How can i change the shape of the model?

pallid fractal
#

find the GO with the (Skinned)Mesh component on it in your current shape, and replace it with your blender model @edgy totem

eager mist
#

what is this

#

how i get my materials back iaccidently exported all my materials

#

never mind

edgy totem
#

@pallid fractal sorry, is it okay if you could take a screenshot of where the GO is? Sorry I am a beginner at unity

open vine
#

@eager mist so weird seeing that Belgian police van haha

#

Gonna share this game with my friends, looks cool

eager mist
#

@open vine yeah indeed haha :p

#

And thanks mate! i appreciate it alot!

civic mesa
#

@edgy totem I think He ment GameObjects πŸ˜›

edgy totem
#

Oh thanks

eager mist
left lintel
civic mesa
#

@left lintel Animations and sound effects great

#

Not sure what to think about the viusal side of it

#

I like that it's simplistic but there's something about the shapes, font and colors that makes it look blockout-ish

sacred hound
#

@left lintel its beautiful, I love the animations, it smooth, the sounds fit perfectly
i would say your hard work payed off, its about done just add alittle more echo-y sounds you know more

#

like a xylophone

#

i wouldnt alot after that all you need is to put it on googleplay or apple store and the next challenge becomes marketing

#

its a bit hard to market

#

games

#

you have to pay thats the problem

left lintel
#

Thanks @sacred hound still got a bit more work though :/
@civic mesa blockout-ish?

civic mesa
#

@left lintel donno how to call it xD

#

something you do before you apply final art.

civic mesa
karmic breach
#

what do you think for the very very first time sculpting?

#

i tried to be as anatomically correct as possible from my mind, when it comes to the shape of the head

#

It felt like some hidden thing came up and I actually enjoyed it, it felt like its something I can actually learn til professional level later

polar elk
#

The proportions could use some work

#

its a bit too long depth wise in the 3rd pic

#

but yeah sculpting is useful, especially for organics

celest spindle
#

Heyo, Does anyone know why the orange light from underneath the cauldron is coming through the mesh?

#

Its sealed geometry

#

Been having trouble with it for ages now

#

Have tried baking and messing with different shaders

#

Its in LWRP latest release

#

Hmm I seemed to have fixed it for now

#

Was as simple as forgetting to check if the lights were baked or not

civic mesa
#

@hazy yacht You should probably ask in a programming section

grizzled sorrel
#

For IKMovement how do you position the fingers? Like I need them to grip the object

rapid echo
craggy spindle
#

yeet

vestal dew
#

@karmic breach don't wanna burst your bubble, but everyone is good at sculpting monster heads; you must start from the overall shape of the head, before adding any features

#

then you should model the face planes

#

There's a book named "Anatomy for sculptors", you should start from there

placid kindle
#

what happen with my model ?
before if it appears, in the unity 3d viewer you see, but here it does not appear anymore? I could have moved some configuration unconsciously and I did not notice at what time ?, I must also say that before if it appeared, I was testing many times how to export it to correct the problem of scale and rotation, in the end I exported it in fbx and if it worked but now that it I exported it again it didn't work anymore

could someone help me with this?

gentle folio
#

Try resetting its position @placid kindle it is ~71k meters away.

placid kindle
#

@gentle folio thanks to answer , but reset which position? where is that done? in blender or in unity?

gentle folio
#

In the transform the XYZ set each one to 0

#

@placid kindle

placid kindle
#

@gentle folio thank you so much for the tip
before reading, I started to click everywhere and then double click on the cube and it appeared centered on the screen

gentle folio
#

Your welcome soarynGood

placid kindle
#

😬 see u

civic mesa
#

@placid kindle Donno how blender works, but remember to have the mesh in the middle of the scene :P. Also with "z" you can swap the pivot point from the one set in blender to a one in the center of the object. Also "F" will center the camera on a selected objects. I hope that extra info will get useful πŸ˜›

gentle folio
#

What is with the gimmace face Batou?

placid kindle
#

@civic mesa yes thanks, i make a addon in blender to change the axis an correct the scale and rotation

#

@gentle folio I like it more than the smiling face

#

when model I place the origin in the lowest part of the mesh centering it so that the vertices of the lower part remain in 0,0,0

gentle folio
#

Ah soarynGood

halcyon merlin
sacred hound
#

i think if you texture it it might work

#

texturing makes all the difference

eager mist
sacred hound
#

can i see the material of the object

eager mist
#

this file?

sacred hound
#

no

eager mist
#

what then?

sacred hound
#

the material not the texture

#

the sphere in unity

eager mist
sacred hound
#

yes

#

drag the texture to the checkbox albedo

eager mist
#

sorry, havent used unity for years

sacred hound
#

is ok

eager mist
#

umm...how?

#

i get the black "forbid" sign

sacred hound
#

or just click there

eager mist
#

but its not on the list?

sacred hound
#

is the texture in the assets

#

folder

#

of unity

eager mist
#

aw crap nope

#

now it is

#

and albedo menu doesnt open on clicking now

sacred hound
#

if its in the assets folder you can drag and drop

eager mist
#

nvm

#

it just did

#

i kept clicking the gray box

#

but the tiny circle is the one

sacred hound
#

woops thats on me too

#

thats where i circled

eager mist
#

now what?

sacred hound
#

so is the model look better

eager mist
#

let me check

sacred hound
#

does she have eyeballs

eager mist
#

yes

sacred hound
#

or its suppose to be there

#

are the eyeballs different model

eager mist
#

eyeballs different model

#

pupils separate

sacred hound
#

click on the eyeball

eager mist
sacred hound
#

and also drag drop their material albedo to the texture

eager mist
#

blender view

#

how do i click on the eyeballs when it selects the whole anywhere i click on the model?

sacred hound
#

hmmm can i see the list of objects in the scene

#

its properly there

#

like a child or somethin

#

if its not there

eager mist
#

where? (again, sorry, no years of usage)

sacred hound
#

you should find more white spheres in the asset folders

eager mist
#

nope

#

only the one sphere

sacred hound
#

hmmmmmmmmmmmmm

eager mist
sacred hound
#

click the right arrow

eager mist
sacred hound
#

on the model

eager mist
sacred hound
#

click on eye_l

#

or Eye_r

#

dont they have materials

eager mist
#

cant see anything

sacred hound
#

hmmmmm

#

over here

#

?

eager mist
#

and im not sure if the facial expressions inside the head have texture

sacred hound
#

its in the uv

#

nvrmind

#

well thats as far as i go

#

sorry

eager mist
#

damn

#

i appreciate the try

sacred hound
#

i use godot i dont really do unity

#

wait while a unity admin tries to help you

#

you can also try to tag them

#

if they dont show up

eager mist
#

you shouldve not tagged them xd

sacred hound
#

woah you got it

eager mist
#

yup, broken shaders thats what it is

sacred hound
#

well congrats

#

i will see u on a sec

eager mist
#

k

sacred hound
#

personally i just resize it

#

to 256 x 256

#

but thats just me, (warning sometimes when you resize you have to readjust the uv)

zinc tide
#

256x256 ? outch ... it low quality ...
I develop for PC ...

eager mist
#

using DynBones

drowsy harness
#

Does anyone know why the material is just a smooth color on my mesh I created? The cube is the material I'm trying to use, but the end result is just a color on the mesh. (not sure what channel this would go in)

celest crown
#

Assuming the material is fine, you probably need to UV unwrap the mesh

#

If it's not unwrapped then the whole mesh would be just sampling the pixel at 0,0 of the texture, which is why it's one flat colour

drowsy harness
#

How would I go about UV unwrapping in script?

celest crown
#

it's a procgen mesh? or an asset in the project? I think there's an auto unwrap option in the import settings if its an asset

#

I'm not sure about UV unwrapped a procgen mesh though

drowsy harness
#

procgen mesh

#

found an SO page about it, I'll see if I can work with it

celest crown
#

Well, the easy part of the question is that you need to set the UVs using the myProcGenMesh.uvs property. The hard part is working out what values to put in the uvs buffer

drowsy harness
#

UV unwrapping was the case. Thanks!

celest crown
#

No worries πŸ‘

rocky junco
#

does anyone know if i can add bones and animate a model in unity?

shadow canyon
shadow canyon
stark falcon
zinc tide
#

hi all, I would like to know which kind of compression did you use on your texture / normal map and co ?
we totally disabled compression but now we used 8go of memory to load our map so it's not playable :p
any advice to proper use compression ?

clear lily
#

@stark falcon your work looks great!

#

im sure it will be a cool SCP game πŸ˜ƒ

stark falcon
#

Thanks!

eager mist
dusk matrix
#

@eager mist if you didnt do that already, configure avatar yourself by pressing "configure"

eager mist
#

i had to create a new avatar

#

previous one had shader issues, was a bust

spring niche
#

Started working on a city for a 3D battle shmup.. Only started 7 hours ago but it's coming along okay so far.

#

Very, very early days so be kind :)..

spring niche
eager mist
#

Someone

#

that used easyroads 3D?

spring niche
#

What?

eager mist
#

Easyroads 3D

elfin sparrow
#

@shadow canyon Your weird shadows look like they may be a overlapping polygons in the UV map, I would try ticking the "Generate Lightmap UV's" when inspecting the model.

static gale
#

i need help

#

so i edited this in prefab

#

and when i tried to load it

#

it becomes like this

#

why is that

gentle folio
#

Do you have any lights in your scene?

dusky abyss
#

The lighting is different

spring niche
#

Also mess around with the normal bias.

#

You can get "edgey" shadows due to this or even come across banding issues if you leave it default some times.

#

For saito's issue, looks like ambient lighting differences.

#

Still not sure what easy roads has to do with anything, for better control / different types of roads I model them all by hand.

eager mist
#

Someone knows

#

THe best way to create

#

roads?

spring niche
#

Depends, if you just want something relatively basic a spline based road tool would be best.

#

Like easyroads lol.!

#

If you want archways, add ins, multi-decal spread etc. then use a modelling app.

native kindle
#

Hello! I have a question about avatar customization. I am working on a 3D game that has customizable avatars. We will have a female and male character model, and customizations will mainly be limited to the head and face, so the main body shape and size of the models will remain constant. The game will also contain equipable and swappable clothing (Shirts, jackets, pants, hats, et cetera).

So, what I want to know, is if there is a way to have clothing pieces we create work with both Male and female avatar models. Hats are a non-issue, but we want to prevent having to model 2 versions for most clothing items if possible, since we will potentially have a massive catalog; Are there any suggestions for how to go about doing this? Thanks!

eager mist
#

@spring niche

#

Well

#

Easyroads, if iwant merge 2 roads in each other i got y fighting

#

or z fighting idk

spring niche
#

In the DCC / 3D package I usually snap to edge / vertex which stops it or I'm really careful.

#

Although my setup is based on a city so it's not all that complicated, when you start having miles and miles of road / complex twists and turns everywhere just go spline it's far easier.

whole fog
#

I am mainly looking at them for reference

gentle folio
native kindle
#

@gentle folio This article is incredibly helpful, thanks so much!!

gentle folio
#

Your welcome soarynGood

signal stag
#

Hey everyone, I created a cool model of an island in Blender following this tutorial (https://www.youtube.com/watch?v=0lj643VmTsg), and although it looks great in Blender, parts of it appear white when I import it to Unity (the ground and the water). I think this may be due to 2 things :

  1. the ground was painted using Blender's vertex painting, and apparently this is problematic with Unity
  2. the water used a custom Blender node-based shader to give it a transparent/glossy look

Therefore I have two questions :

  1. how to make my vertex-painted colors appear inside Unity ?
  2. is there a way to import to Unity the node-based shader I created in Blender for the water ?

Learn how to create a Low Poly Island in this Beginner Blender 2.8 Tutorial! Skillshare: https://skl.sh/cggeek3 (This link offers 2 free months of Skillshare...

β–Ά Play video
deft lagoon
#

baking the textures (search on youtube) and importing them with the model into Unity should work

#

You can't import blender shaders into Unity

sullen plank
#

You'll need vertex shader for this. Haven't exported from Blender, but I've seen some tutorials illustrating this.
You can find one or how to make one for the default pipeline. It's easy to make one yourself in ShaderGraph.

eager mist
#

have it in T-pose not A-pose?

pallid fractal
#

there's a menu there, Pose, I think

#

under there you should have "Enforce T-pose"

eager mist
dire rock
#

What is the standard way to do grass? I tried the terrain grass. But that seems very sparse. And doesn't see, like there is a way to add a shader to it. I also saw that you can do a geometry shader, and have the grass entirely in that.
I tried to do some googling on the subject. But didn't find a lot of info on the subject. Any suggestions?

whole fog
#

I decided to also experiement with creating environment prefabs in blender

#

for some reason my castle wall texture is sideways

#

also for some reason when I applied the texture to the opposite wall it looks far more zoomed it

deft lagoon
#

Learn about the UV maps

#

Apply rotation and position in blender (ctrl-A or alt-A)

whole fog
#

I just thought isnt is possible to subdivide planes into multiple sections with blender

#

I am thinking of this to perhaps allow for tiling

whole fog
#

starting over with castle experiment I am trying to think of how to make the two walls look more seamless

#

I keep trying to rotate it but I keep getting this error

civic mesa
#

make the texture tillable and fill the whole UV with the plane

floral swallow
#

I can art stuff for people

dusk matrix
#

who said art who said can

whole fog
#

@civic mesa you mean tileable,

#

Isnt that Texture Mapping essentially

civic mesa
#

@whole fog Yes, tileable, where there texture seamlessly repeat itself.

hard idol
#

I guess does anyone know anything about tessellating unity terrain.

eager mist
tawny vale
#

Hello everyone ! I tried to import an model with bones constraints from Blender to Unity. But the imported asset does not have any constraint (even when I check import constraints in importing settings). Does Unity imports constraints on bones from Blender ?

deft lagoon
#

I think bone constraint is a blender thing

tawny vale
#

So it is not possible to import constraints applied to bones ?

deft lagoon
#

I think it's not possible to export them outside of the .blend format, might be wrong

drowsy harness
#

Would anyone happen to know how I could make this material not look like it was tiled? I'm trying to use the material on a large mesh without any stretching.

muted pelican
#

i need help changing rotation of pivot inside maya. i have lots of these same objects that need it

zenith shale
#

@muted pelican You can press D and change the rotation

mellow cypress
trail oasis
wary root
#

is there any reason to why this doesn't let me edit anything?

pallid fractal
#

@wary root

#

the material is from an FBX or other imported model?

wary root
#

nvm i got it all fixed

#

ty tho

floral zenith
#

I want to make a boost on my car like Rocket league but there is no tutorial for that

#

Can anyone direct me to a tutorial please

#

@ me so I'll be able to see the msg faster

shadow wedge
#

anybody knows the best way to implement liquid physics in Unity? (rigidbody and so forth are way over, but with particle system - they cannot interact with each other or can they?)

willow nebula
#

Like fluid simulations ? There is some stuff on asset store or the forums

torn harness
#

Nice

open vine
#

If I were to create a cliff, what would be the preference between making the cliff out of several meshes and combining the mesh into one, versus making the cliff out of 1 mesh

#

It's kind of a weird question but maybe there are some aspects I'm not thinking about

whole fog
#

If I were to make N64 style levels woudl Unity Pro Builder be an ideal method?

#

Or should I build the levels in Unity

stiff patio
#

Quite happy with the progress on this. Still need to bevel the edges of the shell and put a fake inside then texture
Considering i have never messed with curves stuff like the fans and fan protector >.>

dusk matrix
#

@stiff patio consider turning screws into random position since you have to sell your soul in order to screw the screws as good as here

stiff patio
#

Yep that is one other thing i wanted to do that also bothered me :D thanks for the reminder though nearly forgot

forest ice
#

anybody familiar with creating custom meshes in Unity?

#

Is duplicating vertices really the only way to get any sort of hard edge?

#

Or is it possible to somehow dupe the renderer into using polygon normals

#

although I don't know that that might look like πŸ˜ƒ

willow nebula
#

@forest ice You can use DDX/DDY functions in the shader to "force" having polygon normals, but dupplicating the vertices is probably easier if you're making your own mesh

forest ice
#

@willow nebula yeah, I ended up googling some more and hitting on a shader that uses those functions, however I couldn't get it to work beyond flat shading for every polygon regardless of angles. I ended up rewriting the mesh generation to duplicate the necessary vertices instead.

#

Still kind of frustrating since I figure there is literally a hard physical edge there that "should" be possible to utilize, but I guess if that's not how Unity does things it can't be helped πŸ˜ƒ Thanks for taking the time!

wary root
#

so i exported a model from blender and for some reason the scale is 100 and it looks all messed up

#

any idea how i can fix the scaling perm?

#

it makes the model smaller

#

so when i try to scale it up it doesn't work

#

what he looks like 1x1x1

sullen plank
#

@wary root You have to apply rotation and scale in Blender to the model and then when exporting there's !Experimental! Apply Transform checkmark when exporting FBX, it will have 1:1 scale in Unity

eager mist
#

@wary root apply the rotation position and scale and make sure that the geometry is not inwards

eager mist
#

@stiff patio aint that a nice suspicious grey PSU that will blow up any second now

jaunty verge
#

Base art for my voxel artwork

limber meteor
#

VOXELS!?

jaunty verge
#

@limber meteor yes

#

Anything wrong with voxels?

limber meteor
jaunty verge
#

What is that pic?

#

@limber meteor

limber meteor
#

What? Outcast!

#

A game that uses voxels.... A lot.

jaunty verge
#

This is modern voxels

#

Like from majicavoxel

#

It's just 3d pixels

#

I see polygons in that pic

#

Man

#

The term back in the day was voxel, but it's a raycasting engine

#

The modern is the pic shown

#

@limber meteor

#

This is awkward

#

...

#

Cya

limber meteor
#

Uh..... See you?

jaunty verge
#

Yea

#

Uh

limber meteor
#

Yeah.... Off this.

jaunty verge
#

... we all learn things every day I guess?

#

I can't contain the level of awkwardness in this convo

#

Why is this happening

#

Why...

#

Welp I'm gunna go now for real

limber meteor
limber meteor
wary root
#

anyone have some dynamic bone settings for the back of a jacket

#

and a chain?

#

bc this keeps whipping around

clear lily
#

I have a problem
So i made a cylinder and made a script for it to walk
and i did some terrain
and added a rigidbody
But if falls
on the ground
cuz my terrain has some bumps.

willow nebula
worn wagon
#

Looking to hire someone who's a 3d generalist, we have a terrain that needs populating with rocks, foliage, towns environment/particles and paths, ect. We have plenty of assets ready to go but may need texture tweaking. We're doing semi realistic medieval fantasy. You'll need extensive portfolio before considering speaking about cost. This would be short term. Please message me your portfolio, CV and anything that would benifits your application.

fast fractal
#

What program should I use to create and paint models?

eager mist
#

to create something like 3ds max or blender

fast fractal
#

Thank you

low pebble
#

Had a week on this, and pretty happy with how it is for now

maiden tangle
#

wow looks great!

#

i always loved scenes that had that sorta little big planet "pseudo real" look like you have with the tree props and such

eager mist
#

damn that barrel tho @low pebble

lilac yarrow
civic mesa
#

@lilac yarrow Hard to tell without arrow or shooting animation

#

by shooting animation i mean arrow flying to the target

maiden tangle
foggy vine
#

can someone explain if it's better to let Unity batch 2 different models (grouped together | same material) or to just combine the 2 beforehand?

maiden tangle
#

I believe the less work you push unity to do regardless it will be faster in this case, beforehand i would think but im no wizardd

eager mist
#

Combining is better @foggy vine

foggy vine
willow nebula
#

Not more then having them batched together

granite saffron
#

hey, is now better use Blender Eevee instead Cycles right? So we don't have to bake to have all the materials

#

*to have all the materials in Unity

ebon ermine
#

@foggy vine
the answer is a bit more difficult. Overlaps dont cause issues. And if your model looks similar to what you have there its better to combine it manually. The problem arises if you for example merge the entire terrain with lots of houses etc. Because unity can handle object culling before combining them and sending them off to the gpu... so stuff thats always seen together should be merged and otherwise might be better of left apart

#

@granite saffron it doesnt really matter. Because in both cases you will need to rebuild the materials in unity.
Really eevee is just a nicer way to preview your materials in realtime. It wont help you create all the textures/shaders. (except in the sense that you can preview the textures while painting them)

#

@foggy vine i guess i should add that the combining that unity does, doesnt work like a boolean. it just puts all the meshes in there and doesnt worry about overlaps.

granite saffron
#

@ebon ermine okey, thanks. The good point is that with Eevee and with a plugin in unity, the materials appear. Without baking before in blender. Is just amazing

ebon ermine
#

ah thats nice

#

still, should only work for very simple materials

foggy vine
#

@ebon ermine thank you

violet wedge
low pebble
abstract ember
#

I've got two separate objects for one figure, a torso and legs; how do I weight paint across the two objects so they bend together instead of coming apart at the waist? (in maya)

pallid fractal
#

that sounds like it would be tricky to do @abstract ember

#

maybe if you join them first and skin them (auto or manually) then separate them after

naive ravine
#

is there a way to do mesh subtraction in unity? i want to punch some holes in my ground without building a new model for each level

maiden tangle
#

probably a plugin for it nothing built in that handles custom mesh deformation no

naive ravine
#

oof

charred dust
#

I need some help again. I have this issue where on one side of the mountain instantiated trees are detecting the angle correctly and destroying itself if the angle is too steep. But on the other side, I think the trees are detecting the angle of the terrain, but they are not destroyed if the angle is too steep.

charred dust
#

Nvm found the issue

uncut pivot
#

Hey folks,

Not sure if this is the right place to put this (but I didn't see a jobs channel)., but I'm looking for a contract 3D Environment Art Generalist for an iOS / Android game I'm working on (made in Unity). All experience levels are welcome to apply. You can find out more on our website at: https://productionsofdust.com/jobs/ If you have any questions, feel free to send me a message here or via email. Cheers.

night socket
#

Why the hell is my exported textures from substance painter not fitting on my mesh WHICH WAS ALSO EXPORTED FROM SUBSTANCE PAINTER

#

there is no tiling on the materials

#

I'm using the textures correctly

#

and as I said, I exported the mesh from substance painter that I textured (to make sure that I was using the right version of my model)

#

it makes no sense

#

I haven't changed the UVs AT ALL since I started texturing

#

I export the textures and mesh from substance painter, put them into Unity (removing all old versions of the textures/model beforehand so I don't get confused) and create a material for them

#

they don't fit correctly

#

why?

alpine mural
#

Hey guys, not sure if this is the right place to post this but does anyone know of any good blender tutorials or streams? Ive been playing around with making 3d models but I feel like I'm missing a lot

pallid fractal
alpine mural
#

Thanks ❀️

nocturne vapor
hybrid jacinth
#

i got a job for a 2d/3d artist. The game is a skill-based multiplayer. If interested send me a PM!

native kindle
#

Anyone know any good free Asset Store packages I can use for trees, rocks, and environment prefabs in general?

I am looking for something mid-poly: Not low poly and not super high res either; Thanks!

whole fog
#

I have been running into issues importing blender models directly so I just convert them to .FBX

#

I thinks it's due to a bug with the latest version of Unity

#

And Blender

exotic valley
#

Can someone help me out with parallax occlusion when it comes to textures. Can this only really be used in tiling textures like terrain? The problem I always run into is that at the borders of these textures, it's really obvious when the occlusion shifts things across the border

abstract ember
#

this is probably a dumb question, but I know it's fairly easy to get seamless textures on a cube

#

but I'm trying to get seamless textures on a 1 x 0.5 x 1 "halfcube"

#

is there an easy way to make textures without squishing the sides πŸ€”

soft hill
#

@abstract ember what are you trying to build? it might be down to the uv mapping

#

I have a problem with smooth materials reflecting light that isn't there. Reflection probes kind of help, you can see the left side of the image where the reflection probe ends and the issue begins, and I'd rather not fill the scene with probes, unless that's the cheapest solution?

calm tapir
#

pretty sure this is the place to ask, I want to turn culling off to fix visible gaps in my model, but it messes with the textures. Not sure whether or not it's supposed to, but is there a way I can fix it? It adds weird squares

crisp escarp
#

Hi, i am new on this discord but i search a 3d object maker (i am french... but i speak english...) for a 3d project, it is a war project. So, if you want to work on this project, you must can modeled bullets, weapons, and a map. If you are interessting, please contact me in private

whole fog
#

I am not sure why not all of my animations are importing with the model

calm tapir
#

if anyone knows my problem @ me

#

since I can't find the answer anywhere

open vine
#

with probuilder, how would I make something like this?

#

so the corner of a street

#

specifically the external row of stones

#

that are all placed end to end in a curve

whole fog
#

I making this N64 logo in Blender as an experiment but for some reason the colors are not showing on the cube itself even when I hit assign

#

did I do something wrong?

#

I am doing this to get better accustomed to the new blender interface

#

can anyone tell me if I messed something up

#

okay I figured it out now I feel like an idiot

lusty flint
whole fog
#

I switched to rendered viewport and now I see em

#

i feel like such a dope at times

whole fog
sturdy scaffold
#

Unfinished project so far

whole fog
#

I even made an animation

sturdy scaffold
#

Nice. :3

whole fog
#

thanks

#

took me longer than expected mainly due to figuring out the new interface

sturdy scaffold
#

I like the new ui

whole fog
#

took me a bit to adjust to it but I like it too

#

before I mainly used the older blender on steam

#

I decided to uninstall that and download it directly from blenders website since the steam version does not work with Unity

sturdy scaffold
#

Okay. I used original the very first blender versions. Then they made the first 180 turn change with it and got totally lost and stopped working on blender. But the new version made me come back to it

#

Is blender already better than Maya?

whole fog
#

I am not familiar with Maya so I cant say

#

before I got into blender most of my 3D modeling experience came from Autodesk Inventor and Creo/ProE which is what I used in school and college

sturdy scaffold
#

And I fear I have to reduce the amount of faces for my monsters. But I also need to finish the boots and legs for it

#

I also will use the pockets I build just as a textur orientation and delete the mesh of it later

low pebble
#

i've never used one before, only seen through pictures

#

They usually look pretty old/banged up

maiden tangle
#

nice, substance painter?

whole fog
whole fog
#

I decided to examine the fbx file in Blender and what the heck happened to the skeleton

whole fog
#

okay so I updated to 2019.2.1 and I can actually import blender files properly now

abstract ember
#

nice

whole fog
#

Still need to figure out why not all the animations are importing with the model though

sullen plank
#

@charred dust Please don't multipost in the future

fluid vapor
#

I like the disproportionate look he has so I dont mind the long arms or oversized head

simple oar
#

Sorry for the stupid questions. How do I use a texture to paint a surface texture?

simple oar
#

Thx

simple oar
#

I downloaded the model pack. There are many of them, when I try to drag one of them onto the stage, everyone appears. How to fix it?

#

What am I doing wrong?

willow nebula
#

That's only one model (one model asset file), with multiple objects inside. You can't drag & drop only one object, but once you've put all of the in the scene, you can separate them

gritty reef
#

@fluid vapor Hard to say without knowing the style you're going for. I would say add some hips so the legs fit into them nicely instead of just looking like they're clipping into the torso. Some feet might be nice, and maybe add some slouch to the shoulders to break up that flat across shoulder/chest area. If the arms/legs are going to bend, some more easily visible joints might look good as well.

willow nebula
#

@fluid vapor Not totally related, but I'd recommand that you switch to the new version of Blender (2.8) so you won't have to experience the huge UI change, as you're starting from clean bases.

fluid vapor
#

oh I probably havent updated blender in a while lol

nimble dawn
#

guys, i download this free asset for an offroad car, i need to dettach it's wheels tho..... can some one help? i have zero 3d skills and no tools at all

#

i need this so i can make the wheels work separately

lyric pewter
#

So I have this guy I have been working on for almost 3 months now. With the prototype I built, I was lucky enough to find some senior graphics guy to come on board. We are both new to Unity and trying to see if there is a way to quickly apply some shaders or something to quickly change and test look and feel of the game graphics. You know how you have those filters for photos on the Instagram app to try on different look and feel effortlessly? Is there a way to do this with 3D assets in the scene?

muted kite
#

you tried with PostProcessing?

inland mica
#

I thought my confusion with exporting from blender was all in the past.
But I think my brain is about to explode at this point...

First off. What does this second sentence even mean? :

"The main body mesh(es) of a vehicle should be oriented such that the positive z-direction points out from the grille, and the positive y-direction points up from the roof.

Suspension objects (not the meshes) should have their positive z-directions point out from the sides of the vehicle they are on, and their positive y-directions towards the roof."..?

#

How can the Positive Z axis point forward (direction of grille) on one object, and Out the side of that in a child object? I cant make that work in my head or using a Empty GO

#

And then there's the issue of at all getting the model into Unity with thee right forward axis..

clear sable
#

Alright, I've got this organic metal character

#

I want his hand to look the same, but I want these "extensions" of his hand (for holding larger objects requiring 2 hands) two be procedural in blender

#

How do I accomplish this?

eager mist
#

any suggestions?

elder oyster
#

hey all, I'm having trouble understanding the importing of prefabs. every time I import an .fbx it has a little "file" icon over the blue prefab icon. and when I double click it, it doesn't open in prefab mode, it opens the model in paint3d. can anyone tell me what I'm doing wrong?

#

I'm exporting from 3ds max

#

I don't get it, shouldn't I be able to import this from 3ds max and then open it in prefab mode and edit it there

clear sable
gritty reef
#

@elder oyster If you've already got your asset in your folder, you can right click > Create > Prefab Variant and it'll make a prefab copy that you can open in the prefab editor.

#

I don't know if that's the "proper" way to do it, but it works 🀷

granite shadow
#

is there anyone using blender 2.8 stable? i can't find the particle system.

hollow ridge
#

@granite shadow it is in the properties area, it has like 2 lines that intersect

#

3 lines*

#

Into a large point

vast granite
#

How to make a texture in unity not streched on a rectangular baseplate?

sturdy scaffold
gritty reef
#

Your monster scares me.

sturdy scaffold
#

Why?

#

Too uncanny valley?

gritty reef
#

It's got the clown vibe going and clowns are horrifying lol

sturdy scaffold
#

Oh. Allright. He can be evil and good. I have different color swaps for him and under the mask is his real bunny face

gritty reef
#

So is he a bunny/fairy/jester? Do you have any lore thought up for that or is it just off the top of your head?

cosmic terrace
#

Hi everyone, i was just getting to build my big "map" in unity, and i wonder what kind of tools and stuff you guys recommend from the asset store. Stuff that can build shapes and maybe stairs etc. I've heard of probuilder. Is that a good tool for a beginner? Is snaps good?

sturdy scaffold
#

@gritty reef
He is the smallest of a 4 group of jesters/clowns. But he is just not as funny and neither as popular as all of the other clowns. This made him drown in sorrow and grief. So his darit companion in his mask took over to fulfill his dream in a aggressive distorted way. To took over the whole circus and be the biggest clown ever with a show were he is the only star in.

His obsession to act overshadows the need for him to defeat the heros. what will happen to him in the end of the fight depends on the heros. Will it be a drama or a comedy.

gritty reef
#

That sounds hella cool

sturdy scaffold
#

darites are somekind of nature spirit in that word. depending on how they get raised they and their user can turn into monsters or guardians that resemble either holy beasts or demons. that monster is more based on baphomet.

#

trying to make a game. I got now 3 scripters. just not enough artist, writer or 3D designer.

gritty reef
#

Ahh gotcha.

#

I'd be happy to model some small stuff for you, but I'm only about 3 months into seriously working with 3d and brand new to unity.

stuck ingot
#

@eager mist just dont set a texture, and set the albedo colour to whatever you need.

#

(As if that wasnt wierd enough, the mesh should now be one piece, but only one part is following the camera!)

gentle folio
#

What is the parent object for the cut mesh?

frail egret
elder oyster
#

Hello, can anyone please tell me how to properly configure my detail meshes? I can get them into my terrain but the texture UV shows up screwed up. Do I need to use a special material shader like you do with grass and trees?

#

I'm making them (rocks) in 3ds max and importing using a .3DS file

eager mist
#

Hi,
I have a bit noob question:
I need to create a 3D plane, which is not a rectange (exactly it's a trapeze). Can somebody help me?

eager mist
#

If you have a 3D program like Blender or 3Ds Max then you can easily create it there

#

If not there's a asset in Unity Assets Store called Polybrush

#

I think you can do what you want to with it

whole fog
#

I cannot figure out why all my animations are not importing into Unity from Blender

gritty reef
#

@eager mist What small cat said ^^
Doing a plane is super super easy stuff so even without ever opening the program before I'm sure you can do it with ease. If you want to take the super simple route, you can create a plane, add more width/length segments and move the vertices or edges around to suit your needs.

whole fog
#

can anyone tell me why my array is not following my curve correctly

#

nvm I figured it out

whole fog
whole fog
#

does anyone know how to undo weight painting

whole fog
#

I cant find the button in the shader window to add a new node

#

did I miss something

eager mist
#

May anyone help me with 3d mouse rotation?

whole fog
#

like there is supposed to be a use node checkbox here but I am not seeing it

#

can anyone help me

#

like why cant I find the new button to add a new node

#

Use Nodes is enabled but why am I not seeing the new button in the shader editor

#

nvm

eager mist
#

so hum im stuck on armor weighting

#

how do i do so?

alpine mural
#

Hey, are there any written tutorials for node shades? I've been playing around with them but I just don't get it at all lol

wary eagle
dim moon
safe river
glacial vector
#

You need to make a new material for it @safe river, then you can edit the properties

safe river
#

Oh I already found the sollution, but thank you anyways

gritty reef
#

@dim moon Hella cool shotgun there man

dim moon
#

@gritty reef thanks mate for the feedback

whole fog
#

can anyone tell me why my scene isnt showing in the render layers box

#

I accidently closed out without saving now I cant get the render layer to show up

#

never mind

#

here is the finished ice cream

#

hows it look

gritty reef
#

Coolio!

young spire
#

Tasty

wary eagle
#

Updating some assets!

gritty reef
#

Oh dang, I love that minimalism style

#

That's the style I'd like to work with when I get into unity a bit heavier

topaz crow
#

hey guys why does this happen when i transfer unity animations to blender they supposed to be arms i thought once i import it back to unity it would fix itself because i imported it to UE4 just to test and UE4 managed to fix it but unity doesn't

gritty reef
#

I would not be the one to tell you, but that looks wild

topaz crow
narrow venture
gritty reef
#

THEM SHOES THO

#

Very cool πŸ˜„

narrow venture
#

ty!

uncut grail
#

Hey, are there any good tools for mass-converting from glTF file formats to something like .OBJ?
Or FBX? Or anything?
I have like 600 and I just can't make myself import them to blender one by one and do it by hand