#🔀┃art-asset-workflow

1 messages · Page 34 of 1

fluid oak
uncut grail
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That's a runtime loader though, right @fluid oak ? It wouldn't let me use it the same as any other model in editor?

fluid oak
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Well, you wanted to mass-convert

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So use that and the obj exporter...

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And you have a mass converter?

uncut grail
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OBJ exporter?

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Am I about to have a forehead smack moment?

fluid oak
uncut grail
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Oh, shoot, the asset store.

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Holy cow

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Yeah. Brain blank; thank you

copper radish
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does it export baked too?

uncut grail
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So... I can't import glb files to unity

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The Khronos importer is totally broken

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So is GLTFUtility

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and I can't find any bulk glTF/glb importers of any kind so I can convert from that format to another

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Has anyone here dealt with this before?

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I'm feeling totally lost

fluid oak
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I've never used them at all

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so if the official ones don't work, I dunno

uncut grail
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I'm just writing a blender script

clear sable
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How many polys should an fps weapon be?

lethal swallow
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Does anyone know how I can fix these missing tris with probuilder?

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I don't mind a bit of texture stretching.

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The problem is during conversion, it doesn't included those "floating" verticies, causing it to attatch to the nearest vertex and warp the mesh.

sullen plank
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If ProBuilder can't handle it, there's an FBX exporter package that should allow you to edit it in Blender, etc. and import back.

lethal swallow
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Yea, I can edit it in blender, I found that out just now.

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the question is if I edit the mesh, will I need to redo hours of mats?

sullen plank
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You should be able to remap those missing pieces in Blender

lethal swallow
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select verticies, go to mesh/faces/fill.

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not sure what it does regarding mats though.

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yea, that doesn't work. Breaks UVs.

sullen plank
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New faces that you create you'll have to UV map, I haven't used Blender for mapping a lot. You should be able to find a tutorial how to do that.

lethal swallow
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Will look into this further. It looks like probuilder might be able to manipulate it, which is nice since I am more familiar with it than blender. I have even been able to piece out meshes that were imported as a single mesh.

meager ice
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Hey folks. Does anybody know how to make the Shuriken particle system suck up particles, like a vacuum cleaner? I'm looking to get the particles to be drawn in towards a custom mesh emitter..

empty berry
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hi

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does any one know how to make some cartoon type arms and legs in blender 3d

fluid oak
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@meager ice you need to check the 'use external forces' box and then attach a 'particle system force field' to another object

uncut grail
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Hey! I'm building a system where I need a crowd of people. They'll all be shaded the same way, with no varying textures. Just flat. I'm randomizing hair and head meshes, and I'd like to randomize hair color, skin color, and shirt color.
I was hoping to get your opinions on what the most efficient way to batch these would be?

fluid oak
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Use vertex colors

uncut grail
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Wouldn't that result in many duplicates of the mesh? Or in low poly models is that just a price that's worth paying

fluid oak
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Well, what is more important to you?

uncut grail
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I have like 600 meshes making up all the head, hair variations/parts

fluid oak
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All I know is that all the vertex colored variations of one mesh will still be one material and one drawcall

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So that is a pretty big benefit

uncut grail
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Alright, I guess if I have a bunch of individual mesh variations, the chance I'll be able to batch any 2, like, hair mesh styles is pretty low anyway

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So using a "different mesh" (new instance + set vert colors) won't incur any extra cost 99% of the time

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But using one draw call would be worth the benefit

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Thanks! Just validating

fluid oak
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😄

eager mist
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Ok how hard is it to make 3D cartoony style map from real world

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Lile with height map i think

fluid oak
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Depends on the sort of cartoon I guess?

alpine mural
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Hey guys, I'm new to blender and I'm having some problems with animating my rig. I'm trying to rotate the entire body but it is changing the rotation for all keyframes. Any advice?

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I'm on 2.8 if that helps

ruby coyote
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hey guys my friend made a animation of a guy holding a gun in blender i imported it in unity the character has tons of animations instead of one can i somehow merge them together into one animation?

harsh summit
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hey question what's a good way to make a low poly model in blender?

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since it has some charm to it

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It's also my first time actually making 3d models so I would like some help

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I do have some spriting experience if that helps

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I also have blender if that helps

shadow canyon
marble ingot
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@shadow canyon That is a very cool style

grizzled bone
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reminds me very much of Zim's house. i like it!

frail egret
pine ocean
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hi, I am having trouble getting my blender character into unity, could someone help me please?

amber walrus
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@pine ocean What is the problem and what have you tried?

pine ocean
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My blender character isnt properly importing into Unity

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and I don't know what I have done wrong, I've spent a bit of time in blender (still a beginner) but I've never used unity before so I was wondering if someone could help me

dim laurel
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very beginner question. So I now know the basics of blender and I created my first custom mesh in unity.

I now want to try to do a very simple voxel world. Say I have designed 2 cubes in blender:
(A) Grass Cube
(B) Dirt Cube
Would I just import these full meshes into unity and render them everywhere? That is probably slow right

So I wanted to do chunks which consist of a lot of cubes as one mesh. Is there any short tutorial on how to do that? And would I do the full cube and let the GPU do the culling or would I check which sides are visible and only render that part of the cube?

glacial vector
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@pine ocean That still doesn't tell us what is wrong. Do you have a picture? Or can you describe exactly what isn't correct

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And @dim laurel this depends a little. But if they are just simple cubes, you probably don't need to worry about polygon count anyway. You don't have to worry about the culling unless you want to do occlusion culling from the players point of view.
If the cubes are different meshes then you would import them, and use them in the scene, like you describe .They would just reference the same mesh so it's not a problem unless you have ridiculous amounts of cubes. If you want larger chunks you can assemble them as prefabs. But if you want to optimize that part, you can make the chinks in blender and delete the faces that won't be visible

dim laurel
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So you say I would just import those two different meshes and then instanciate them everywhere I need them (I want cubes that are about half as big as minecraft maybe) and draw also the faces that will never be seen (beneath the earth etc.)

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I don't want a destroyable world as in Minecraft, it will be static

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and no caves, I only have a heightmap and stack the cubes as high as necessary, never will there be a cube with air beneath

glacial vector
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If it's static then you can bake down the occlusion so you won't see the hidden ones. But in a program like Minecraft you would probably have some kind of function to only render the visible cubes in a dynamic way

dim laurel
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thank you for all the answers

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do I need to triangulate the meshes in blender somehow?

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for example the blender cube uses quads not triangles

glacial vector
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It's not necessary in your case, but it's a good habit to have. But do it either in the export settings or as a modifier, so you can still work with quads

spark steppe
dim laurel
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ok thanks to both of you

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I have a more specific question now. I know how to apply a color array or a texture to a mesh I create (using uv coordinates). Now I have a height map I also want to apply, how would I do this

wary eagle
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still a wip.

fluid oak
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pretty cool

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the lack of handle confused me at first

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made it look like a cooking tool pointed the other direction

wary eagle
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Haha! Thx, stock almost done, handle next.

pure nebula
rigid storm
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How do I make a sort of "texture page" from my Blender model?

young spire
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@rigid storm texture page? You're going to have to be more specific

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If you mean UV unwrapping, as in laying out your model in 2D space to allow you to texture it, that's done by going into edit mode, selecting all of your vertices (tap A) and then hit U and click "unwrap"

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UVs Are a very complicated topic, but you will be able to find tutorials now if not knowing the name of the process was your roadblock :)

rigid storm
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Thanks @young spire ! Yes, that's what I meant

rigid storm
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I want the blue rings to cover the creases in the model

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how can I do that?

willow nebula
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Did you do the model's UVs accordingly ?

wary eagle
rigid storm
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@willow nebula how?

willow nebula
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UV mapping is the 3D modelling process of projecting a 2D image to a 3D model's surface for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space.

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By uv mapping the object. Else, how is the engine supposed to know how to map your texture to the 3D model ?

rigid storm
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Is there a simple way to select an entire circle of lines in Blender?

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oh ok nvm it's alt+lmb

gritty reef
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Very cool Simon!

rigid storm
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Ok cool, now it works! Yay

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All I had to do was save the damn file...

lament pawn
rigid storm
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Question: my blender model has 2 parts (a sphere and a torus), how can I combine them into one model?

lament pawn
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i think

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select them in hierarchy

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ctrl J

rigid storm
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cause now when I import it to unity, my player object is only the ball part but without the torus

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@lament pawn Ctrl+J doesn't do anything

lament pawn
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you have to

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only select the two

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in the hierarchy

rigid storm
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oh it works yay

young spire
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Don't select them in the heirarchy in the future, than can be finicky. Hold shift and select them both in the 3d view (the object selected last is the one materials and the object origin come from)

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@rigid storm UV unwrapping is a topic with a lot of nuance. Please find a tutorial on it, vaguely worded discord questions aren't going to get you the knowledge you want or need

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Of course we're happy to answer any specific questions, but we can't teach you UV unwrapping from beginning to end :)

rigid storm
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Ok, I figured it out

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But now I have another question: is there any simple way to make a hollow sphere?

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like a sphere but with a sphere-shaped hole in the center

young spire
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@rigid storm the Solidify modifier will do the trick for you

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Make sure your normals are facing the right way

iron flare
rigid storm
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@iron flare A hazy, purple/pinkish planet with lots of smoke and mountains, no water on the surface. Very cold. Very little life, and everything lives underground.

fluid oak
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@iron flare a rocheworld

rigid storm
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@young spire I end up with 2 balls, one inside the other

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I'm a complete noob so pls tell me if I'm doing something obviously wrong

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And I can't put Solidify on a Nurbs surface sphere because I need to "transform curve to mesh" and I don't know what that means

young spire
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Don't use a nurbs sphere unless you have a really good reason

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@rigid storm

rigid storm
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ok

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but how can I make a hollow sphere?

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I thought I could take the surface of a sphere, and then put solidify on that

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cuz putting it on a solid sphere make a second sphere inside

fluid oak
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Yeah, that is what a hollow sphere is.

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An inside out sphere inside an outside out one

rigid storm
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I want to have a ball with tiny dots bouncing inside

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so I need hollow space inside

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I made a hollow sphere according to these instructions, and the balls just fly out

young spire
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colliders are a sonofabitch

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what type of collider are you using?

rigid storm
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oh I guess I'm quite stupid

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I used normal sphere colliders

young spire
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should be a mesh collider with Convex turned OFF

rigid storm
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It just falls through the floor now

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it doesn't collide with anything

young spire
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lemme see your components setup

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and the mesh

rigid storm
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btw I deactivated gravity there just to test if it collides with anything

young spire
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that is the right mesh, right? sphere_feather in blender is called sphere in unity?

rigid storm
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Yes

young spire
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hmm 🤔

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opening unity, now im interested

rigid storm
young spire
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What that means is that your sphere can't actively participate in physics other than being collided with unless it's convex

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do you need the sphere to do anything other than contain the balls and be animated?

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If not, check "Is Kinematic" on the sphere's rigidbody

rigid storm
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Actually, I want to be able to control that ball

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I can make it kinematic now for testing purposes

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I think I won't make those balls rigidbodies anyway, they're kinda uncontrollable

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and I can't make them do what I want

young spire
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yeah you can just use animation keyframes to move it around if you want to

alpine mural
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Any tips for sculpting? I'm trying to add some details onto a character model to bake onto a lower poly one. But everything I sculpt looks super rough. Even using the smoothing tool seems to make it worse

willow nebula
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Subdivide more ?

alpine mural
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I could try, it's at around 20,000 polys before any sculpting.

young spire
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@alpine mural look up dyntopo

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It adds more verts as you sculpt

wary eagle
wary eagle
iron flare
eager mist
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Vij tani

uncut grail
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Hey! Cross posted from #archived-art-asset-showcase- I'm trying to figure out the easiest way to get sprites on 3D geometry lit just like the rest of the objects in my scene
Or getting SpriteRenderers lit like normal 3D objects (e.g. using the standard/LWRP simple lit shaders)

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I'm using Sprites for the eyes of my 3D characters, because they're easy to atlas and swap out, and I'm trying to get them... not unlit all the time

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I know you can use sprites as Texture2Ds on materials using the "regular" shaders on like, quads, but I'd lose the ease of being able to change the texture/sprite of just one eye (while still batching them all on the atlas) without going in and changing the specific UVs of the mesh

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I think

uncut grail
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I'm just gonna build my own shader. All good

fluid oak
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I don't know if you can in lwrp, because the only way I've been able to do it was with deferred rendering

uncut grail
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I did it with a custom shader in LWRP

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But yeah LWRP is wack for some things

sly kestrel
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I don't know if it's been asked or answered before but I have models made in blender with textures (and tiling to make them look right using vector mapping and texture coordinates) but when I put the object in unity the tiling goes out the window, although the textures are in the right spots and all. I was looking to see if I could edit the materials in unity but no luck there

fluid oak
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goes out the window how

uncut grail
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Are you talking about mirrroring and such?

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Because you can go and change those texture import settings

sly kestrel
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I have the textures set to tile and adjust their size on the model in blender (so it's smaller details etc.) but when it is imported into unity it just places the texture as a single image making it stretched over the assigned area on the model, I'll take a look into import settings, I've only been using unity and blender for about a month so I'm not as familiar with a lot of the detailed preferences and such

earnest crow
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I'm looking to buy a model of some clothing off of turbosquid, but upon looking at the topology I noticed that the sleeves aren't actually attached to the torso. They just kind of clip into eachother. Is that a glaring issue that might cause issues later, or something that's pretty standard?

uncut grail
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There's tiling settings in most material settings

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for built in shaders

wary eagle
fluid oak
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That looks really nice

wary eagle
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Thank you. Maybe on the asset store one of these day! 😉

fluid oak
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cool. maybe if I make a 3d game some day 😄

rigid storm
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@iron flare Planet Clorong

fiery frost
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guys, do you know how to setup camera to achieve this kind of view on Brawl Star game. It looks like it's Perspective but also not really (The objects closest to the bottom edge are just slightly different compared to objects furthest to the bot edge). When I tried in my scene, the closest, you can only see its top face (unlike in Brawl Star, you can see only slight change). Link: https://www.youtube.com/watch?v=u82AqAd_b8Q

Pre-Register NOW!! ►► https://supr.cl/2OGFiTg Be a BRAWLER! Subscribe! ►►http://bit.ly/2rXFnbd Fast-paced multiplayer battles from the makers of Clash of Cla...

▶ Play video
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hope anyone has experience on this can enlighten me.

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also, at launch, Brawl Star used pure Ortho camera. Then they updated it to current view.

serene shadow
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@iron flare you doing more of those juicy planets? 👀

iron flare
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Yes i'm not done yet ! If you want to suggeest an idea feel free to describe it 🙂

fluid oak
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Are you doing those planets manually or procedurally?

iron flare
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There isn't much manually, this is with the help of the software Grand Designer which is kind of procedural. I also re-work and calibrate the textures in photoshop then inject them in a shader I made myself in Unity (with a lot of configurable parameters for atmosphere / water / clouds etc)

fluid oak
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@nix can you just change the camera's field of view?

fiery frost
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@fluid oak moving camera further (or increase FOV) does not solve this. Objects closest still only show top face and objects furthest show a lot of side face. Just like a normal 3d view. On Brawl Star, Object "looks 3d" and not change much (maybe not change at all) moving from furthest to closest. That is a mystery to me.

wide wasp
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I think they mean you DECREASE the FOV

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Which makes it closer to orthographic

fluid oak
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...right And then move the camera farther away to make up for it

serene shadow
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Porous crusted planet coated in sand, extreme sand mountains are formed on the poles of the planet, rest is relatively smooth. Craters formed since sand falls into spaces below, sand comes from volcanic activity beneath surface. Very hot days, very cold nights, most life is probably just microscopic or in cave systems @iron flare

fiery frost
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just tested it. Same result. Objects at different locations have their different respective angles. I think this should include some hidden tricks with multiple cameras or something.

wide wasp
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How low did you go?

fluid oak
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that's 18 degrees

fiery frost
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I gave it another try with FOV of 5. Now it looks like Ortho but still have "side faces"(if you know what I mean).

fluid oak
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Just tilt it as far as you want

wide wasp
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Haha that's trippy

fiery frost
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ok, this looks like a good direction.

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however, with this approach, the environment (bg, outer line surrounding arena) will also look like it is Ortho. But with Brawl Star, only character looks like what we've done. The out lines still look perspective.

icy chasm
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Hi guys, my 3D artist need some help. He did this asset but as you see the shadow is wrong. It's like there are some hole. The asset is just one asset, not more asset. Any idea why it's creating this hole in the shadow? There is no hole in the model. Thx for the help

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All other assets he created are ok

fluid oak
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are the vertices unwelded?

icy chasm
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checking

icy chasm
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@fluid oak nope. Still not working. We tried to import the mesh in unreal and there is no issue like this >_>

iron flare
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@serene shadow

Porous crusted planet coated in sand, extreme sand mountains are formed on the poles of the planet, rest is relatively smooth. Craters formed since sand falls into spaces below, sand comes from volcanic activity beneath surface. Very hot days, very cold nights, most life is probably just microscopic or in cave systems @Nova Shade

Here is it
https://novashade.itch.io/planets-demo

uncut grail
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Hey all, quick tech art question

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As far as I know, skinned meshes don't support material instancing in Unity.
So if you had 100 skinned mesh renderers, would the runtime performance cost be the same if they all had unique materials vs the same material? Not counting the memory taken up by having having all those materials?

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I wouldn't think so, because loading a new material takes time, so I'd assume unity would group its meshes to render so it only has to load each material once (for a given mesh type)

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And yet...

serene shadow
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@iron flare Gorgeous! Really tempted to design stories for it...

last vine
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guys i got a small really small problem in lightning and need help

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so the first image is from a game, and the second is unity

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how can i make the non-lightened side of the model more "alive" and not dull?

uncut grail
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I'm assuming by the normals you mean you want to see those clothing wrinkles pop more

last vine
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yeah, and the spine line etc..

uncut grail
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Delete the directional light aiming at her from the back

last vine
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theres not

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the light is in the front

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thats the problm

uncut grail
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Oh, in that case add a directoinal light aiming at her from the back, but not head-on

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Angle it

last vine
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yeah so basically 2 lights

uncut grail
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Also if you want more control over the deepness over, go into your scene lighting settings, set your ambient light source to "color"and change the ambient light color

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Yep!

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But again I'm not an expert

last vine
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yeah thanks imma play on that

uncut grail
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I think some unity standard shaders let you play with the intensity of the normal map

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as well

last vine
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idk im using the legacy

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@uncut grail it got much butter

uncut grail
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Nice!

last vine
uncut grail
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The shadows come out much better in that one, good work

wary eagle
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18000 tri

violet nest
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18k? isnt that too much? 🤔

iron flare
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I think it's ok for close range view weapon for current games

uncut grail
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Has anyone here had issues with Polybrush changes getting lost after an editor restart?

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I hit bake vertex streams, all worked, I go to sleep, come back, fire up unity and...

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nothing

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All the changes I made are gone?

fluid oak
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What's polybrush?

uncut grail
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One of the Procore tools Unity's integrating

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I just need to change vertex colors of a model I have imported to unity

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If I import the model to blender and do the work there, when I export the model back to Unity, it doesn't preserve the scale and rig structure

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That said - if anyone has an alternative great easy way to paint vertex colors in Unity, I'm all ears

glacial vector
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@wary eagle nicely done, I think you should break up the edge damage to make it less uniform. Especially on the pieces on the side of the gun they are just lines

gritty reef
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@wary eagle Very cool!

uncut grail
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I fixed my issue, saving to a separate asset file and swapping the mesh in the prefab vs trying to change the original model

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Also @wary eagle That looks rad

wary eagle
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Thank you everyone! I'll update these textures issues later @glacial vector because it's just a personal project for the moment.

dim laurel
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if I do a voxel-like world is it fine to do a seperate mesh for each side of each cube>

gritty reef
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@wary eagle I apologize if this is a noob question, but I'm a noob. How do you get from your high poly model to your lower poly model? Do you just go through and prune vertices/edges?

alpine mural
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Working on the main character for this project I'm doing, any advice? I'll have to redo it anyway because the the topology is terrible and it's making UV mapping a nightmare even tho it's such low poly lol

real inlet
wary eagle
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@gritty reef You just delete the loop cuts that allow you to have control over your subdivision, keeping only the sharp edges, that's why you should not go with a model too low poly when you build your HP, it must be remembered that the HP base will serve you as LP.

fiery frost
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Have anyone here problems with Probuilder in Unity 2019.2+? It seems it became unable to select face/vertices/line with the select tool. And when an probuilder object is selected, no vertices is highlighted.

wary eagle
noble mural
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Made tail lights for it

split hound
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so im just starting working in 3d and im wondering for eyes should i just make the eye sockets and then toss some balls in them for eyes or should i just sculpt the eyeballs directly in, going to assume the first one if i want to make them move but just want to be sure

stray stone
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@split hound The most common way i've seen is there is a eye socket , but no back to it.
and then the eyes are just half spheres, because you don't need the back of them.

noble mural
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Tried to recreate the previous headlights in Unity

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Taillights*

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I think they turned out pretty good

gritty reef
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That's pretty awesome 😄

gritty reef
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@wary eagle Do you do 3d modeling professionally or is it just a hobby for you?

wary eagle
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Professionally, this one was for a commission.

gritty reef
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Ohh that's awesome! Did you get started on your own or go to school for it?

wary eagle
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On my bedroom. 😉

gritty reef
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I'm pretty new to the whole thing and just do it as a hobby with the hopes of maybe doing something with it later. Is there anything you'd recommend practicing specifically to improve? Like working from the ground up, what kind of models did you start with?

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I've done a lot of hard surface modeling, like various small game assets and some buildings and things, but whenever I try anything more complex like a character model or something like that gun, I just get lost and it gets all warped and weird looking, even when using a reference.

wary eagle
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I've start with low poly weapons (which is my main work, as an Asset Store Publisher) then I've move on hard surface/weapons. 🙂

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I recommend you to start with simple mesh (Low poly pistols, small cars...) then improve the topology/ workflow.

gritty reef
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Thanks man, I appreciate the advice 😄

split hound
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fierce

midnight helm
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I got to model 4 city ruins tiles for my city builder

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3d coat isn't working

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so I'm out of ideas

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when ever I press grow or voxel the mesh vannishes

wary eagle
gritty reef
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Low Poly! Link to the page?

wary eagle
gritty reef
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Oh awesome, thanks! I didn't even realize that part of the discord was a thing hahah

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@wary eagle Have you checked out the game Deep Rock Galactic? They have the same low poly style you seem so fond of. Might be something to check out if you're into it 😄

wary eagle
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Thank you! I gonna have a look into it. 😃

fluid oak
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It seems to happen whenever I add a neighbor terrain

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All material, etc settings on the new terrain are identical to the first

primal scaffold
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Anyone got a forest pack that has everything in it? Trees/Grass/Dirt/Sand. etc...

gritty reef
empty star
primal scaffold
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Thanks

wary eagle
gritty reef
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Is that all a single mesh?

wary eagle
gritty reef
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Ohh okay hahah

wary eagle
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I'm thinking about making the internals. 😉

gritty reef
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Do you start from a single block and then detach faces and extrude from there or do you usually make a fresh object and then fit it to the model? I've seen people do both

wary eagle
#

No, I start with the lower receiver, then give him the good dimensions, then I add the other parts!

gritty reef
#

ohhh I see

#

That's a good idea, I think I'll try that. I'm working on a pistol similar to that one and started from the slide and am working down, but I started with a block rather than drawing out the shape and extruding.

#

That will probably be a lot easier than loop cutting and moving vertices to get my shape hahah

wary eagle
#

Yeah it's a lot simpler, but it's also a habit to take! Show me what you've done! 🙂

gritty reef
#

Will do once I'm home, at work for now

wary eagle
#

No worries!

gritty reef
#

@wary eagle This is as far as I got on it in about 30 min last night.

#

I'm thinking I'll start from scratch and try to section it up like this

split hound
#

are there any go to tutorials for sculpting a basic person for blender 2.8

wary eagle
#

@gritty reef You're doing an HP to LP workflow?

gritty reef
#

It'll stop at hp, I doubt I'll work on making it lp right now. I'm more focused on getting better at making an object that looks like the reference, if that makes sense? Then I can refine it down so it can be used as an asset once I'm comfortable with just modeling the thing.

#

I'm still watching the poly count so it doesn't get crazy out of hand with a messy mesh, but not so much that I lose all my flexibility with making the model.

wary eagle
#

If I can give you advice; do not focus on the poly count, look at it once finished and reduce it by optimizing your mesh, it will allow you to think about your topology all along the manufacturing, and will familiarize you with the technique of re-topology when you have finish your model and you find it too high!

gritty reef
#

I appreciate all advice haha
That makes sense, thank you for the guidance.

wary eagle
#

😉

wary eagle
gritty reef
#

That's so cool!

wary eagle
copper matrix
gritty reef
#

Also really cool 😄

#

Do you have a scene for showing off your guns so you just drop them into it when you take screencaps?

copper matrix
#

dont have a scene (as of right now)

#

might create one later on, probs after i've finished the trailer for Vektor-7

gritty reef
#

Awesome 🙂

wary eagle
#

You don't bake your model? @gritty reef

gritty reef
#

I haven't messed with baking yet. Like I said, super new to all of it.

#

I'm just trying to get better at making the things as of now

wary eagle
#

Sorry wrong ping! 😄

#

I mean @copper matrix

#

haha

copper matrix
#

i do

gritty reef
#

ah gotcha hahah

copper matrix
#

i start with the LP, create the HP (ik, most people do it the other way around) and then bake my maps

wary eagle
#

Okay! 🙂

wary eagle
tidal temple
#

Yoda rigged with 2 ready animations! :D

Contains a walk cycle and a backflip animation!

Download for free! (read description)

https://sketchfab.com/3d-models/yoda-rig-161ecf7f6a6647ae88a8a9dbba6f0cc5

Please subscribe to my Youtube and Follow me on Twitter, and thanks!
https://www.youtube.com/channel/UCv07KD2HKHRKD80hcsu9LOA
https://twitter.com/TheWorm48642111
Yoda Fully rigged. - Yoda Rig - Download Free 3D model by Claudiotheworm (@Claudiotheworm)

▶ Play video
eager mist
#

Hi, im new to unity and would like some help creating a 3d player. i have blender and unity installed on my pc and would like to create a knight character for my game im working on. id appreciate anyone who has any tips or pointers on 3d character design.

tidal temple
wanton snow
#

@eager mist blender is pretty slow to learn to use on your own (at least from what I’ve learned), so just start simple, experiment, watch tutorials, make other things, and after a while you’ll be able to make pretty much anything you want

#

You can DM me any questions you have

#

I’d consider myself somewhat experienced

eager mist
#

@wanton snow thanks. ill do that if i get any questions

wanton snow
#

okay

eager mist
#

Question, my textures are at 2-4k in Unity but at certain resolutions still look grainy on 3d objects, how do I fix this?

gritty reef
#

@eager mist I highly recommend starting small. Make some basic assets, some simple weapons, etc, to get comfortable with your program before you take on the complexity of character design. On an animated character there is a lot more to battle than just making an ammo box or a sword and things like topology are critical to having a nice, natural looking character.

eager mist
#

thanks! ill try that

#

heres a question: can blender be ised to create game objects? for example, i created a sky scraper in blender and id like to use this in my game, how do i do this? or is this even possible

sullen plank
eager mist
#

thanks

lusty jasper
#

Hey I'm new to unity and I decided to try one of the interactive tutorials but when I get to the "Play Mode and Edit Mode" section I can't move the character can anyone help me?

lusty jasper
#

nevermind fixed it

tidal temple
tulip bison
wicked basin
wary eagle
gritty reef
#

Fantastic models, as always Simon! I still despise the AA12 from my MW2 days.

wary eagle
#

Haha thank you mate! Not my favorite Shotguns too. 😄

gritty reef
#

Tried to keep it simple

wary eagle
#

Low details as you say but it work!

gritty reef
#

I might try texturing it this evening, but I haven't really messed with unwrapping models yet so we'll see hahah

wary eagle
#

For a UV start just try Unwarp some basic mesh : Cube, Cone, cylinder...

#

Then try to unwarp a cube mixed with a sphere ETC...

gritty reef
#

Okay cool, will do!

fiery aurora
#

Hi everyone not gonna lie i'm pretty new to Unity so far have only done some basic stuff but from what i did i can't remember seeing this cliping trough walls(plane in this case might be why) and objects(Sphere in this case) like i know that if you are too close to something you'll end up inside it and not being able to see it insideout but that's not the case at all here i'm not even that close to the ball and i'm already seeing trough her, also i can't seem to get my viewport camera speed right sometimes is super slow other times zooms past whatever i'm trying to get a closer look at if anyone could share some help i would gladly appreciate it 🙂

wary eagle
#

Select a small object in the scene then press "F", the camera is going to focus on it, reducing the clipping range.

fiery aurora
#

hmmm that worked out pretty well thanks 🙂 anything about the camera speed?

wary eagle
#

ALT + right mouse button, drag it up/down.

fiery aurora
#

Thank you ^^

wary eagle
#

😃

languid pewter
#

in blender the arms arent in that shape

fluid oak
#

Bad skinning weights?

languid pewter
#

alright,I'll check it out.

split hound
#

since the blender discord isnt helping i hope its ok to come here but im trying to get two eyes to come closer together and i cant figure out how to do it does anyone else know

fair falcon
#

Hi, I got an issue regarding some 3D cards that I'm working on. In the scene view the layering looks fine, but in the game view the layering is wrong. Haven't worked a ton with 3D objects so could anyone point out what is wrong?

#

The camera does render it to a RenderTexture if that helps

willow nebula
#

Are your card using an opaque or transparent material ?

fair falcon
#

Opaque

#

But I found the issue luckily

#

My RenderTexture had no depth value

#

Thanks nonetheless 😄

wary eagle
noble meteor
#

does anyone know why the collision geometry does not match the position of the box collider?

sullen plank
#

@noble meteor Try loading default layout to test. In the past edit collider gizmo display was linked to that,

void chasm
#

Hey guys, i dont know if this is the right category but im needing a "dummy" character to start testing some behaviours (with IKs etc) that i cant see while using a cube, does anyone know where i can get one?

median vine
#

asset store, there are plenty of free meshes and textures/shaders to use

fluid oak
#

the unity standard assets has two humanoids in it I think

young spire
#

Oh yeah, the 3D Game Kit girl

late sphinx
#

Guys - I am a little bit stuck. Is there any tool that allows painting prefabs like polybrush but in grid (like with progrids) ?

fluid oak
#

the tilemapper?

late sphinx
#

@fluid oak didnt know about it but the name suggest something different. My case is about 3d scene without using actual tiles

fluid oak
#

You can attach 3d prefabs to tiles and paint with them; I haven't used it but I saw it in one of the unity videos.

wary eagle
#

Available soon on the "Low Poly Weapons VOL.2"!

topaz yoke
#

Helllo i am really new to unity but i am trying to mess with basic things and when i am rotating a basic cube, the angles are modified too but it looks like it only does that when it is 'under' / 'in' a camera:

young spire
#

@topaz yoke the child copies the scale of the parent.

#

so it's getting squished because its parent object is squished

ember peak
#

hows this?

topaz yoke
#

@young spire and how i could disable this pls? Tia

young spire
#

@topaz yoke you don't. You're gonna have to model it in a real modeling package. Blender is easy enough to install and learn for little stuff like this

#

You could also use probuilder I suppose, installed via the package manager

tidal temple
topaz yoke
#

Oh ok thx

lone bough
#

Hey, isn't there a 3D format that is like, just plain text listing of all the Vertices and what is connected to what. Dose anyone remember what it's called?

willow nebula
#

OBJ ?

#

FBX in plain text ?

eager mist
#

iirc .obj has a "easily readable" list of verticies

wary eagle
dusty idol
#

Does anyone have an idea on the size of the unity fps multi-player asset on github.

fluid oak
#

doesn't github say the size?

onyx dawn
#

Does any1 have any FPS maps for a 3D first person shooter

fluid oak
#

unity has a few free ones

ember pecan
#

Does anyone know how to make blender meshes save correctly across different dev machines?

#

Import, test, and build work fine on my main machine where I created the .blend

#

But if I try to download the repo on a different machine, Unity says it can't find the meshes

eager mist
#

poor lighting sorry, but here's an enemy for a project I'm working on

glacial lagoon
#

I'd piss my pants if that thing was faster than me

#

s p o o p y

last ravine
#

has the world figured out the blender > unity workflow yet? or are we still stuck on negative ninety degrees on the X?

eager mist
#

@glacial lagoon I plan on that mob being fast so may you rest in peace >:))

glacial lagoon
#

You may have something in mind, but I imagine that thing has a long ass tongue and would make some creepy ass slurp slurp lickity slurp noises

eager mist
#

you know its funny you mention that, I want to add something like that to this creature

glacial lagoon
#

😄

eager mist
#

I was thinking of some sort of appendage that comes out of the mouth

glacial lagoon
#

HAND TONGUE

eager mist
#

HEHEE YES

#

are gifs allowed in this channel?

#

if anyone can answer that

glacial lagoon
#

idk I'm new

eager mist
#

lmao same here I joined last night

#

Andrios check animation channel >:))

maiden tangle
#

@eager mist Have you considered making him furry? 😮

#

would definitely up the spook factor with some floof to swish around as he's dodging light beams in the dark

#

that mask is beggin for it👌 looks great

eager mist
#

@maiden tangle I’m going to be adding either feathers, fur, dried grass strands, or rope to the mask

#

Or possibly bones

#

But fur could look nice actually

glacial lagoon
#

variable clap skins

eager mist
#

Huh?

glacial lagoon
#

do them all and have different skins

#

(sorry if that's a ton of work heh)

eager mist
#

What do you mean I’m slightly confused

#

You mean different mobs have different skins?

glacial lagoon
#

I was suggesting to make it possible for that mob to have different masks

#

not sure if that's a lot of work

eager mist
#

Oh well actually I considered that

#

But I think this mob will just have this mask

#

There will be a lot more mobs and they will be different from this one

glacial lagoon
#

are they all masked?

#

I love masks because of Majora's Mask

eager mist
#

All of the enemies in this game have masks for faces

glacial lagoon
#

I just realized my avatar is the MM

eager mist
#

Lol

#

But all of the creatures in my game will have a mask representing something, so all of them will be different

glacial lagoon
#

that's dope

eager mist
#

Well thank you 🙂

#

I’ll be posting progress here every once and a while

glacial lagoon
#

Looking forward to it, are you starting with art then moving towards mechanics?

#

sorry I have no idea where you are in your project lifespan

eager mist
#

I’m going to finish all of the mobs, then the bosses, and then the environment

#

After those are done the mechanics and all that other stuff will come

glacial lagoon
#

I'm doing mechanics last too

#

currently working on the 3d worldgen

eager mist
#

Good idea lol, seems most convenient if you’d ask me

#

Oh nice :0

glacial lagoon
#

now that I've figured out how to navigate gameobject hierarchies it isn't half as bad as I thought it was going to be

#

I'm new to game development (I used a lot of source sdk when I was a kid though, took like 7 years off or more)

#

I can code though so weeee

#

using sort of a Fibonacci approach here to my world development

#

it's fun

eager mist
#

oh wow thats awesome man

#

see I'm worried about my game's future because I can't code and I don't have anyone to help me with that :/

glacial lagoon
#

bravery

eager mist
#

?

glacial lagoon
#

one line at a time

#

no other way to learn besides trial and error

eager mist
#

true true

glacial lagoon
#

you can do it 😄

#

especially since you can run your code and see it happen in real time without compiling

eager mist
#

well I don't know where to start either

#

like for example

#

I'm so unfamiliar with unity that I can't even make that mob I made walk around

#

all I can do is make it so he stays in his idle animation, and thats about all I know regarding animation in unity

#

and yes, I've looked at tutorials, nothing seems to help

glacial lagoon
#

q_q

eager mist
#

but I'll stop talking about it here bc this isn't the right chat for this lol

glacial lagoon
#

I'm gonna go take a break and be back in a few mins

eager mist
#

alrighty 🙂

maiden tangle
#

Yeah lots of subcategories you'd have to go through but eventually (really not that far into the future usually) it becomes a blob in your mind that you can easily recognize in problem solving, like "oh i need my mob to move, i could use navmesh, physics based, or whatever else i saw looked cool on youtube" lol i started unity watching a channel called "TornadoTwins", super basic concepts now but, gave me my start and branched off into channels like brackeys etc.. makes things a hell of a lot easier when you have a channel to browse

#

obviously places like udemy but.. everythings free nowadays

eager mist
#

oh yeah I think I've watched a few of their vids

#

true lol

glacial lagoon
#

I think that simple core concepts prevail hard in indie dev

maiden tangle
#

also a big one for me which i'm still using to learn heavier stuff is to get an open source project, and try to read how they're doing it, and you kinda carry certain patterns over for better or worse.. either way gives you a different perspective, githubs a champ

glacial lagoon
#

you bring up github and I admit; I don't use it even though I know I should be

#

version control will save your life

#

and project

noble mural
#

WIP 2015 Mustang GT

#

(maybe it will have a crowdkiller tune option idk)

#

Rn I'm going for only non-visual mods aside from wheels, but in a future release/version it'll have visual customization that affects performance

errant gorge
#

@last ravine you can change blender to use y up I think

last ravine
#

no

#

we would have done that eight years ago if it was possible

errant gorge
#

Unless for some reason you really want a blend file

last ravine
#

i said no. this is not the solution

errant gorge
#

OK...

graceful ocean
hushed aurora
#

You can disable it and enable it whenever you want (like when you die). If you tick "play on awake" it should work fine

#

@graceful ocean

#

Be careful that the particle system is not child of your game object, otherwise it will be destroyed with it

wicked basin
#

any chance someone could model some very basic weapons. (Nothing to advanced, Low Poly) I need a pistol, assault rifle, shotgun, sub machine gun, sniper, and a couple knifes and thingies. Much appreciated blender is being dumb. You can do one of the things I listed. 🙂

hushed aurora
#

@wicked basin you don't like those on unity's asset store ?

marble ingot
#

@wicked basin That's a lot of work for free

#

I'd check out the asset store like Myrmecoman said

fluid oak
#

@eager mist you need to give mor einfo than that

wicked basin
#

could anyone explain why blender keeps saying isn't responding

wicked basin
#

i'll just try to model them within unity (boring)

tepid plover
#

any 3ds max brains around, preferably who know their way around vertex paint workflows

jagged sky
wary eagle
karmic valve
#

How would I describe this style of shader?

fluid oak
#

@karmic valve 'NPR' shaders I think?

tepid plover
#

anyone using bent normals here?

past scroll
#

Hey guys
Is 100k tris good for hair model ?

humble crag
#

Hey could someone help me or give me some pointers to create a script to knife a cube given offset and size?

wary eagle
glacial vector
#

That's a lot @past scroll. Is it for use in a game? If so what platform is it for? If you look on artstation a lot of hair artists tell you how many polygons the hair has

#

Aloy's hair is 100k tris, and that's the main character of a console game
https://www.artstation.com/artwork/EDbk4

ArtStation

I was given the opportunity to be responsible for the production of hair for Horizon Zero Dawn, a PS4 game developed by Guerrilla Games. It was a fun challenge to learn the intricacy of game hair development and work with my colleagues in code, rigging and shading to realize ...

fluid oak
#

man, aloy's hair looked good

#

but even that flipped out sometimes

glacial vector
#

50 splines lol

noble mural
fluid oak
#

bottom

noble mural
#

Good choice

chilly nacelle
#

Unity is getting ahead. ..!!

fluid oak
#

of what

chilly nacelle
#

In general....it's getting better

craggy spindle
#

what is that thing?

glacial vector
#

You mean the yellow thing? It's the lines showing what light probes are affecting your object @craggy spindle

craggy spindle
#

i dont think i have any lightprobes in the scene 🤔

rapid echo
craggy spindle
#

aw wow thats really cute

rapid echo
#

Thank you very much! @craggy spindle

eager mist
#

Anyone know why all my textures/materials seem to shimmer?

#

shimmer, grainy, idk whatever term you choose where it looks like coloured static from an old-school television lol

eager mist
#

here's a picture of the shimmer/grain happening on a boot-anyone know how to fix??

#

unity

#

Well, how do its textures look like?

#

...what do you mean

#

its textures look like textures, 4 of em, all looking good lol

#

(btw I fixed the boot by removing metallic map so now it's just a really grainy cloak and stuff so I'll be showing you that instead)

#

here's cloak semi-close, extremely grainy at this point lol

#

here's texture settings

#

all 4 that are being used

#

I meant that these "looking good" textures were responsible for the way it was grainy / shiny

#

Ok, how so and how do I fix it?

#

By making a texture that isn't grainy / shiny?
Get Substance Painter for 30 days for free, import your model, apply the textures to it
Change it in whatever way you want to

maiden tangle
fluid oak
maiden tangle
#

Nice, that's a clean look

wary eagle
lethal eagle
#

giga noob question incoming..so unity has 3d tools and animation and rigging,...|| Could you model a character in unity only? If yea, then why the 3d programs s.a. blender 3dsmax maya etc.

eager mist
#

Yes, you could make a character and animations for it in Unity but 3Ds Max / Blender are much, much better in that

lethal eagle
#

so its just handier in the sense of speed and workflow?

eager mist
#

They also have dozens of options that just don't exist in Unity

#

Also, I'm not sure if you can create UVW maps for models in Unity

lethal eagle
#

thank you for clearing this up for me anyhow 😗

maiden tangle
#

ehhh i really wouldint say unity is at all comparable to dedicated graphics software such as blender or the like.. it's capable to make a collection of primitives sure, (and not that may at that), that you could then string together to form some kind of.. whatever- and yes there are tools and plugins that you can could take this further with some even being able to paint and edit meshes in unity, but at the end of the day it's like using a bulldozer to water your plants, just use the hose.. it's free.
At the end of the day unity makes what you already have created, work.

serene shadow
#

Player moves by itself

eager mist
#

Well, how are you "applying" movement? Is this Rigidbody? Are you using physical material?

serene shadow
#

Ive got a RigidBody +

[SerializeField] private float _movementSpeed = 10.0f;
private void Move()
    {
        //Get a normalized movement direction
        Vector2 movementInput = RegisterMovement();```
maiden tangle
fluid oak
#

that looks good!

tepid pumice
#

Anyone specialized in low poly wants to make me a character? I know i can download them from the asset store but they are not really that good or the animations are kinda bad

fluid oak
#

You get what you pay for

wraith crater
#

Hey, I've been running into problems with this tutorial so I came here to ask for help. At 17:15, from what I can read from the cc, it says "Failure, press the left arrow key moved (it) forward" but it seems it doesn't work for me, I tried ignoring it and continued with it and it seems It still refused to move in any way, any help would be appreciated.
https://www.youtube.com/watch?v=cxLFGmpe2bs

in this video i have shown how to add a 3 D warrior character and make it move using unity i have also shown you how you can download this character . source...

▶ Play video
#

Also I'm just starting out from unity (If you couldn't tell by the YouTube video) so if you could explain it with that in mind?

fluid oak
serene shadow
#

First enemy (placed without spawn-point) I guess is their reference point but now they pool towards that point like moths to a lamp

fluid oak
#

How are they SUPPOSED to pick a target?

maiden tangle
serene shadow
#

@fluid oak Through the script, referencing the player as a public

public GameObject Player;

    NavMeshAgent myAgent;
    [SerializeField] private int _health;
    public Transform player;

private void Start()
    {

        myAgent = this.GetComponent<NavMeshAgent>();
        //Player = GameObject.Find("Player");
    }
 private void Update()
    {
        myAgent.SetDestination(Player.transform.position);
    }
fluid oak
#

But you have the line to pick the player object commented out

#

So newly instantiated objects will have no target

serene shadow
#

Yeah, even if that line is not commented they still do the same usual bizz

#

So unsure if it's just something I can't see or haven't learnt yet

fluid oak
#

is your player actually named "Player"?

#

might they be finding a different game object?

tepid pumice
#

@fluid oak is that your twitter

fluid oak
#

?

#

I don't have a twitter

tepid pumice
#

Who's twitter did you send

#

i like his art i dm him

fluid oak
#

It it a person looking for jobs, and you are a person looking to hire:D

valid hemlock
#

Can anyone assist me with a problem I have importing a model from blender into unity ?

heady meadow
#

@valid hemlock whats ur problem

#

And, is there any1 that can help me a little with a quite simple problem? If you were to give a primitive (lets say a cube) an outline - like 2px on each border - is it better to texture a said cube in other software, or can I do some gimmick in the engine?

valid hemlock
#

Actually I got it fixed! I had an awkward issue where my model wouldn’t render properly and would appear stretched and well simply put a spider web

#

But thank you for trying to help!

eager mist
#

I did it in just over four days, it is also fully rigged and can be animated quite easily

fluid oak
#

Wow, that is really nice, @eager mist !

#

...Though the tampon string is a bit silly looking

eager mist
#

Do you mean the flag chain? Well, it has to be attached to something 😐

fluid oak
#

Coulda had a chain on each side of the flag or something, I dunno

#

But I cannot unsee it.

#

(also wouldn't it swing around wildly with just one chain?)

#

But wow, that paint job you did is great

#

It looks very much like a real painted miniature

eager mist
#

Well, I could maybe add chains on each side

#

Also, I'm considering making it a free asset after I make some basic animations for it

fluid oak
#

cool! Not that I'd have any use for it, but that is still neat.

lyric coyote
#

nice, looks like something from MechAssault

#

@eager mist hey can i ask u, howd u make custom textures for that model?

eager mist
#

I used Zbrush to make high poly models (from low poly made in 3Ds max), then baked information from high poly onto low poly in Substance Painter and also made textures in it

#

Also, it's a Warhound titan from Warhammer

eager mist
#

it should be flat

#

and horizontal

fluid oak
#

@eager mist You're in 3d view, not 2d view

eager mist
#

but im in a 3d game

#

wth

coarse knoll
#

Is it possible to "un-hook" a piece of a character during run-time? I am using a multi-part model, and I am wondering if I could remove a hand for example and have it be a independent object during run-time and move it around the scene.

#

I tried removing the "Root Bone" link in the object in question, but it is still on the model and animated.

frail monolith
#

ehm i've got an issue
transform.Rotate(Vector3.forward, 20 * Time.deltaTime);

It works fine if the propeller's vector is going in Z axis but if the plane flies toward Y Axis the plane rotates too pls halp, i wanna do it like to replace the Vector3 with the player's forward axis.

fluid oak
#

You'd need to use Transform.forward

frail monolith
#

like this?

#

transform.Rotate(transform.forward, 20 * Time.deltaTime);

#

or you mean to replace the rotate with forward

#

;d

glacial vector
#

@frail monolith it looks like your propeller is rotating in world space. Can you add a third parameter to your rotate function which is Space.Self? This should be the default though so I'm not sure it's the right solution
Or did you try the solution above? Because that sounds like it

frail monolith
#

@glacial vector u sir are a genius

#

transform.Rotate(Vector3.forward, speed , Space.Self);

#

modified it a bit

#

serialized the 20

#

and deleted the useless time.deltatime

glacial vector
#

No you need Time.deltatime in there, or it will be moving on different speeds based on the framerate of the computer running the game

frail monolith
#

oh

#

but my issue is that it's kinda not going fast at all

#

with speed * Time.deltatime

#

even if the speed itself is set to millions

glacial vector
#

Are you determining that based on looking at it in the editor window? Or looking at the rotation value in the inspector?

frail monolith
#

like i am looking in game window

#

and looking that the blade isn't spinning almost at all

#

this is what i mean @glacial vector

glacial vector
#

Haha cute

#

And you say it doesn't help if you set it to 500?

frail monolith
#

ya

#

i've even tried

#

5000

#

not working ;c

glacial vector
#
void Update()
    {
        transform.Rotate(transform.forward, speed * Time.deltaTime, Space.Self);
    }
frail monolith
#

well now if the plane goes upwards

#

this happens...

#

that it freakes out

#

and goes in all sides...

#

first is - value

#

second is + value

glacial vector
frail monolith
#

nvm fixed it

#

realised i could do it like this

#

transform.Rotate(Vector3.forward, speed * Time.DeltaTime, Space.Self);

glacial vector
#

As long as it works 👌

whole fog
#

currently trying to figure out how to best model the feet

whole fog
whole fog
#

now for the mouth

#

is there any way to do sculpt cuts rather than just extrusions

#

like is there anyway to draw in reverse

narrow venture
#

I am trying to make a souls like environment and I always wondered, the floor, has a lot of geometry and I am not sure if it is a texture with tesselation or actual geometry, anyone knows how they do it?

whole fog
#

Anyone know how I could round this out a bit

#

I basically just deleted all the vertices where I wanted the mouth to be then extruded the edges of the hole

whole fog
coarse knoll
#

Is it possible to detach the hand of my character from its Root Bone at runtime? So that i can become an independent item and get reattached to something else?

whole fog
#

does the pig emote symbolize anything?

fluid oak
#

It is pink and has little triangles sticking out

#

if you squint it kinda looks like him

narrow venture
#

I am trying to make a souls like environment and I always wondered, the floor, has a lot of geometry and I am not sure if it is a texture with tesselation or actual geometry, anyone knows how they do it?

eager mist
#

Stairs geometry probably exists but the rest could be made with displacement texture

brazen quarry
#

I’m pretty new to 3D in general but I really like the visual design of this game. Is it done using a toon shader, do you think that would be the right name for it? I want to make sure I’m searching for the right terms to learn how to do it.

https://youtu.be/ZaGq8y4Dl_8

The first 23 minutes of Sayonara Wild Hearts. Part 1 (Bittersweet Starway) to Part 10 (Dead of Night) As the heart of a young woman breaks, the balance of th...

▶ Play video
fluid oak
#

That's a neat style

vagrant leaf
#

I'm trying to build a portfolio including texture art.
Is it good enough?

fluid oak
#

I mean, it looks really good

#

Is it your best?

#

That's the important thing:D

vagrant leaf
#

I think one of best ones.

broken edge
#

What does it represent? A rock?

#

Looks good whatever it is 😄

coarse knoll
#

It's a miniwheat

misty valve
glacial vector
#

yeah looks like some sort of fuel cells or batteries. Or oil barrels

broken edge
#

or maybe some kind of cargo

gleaming crane
#

anyone can help with greedy meshing? I have it set up kinda but the triangles are facing incorrectly only in the negative x, y, z directions
i.e. the south face of a cube will be facing north
and so on

young spire
#

@narrow venture most of the tiles are real geo

#

In DS3 you can tell because there are many seams they forgot to fill in

#

See: curse-rotted greatwood pre-fight room

eager mist
#

why does my 8x8 texture go into unity liket this, but come out like this

fluid oak
#

compression?

eager mist
#

i figured but i cant tell where its being compressed

fluid oak
#

Did you set it to uncompressed in the importer?

eager mist
#

jk i forgot to do that

#

ty lol

#

c:

wary eagle
maiden tangle
#

first iteration, a little darker + grime/less happy toony

lyric coyote
#

lol dang son, and i spent all day making crappy 3d models

maiden tangle
#

lol i'm the same way when i try to make art stuff having recently been in a programming mindset,
at least for me it helps to separate them a bit / lots of references.
(open to critique!)

small anchor
#

Hello there! I've entered this discord because I would please need a little bit of help, what I do need is some big pdf on cloth and to know if you can make cloth drag around something else, now the full story in case you wanna read it:

I want to get my very own avatar into VRchat, so I extracted Taliyah from League of Legends files (I've read this is fair use) and her skeleton was all over the place so I also downloaded the mixamo female bot and got all of it's bones in place, I used blender for this and to separate both her dangling cloths from the body and the stones from the cloth itself.

Now my problem is that I have to get some propertires on these cloth pieces and on the stones in order for them to look nicely, so that's why I'm here.

Images for further comprehension (Also the stones behave as if they were almost weightless in game animations)

teal owl
small anchor
#

please, is there anybody here who can help me?

teal owl
#

isn't there a cloth component unity has

#

or you could add rigidbody

bleak bane
#

Anyone want to team up?

lusty flint
#

@teal owl 6K its too much for low-poly.
Low-poly guns must be about 2000 tris max.

teal owl
#

are you sure?

lusty flint
teal owl
#

David Stenfors Low Poly FPS Pack has 7k Tris

#

for his rifles and stuff

lusty flint
#

would better call its med poly then

teal owl
#

I could try to lower the polys on the G36

lusty flint
#

if someone will use 10 your guns on screen - then total tris count will be same as HING POLY characters

small anchor
#

@teal owl thank you, I will try the rigidbody thing, cloth is already applied but I need to link/sew/whatever the stones to the cloth so they are dragged around but not deformed

broken edge
#

@lusty flint Yeah I agree, 6000 is definitely too much for Low Poly

wary eagle
broken edge
#

@wary eagle Some kind of Rome - Style Pillar?

wary eagle
#

A full Low Poly Temple. 😉

broken edge
#

Oh I'd like to see that

small anchor
#

"Cloth does not react to all colliders in a scene , nor does it apply forces back to the world. When it has been added the Cloth component will not react to or influence any other bodies at all. Thus Cloth and the world do not recognise or see each other until you manually add colliders from the world to the Cloth component. Even after that, the simulation is still one-way: cloth reacts to those bodies but doesn’t apply forces back."

Sooo... My thing is literally impossible to make unless I make the whole thing more like a leather kind of piece that will swing but not deform, thank you for your help anyway

wary eagle
lusty flint
#

@teal owl show to us the grid/wireframe of model 🙂

teal owl
coarse knoll
#

I am trying to setup a ragdoll where only the arms are wobbling and the rest of the body remain stationary. However, the arms are dragging the model down when they fall. Is there a way to make it so that they only affect themselves and do not exert forces on their anchors?

#

What I am trying to achieve is to pick up a unit with my mouse and lift it up, and have it be a ragdoll when I pick up up off the ground

lusty flint
teal owl
#

I don't think so, all of the things with the orange dots are separate objects I think (Im new to blender)

maiden tangle
#

Ehh sorry mods if this is in the wrong place, there isn't a channel for it that i see

Hey! Are you a student wanting to hone their skills and at the same time gain experience putting their work to use on a title you can be proud of? If you are someone who knows the basics of modeling / hand painting textures, and want to put your skills to use in a exciting stylized sci-fi fps,
please feel free to reply or send me a message with a recent piece/portfolio with any questions about the project to see if it's a fit !

This is a rev-share game with a contract to be agreed and signed before any work is done to keep everyone safe and happy- That being said hope to see some inspiring talented individuals soon!

Thanks for your time 🙂

wary eagle
pallid sentinel
#

Is it actually the way to go as a 3d artist?

#

Go in the asset store instead of getting hired as a freelancer/dev

muted pelican
#

Depends on your budget and project, the AS could save you more than hiring someone @pallid sentinel

#

Not all the time you find what you need on AS though, you need to make it

pallid fractal
#

I think maybe the question was in the context of creating stuff?

zinc hedge
#

What's the best software for modeling like that?

maiden tangle
#

It's down to preference @zinc hedge
My personal bias for simple lowpoly stuff like this is blender 2.8, also free

tepid pumice
#

@teal owl i like your low poly guns but do you make low poly characters?

wary eagle
#

Adding some models to the Low Poly Weapons VOL.2 😉

tepid pumice
#

@wary eagle is it in the asset store

#

I love low poly

wary eagle
#

It is!

tepid pumice
#

free 🙂

#

?

wary eagle
#

6.99$

tepid pumice
#

hmm

#

ok

wary eagle
#

But one free sample exist. 😉

tepid pumice
#

vol 1 is free 🙂

wary eagle
#

Yes!

tepid pumice
#

imma add it i love your style 😎 👍

wary eagle
#

Thank you!

tame eagle
#

Are there any other places to get 3D models?

wary eagle
#

The best one : https://google.com

tacit zinc
#

why are some hdrp features blocked like this one?

willow nebula
#

You did not enable SSR in your HDRP asset

slow pewter
#

small question i have an odd bug that makes my custom mesh gameobject start shaking and jumping the second it touches another object

#

what could cause this?

eager mist
#

Do you use physic materials?

tidal temple
cosmic fjord
#

DM me if anyone interested in working on a 3d medieval fantasy,low polygon game. Were getting founding for the project once steams pays us from pervious project. Im the level designer for the game Dm me. We are looking for a 3d modeler, texture painter <--- specifically for 3d models.

misty valve
tidal temple
junior current
#

Hi guys, i was tons of model in my project and it would take sooo much time to create different lod for each of them. Is there any website/software where it automaticaly create different LOD for models ? Thank you in advance 🙂

maiden tangle
#

@junior current what software are you using for the models? Blend has a decimate modifier that's literally 2 clicks away, but i understand if you're talking like Mass production LOD's.. probably something on the asset store that does that

junior current
#

I am using Autodesk Maya @maiden tangle

#

Hmm, maybe is there an alternative to this Blend function on Maya ... I'm going to cheat for "decimate modifier" is that how it's named ?

maiden tangle
#

In blender yes- though another thing you could do if performance is your concern is a "imposter" system that makes sprites from multiple angles of your model, which usually takes a couple clicks

#

Amplify on the asset store has a nice one

junior current
#

interesting ! I never heard about this technic, it can do the job i think ! Thank you for your answer man !

maiden tangle
#

No worries 🙂

junior current
#

🙂

eager mist
#
junior current
#

Yes, it seems to be what i was searching for in Maya ! Thank you @eager mist ! 😄

cosmic jackal
#

I have a stupid question, i'm making a level but i was busy with 3d moddeling last week and all i have in my head is 3DS max, forgot how unity works... How do i turn my box inside out to make a room? -.-

glacial vector
#

Flip the normals in your 3D package @cosmic jackal

void python
#

does any one know of any tutorials about how to use textures and how to turn blender models into 3d models unity can use or how ever that works

broken edge
#

there are soo many videos about using Blender with Unity

#

and what do you mean by using textures?

tidal temple
bronze verge
#

Might anyone be able to help me figure out why the solidify modifier is having this behavior in Blender? Here's the before

#

The weird bit at the bottom confuses me

mighty charm
#

@bronze verge normally that is because you have the solidify set too thick, so its starts to clip through itself and then keep going creating that

#

i'd say do ctrl+a apply scale which might make it better or worse then adjust it so that it isn't so thick

young spire
#

Materials don't import

#

Bring your textures over and remake the mat

#

Save them as pngs and put them in your unity project folder

fluid oak
#

Anywhere in the project assets folder

fluid oak
#

Because unity materials and blender materials aren't the same thing

glacial elm
#

yea. its kind of useless to want that to be a thing. you can set the materials in blender but when you want to have the material in blender then you gota import the textures or just use a plane color if thats what you want.

glacial elm
#

@left gorge you can export the actuale texture from blender.

#

its a bit advanced nodes though. so your going to have to look it up

tidal temple
steady yew
#

Hi! Is there a way to use HDRP Terrain with any form of displacement and tessellation textures? (asking in multiple channels)

willow nebula
#

Not with the default HDRP/terrain shader, but you can hack it using HDRP/LayeredLitTesselation

steady yew
#

I've done that for smaller scale scenes, but it gets funky once working on landscapes and such. Or are you referring to somehow using the LayeredLitTes on a deformable terrain mesh?

willow nebula
#

On a terrain object (not mesh). But like I said, it's more a hack than a real feature 😄

steady yew
#

How would I go about getting a LayeredLit on a terrain mesh? There's the material slot in the settings section of the terrain component, but it blows up the mesh if it has some terrain sculpt on it@willow nebula

willow nebula
#

Hum, should work iirc

maiden tangle
#

About halfway through a piece for a client, very open to critiques and suggestions

deep fulcrum
#

Looks good!

#

Only thing

#

oops

#

Only thing is the concept looks a little more 'squat'

#

like heavily armoured or weighed down

#

So this is something I've been working around unknowingly for ages but it seems that objects with cutout alpha mode are affected first by view distance

#

e.g. they become invisible much sooner than any other object

#

ahh i think it's doing mipmaps

#

ok yeah so even without mipmapping the texture sampling goes disproportionately fuzzy

#

because they're low res point sampled textures

#

yeah so when i increase the texture size the problem is fixed

split hound
#

when making the holes for eyes in a face should i just delete the verticies or should i make caverns like this

high hill
#

the caverns look quite creepy

cosmic jackal
#

@glacial vector Thanks, been a few days now but i have no internet and i completely forgot about 'pro builder' lol one of the biggest face palms

fluid oak
#

@split hound do you plan on ever having the character's eyes torn out?

#

I mean, you can always delete them in the low poly version later

wary eagle
wary eagle
#

LP almost done, i'll start the HP tomorrow

eager mist
#

@split hound
cave is fine
you should actually put eyes there to know how you are going to sculpt this

split hound
#

@eager mist thats the idea i just wanted to make sure that was the normal thing to do

eager mist
#

Yeah.

calm arrow
#

I can't currently use google, can anyone tell me how to rig and animate a character in blender?I have made the model already

broken edge
#

You need to look it up on the internet

#

What you're asking for can't be described by a text message

calm arrow
#

well that just sucks

marble ingot
#

It's definitely quite involved. Weight painting, setting up the bones, setting up the IK, fixing all the small issues like certain polygons getting pinched by bone's weight values, etc. That's just rigging the character, animating (in a way that doesn't look awful) is a whole different story.

calm arrow
#

well, I did skeletal animation in Unity for one of my 2D games, is the rigging and animating of a character in blender similar?

broken edge
#

a bit yes, but 3D is a different story

calm arrow
#

does the third axis make stuff harder?

#

or just the fact that you can't make stuff on different layers to have things only effected by specific bones?

broken edge
#

No, it does not, but rigging and animating a 3D Character is definitely a more involving process than 2D Skeletal work

#

Although, the principle is the same

#

But 2D Skeletal Characters are simply easier to do

calm arrow
#

hmm, so the same concept but just harder?

#

what are the main stuff that make the 3D animating harder?

#

I mean, I have seen people do 3D animation and I believe that one of the hardest parts of 3D is that the asset is not easily split up so that some bones have effect some areas, like in 2D skeletal animation you would just draw things on different layers and you would be able to tell the animator that specific bones animate specific parts, like left arm right arm, but in 3D I believe there is a lot more involved with weight painting?

broken edge
#

Well, from my point of view, creating 2D Skeletal Characters is easier, because you just drop a graphic project in the sprite editor, create the bones, geometry & weights, optionally IK points and you're set up in a matter of minutes. But when creating Characters in Blender with Rigging and Animations, it'll definitely take much more time, but I'm not saying it's hard.

eager mist
#

It heavily depends on how does the character look like and what it's supposed to do

abstract lodge
#

Hey I'm trying to make chess pieces in blender, for unity, and this is one of the pieces, top with Normal map, bottom without.

How can I make the lines less noticeable?

fluid oak
#

@abstract lodge generate normals instead of import them, and adjust the smoothing angle?

abstract lodge
#

What do you mean generate the normals? I made the normal map in blender using 2 models.

#

Playing with the smoothing makes it a little better, but then changes the reflectiveness or something and you can't really make out any detail

fluid oak
#

Well, the normal map doesn't seem very good. You might want to edit that if the seams are visible in it.

maiden tangle
#

If you baked the normal map using a lowpoly mesh i would suggest first making a smoother model and going from there to a lowpoly once you have the maps you need

abstract lodge
#

like make the high poly model, then decimate the verts for the low poly?

maiden tangle
#

It's mainly the lighting / textures that make something look 3d or not, monument valley was very simplistic visuals so the lighting does most of the work, lots of vids on lighting at youtube or udemy

abstract lodge
#

Hey thanks @maiden tangle I think I recognize that youtuber!

maiden tangle
#

@abstract lodge You're welcome good luck with it 🙂

#

@eager mist like here you can see the camera is set to be isometric so the shape pops in a "2d" way, the lighting is set to sharp, probably some cel shading going on there all on youtube

#

When one way breaks another one pops up usually, you'll find your style i'm sure !

fluid oak
#

Doing it in VR seems like it would be difficult.

#

I dunno how isometry and stereo vision would work together

glacial vector
#

You using LWRP/URP @eager mist? If you use unlit shaders you can create some 2D-like effects

#

If you go to assets>create>shader, is there an option called shader graph?

#
Unity Connect

Tips on how to recreate the iconic look in Unity's node-based shader editor

Unity Technologies Blog

With the release of Unity Editor 2019.1, the Shader Graph package officially came out of preview! Now, in 2019.2, we’re bringing even more features and fun...

#

If you're not sure about the basics then you should sit down with some youtube videos and spend some time learning the tools

#

Yeah unfortunately LWRP and VR still has issues
If I were you I would start with one at a time, not both. So first get an understanding of the VR framework, then make your own VR interactions, then sith down with the shader

#

Not much documentation at all for the index unfortunately! That's a chapter for itself

#

Well be sure to ask in #🥽┃virtual-reality about things like these! There are other Index devs here after all
There is also a valve index discord server with dedicated dev channels

eager mist
willow nebula
#

Select something and hit F in the scene view ?

eager mist
#

No, it doesnt help

glacial vector
eager mist
#

Thanks

timid pond
#

How do you round the edges of a cube?

glacial vector
#

You bevel them @timid pond

wary eagle
night socket
#

Remaking my school-set adventure game for the third time.

Currently blocking out the main school building. What should I add to make it look better atm?

eager mist
#

@wary eagle
Triangles : 606 157 50
That's a lot of triangles

#

Also, another question
Why did you split the model into so many parts?

wary eagle
#

To have a nice control one the AO and cage when baking.

#

The polycount is not exact, is based on the poly you can see, so it don't count the other side of the gun.

#

And it's the HP +LP, LP only is 30K tri. 😉

fluid oak
#

@night socket An archway or portico over the entrance? Hedgerows? A clock tower?

night socket
fluid oak
#

Perhaps!

merry whale
#

Anyone who has used DAZ3D - is it a good source for premade character rigs?

eager mist
#

no

fluid oak
#

@merry whale Literally everything I know about daz3d is from people bitching about it.

eager mist
#

Guys
I downloaded a 3d model sword
and it came in winrar
How i can put it in unity?
ANy1 can help plesae <3?

fluid oak
#

just unrar it

eager mist
#

@fluid oak

#

i did extract the files inside it

#

but they wont go in my project in unity

#

pelase help ❤

fluid oak
#

there are literally thousands of file formats, and any number of reasons why it isn't working

night socket
fluid oak
#

And I am the last person you should be pinging for it, I am not much of a 3d person

#

Very nice, @night socket ! Looking at it from a distance,the windows and portico might be a bit close to each other, not sure

night socket
merry whale
#

@fluid oak hahaha that's what I thought

tidal temple
night socket
#

making a school building for my game

#

how does this look?

tame eagle
#

@night socket depends. What's what?

night socket
#

there's more than 1 floor btw

merry whale
#

where's the gym?

frozen juniper
#

hey im new how to i make a 3d player so you can play as him

broken edge
#

Depends on whether you've learned the basics

#

This should give you a hand in using a simple character

frozen juniper
#

ok thanks

broken edge
#

But If you want to create it from scratch, or make it more custom, then you should read a guide or watch a course / youtube video