#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 35 of 1

frozen juniper
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ok

grand plank
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having an issue with probuilder and the latest version of Unity. When detatching the face the entire inside of the cube is transparent. Can't apply a material to it to make it not transparent.

night socket
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How can I "project" the vertices of one model onto another in Blender? In this image I have to models, the floor (top) and the building (below) I want to project the vertices of the interior walls of the building onto the floor so I can easily apply different floor materials to each room

night socket
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nvm done it

rapid granite
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some one knows if the 3D models by Mixamo are free to use, also in purchased games?

night socket
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I doubt the 3D models are, but I think the animations are.

tidal temple
oblique stump
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sparky looks great πŸ™‚

tidal temple
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Thanks! πŸ˜„

heady meadow
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How would you work on a character with a sword on his back - is sword a different object ingame, or should I model it with the character?
Like I want to take out this sword, maybe by changing model to sword-less and instantiating sword inhand

real inlet
eager mist
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@heady meadow
I'm pretty sure that the corect way to do it is by having an additional bone in the character rig which controls the movement of the weapon
That way while running it can be on character's back or whatever
And while fighting it would be near the hand

heady meadow
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I wonder how it should look tbh. Im mostly making environments, but wanted to go on a little off-side project

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ill try tho

upper ferry
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Is there a bug with the latest unity version that causes the cloth component to move constraints?

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Does anyone know if there is a way to fix this?

upper ferry
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Just tested the model in the last version of unity and it does not show up. So it is an issue with the current version of unity.

acoustic rivet
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So I have an object in Blender, with several UV maps in Object Data. Is there a way to choose which one gets exported when I export as FBX?

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or to choose the correct one in Unity, if they all get exported in the file? (though I think only one is)

acoustic rivet
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or rearrange in Blender which UV layout is first, so this one gets exported?

acoustic rivet
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nvm, found a plugin to rearrange the maps

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but this functionality should be there by default imo. Both Shape Keys and Vertex Groups right above the UV Maps have arrows to rearrange them.

tidal temple
fluid oak
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@night socket if that is the ground floor, I'd expect to see offices

night socket
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the schools ive been to (atleast in the UK), the classrooms were 'offices' for the teachers, if that's what you're saying.

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there's like 30 windows on each floor and it's gonna be hell to manually place cubes for the boolean op

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so I wrote a python script to auto place cubes at the windows

sacred root
fluid oak
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Cute!

eager mist
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Maximo
Giving me the character without colors
is that normal?

somber pasture
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Yes

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@eager mist

maiden tangle
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You'll still have the ability to use your characters material/texture after you've exported, it's just the mesh that needs animating.

delicate girder
still lintel
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For someone that still learns about meshes and UV maps. If i would cut up an existing finished 3d model that already has textures and meshes, would the model keep those textures, meshes and UV maps?

jovial folio
still lintel
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like for example if you have a house model without an interior, and i cut all its walls etc into its own pieces

potent wraith
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@still lintel yes, you can do it. Each new mesh will still have it's own UVs, so you can still use the same texture for all of the new meshes.

still lintel
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Ah great thanks! πŸ™‚

untold adder
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what do you think ?

coarse knoll
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I have a 3d model with animations and I want to hide parts of the model (it's a dragon that has a flying animation, but I want to only keep the wings and hide the body of the dragon). How would I go about doing this? Does anyone have a resource that could explain how to hide parts of a mesh? Thank you so much. πŸ™‚

coarse knoll
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I figured out how to do it on one of the models I have where I can go into "Editable Poly" > "Visibility" > "Hide Selected". However, this model doesn't have "Editable Poly".

eager mist
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Well, you could animate its size changing it from 100 to 0 in the duration of one frame pretty much making it "dissapear"

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At frame 45 its size changes from 100 to 0

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(I'm guessing that there's a better way to do it but hey, whatever works)

coarse knoll
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That would hide the entire model though? I only want to hide the body and not the wings, so that I can put the wings (and keep their animations) overlapped on another model

eager mist
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Ah, right
That's the problem if your wings are the same object as the body

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Uh
I guess you could have a material which makes the body transparent
And swap the materials when you want the body to be invisible

fluid oak
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Is there any reason you can't just delete those polys?

eager mist
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Uh, you can't animate deleting polys, can you?

coarse knoll
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I can't click on them

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There are circles around the model that I can select and they're "Editable Spline"

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but I can't interact with the model at all

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I tried on another model that I can select the poly and just hide the polys

eager mist
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What's the last modifier on the main model?

coarse knoll
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Model was "frozen", if I "unfreeze all" I can work on it.

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This was a very basic pebkac

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lol

somber pasture
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someone help please

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lol

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how do I add color to this

wooden quiver
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anyone know if its possible to get a render preview of the camera whenever I change somethign in the scene in blender?
For instance, here I've got a preview open with the actual scene. I moved the character model and I'd like to have the render preview update accordingly

eager mist
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Have both windows be 3d views, for the one which you want for your render preview press 0 on the num pad to enter camera view. Then press z - rendered. This should update when anything is changed in the scene.

jade raft
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good voxelers needed (DM)

wooden quiver
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@eager mist But the camera view is higher res than the actual render, so it’s not accurate to how scene looks when rendered

wooden quiver
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If it looked like the left view I'd be set

serene girder
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I need help

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All of my track model is rendering nothing

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There's materials applied and everything

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Incase you need a reference

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this is the model i am using

green tusk
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Any good tutorials on UV tiling?

cerulean solar
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hey i'm having a problem with Blender's IKs where the bone doesn't bend properly and turns into a helicopter. i haven't had this problem 2 weeks ago. anyone who uses blender have any ideas?

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i couldn't find any help googling this issue

eager mist
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Is the bone on which you are using IK a main one? (Is it a parent for all of the other ones?)

glacial vector
grizzled grove
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How much does an artist expect to make for a 3d model? I'm no artist so for future projects I kinda want a feel for what I should expect to invest into different variables of art.

Just for reference I'm looking for character models of about Diablo 3 esque.

cerulean solar
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@eager mist it's the main IK i use

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there was also a case where everytime i moved the arm bone. the leg bone also moves randomly at the same time

eager mist
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Well, using IK on the main bone doesn't make much sense
IK tries to move all "parent" objects so that the IK bone is at the correct place
And since the main bone doesn't have "parents" it doesn't know what to do

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That's my guess at least

eager mist
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Π ow I can make the building and the entire interior?

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ProBuild is broken

cerulean solar
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no the leg bone does have a parent @eager mist

raven citrus
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how can i make a low quality rusted look

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for a mobile game on a car

abstract maple
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I need help somebody fast contact me

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this doesnt work

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transform.position += new Vector3(0, 0, (float)z);

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i setted double z = 0.1;

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and it doesny work

eager mist
abstract maple
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ok sry

alpine mural
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I am super happy with how these turned out! First time properly baking normal maps onto lower res models. Any advice?

untold adder
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more details ? Vine ? rust ?

cerulean solar
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@eager mist i changed the origin point of the skeleton and i'm getting better results from the Arms. the legs are still spinning like helicopters if i moved the ankle an inch

plain cedar
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Does anyone know a good and free survival game pack for unity? And a good software to create 3D game assets ?

broken edge
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Blender

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If you're looking for something that's free

cerulean solar
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I figured out my problem
i still had the foot connected to the leg so i disconnected it and it is working as intended

rapid echo
lapis flower
indigo crag
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Assassins Creed Unity flashbacks pepekarp

late sphinx
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hi guys. is anyone managed to get to work cloth on skinned mesh renderers in unity 2019.3 ? For me it is as broken as I cannot imagine someone releases any system (not) working like this

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I turned off any mesh optimization options, compression and so on. No matter what it isnt working. Even if I somehow manage to paint weights it all get stretched or worse when I enter play mode

jovial basin
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I am new to unity and trying to make a VR chat model, but it is telling my I am missing bones. when I checked it over I am missing the upper chest and both shoulders, i have looked but i can't find how to add bones and then publish the skin. can i get some help adding the bones and connecting then so I can complete the model. if anyone can msg me and help that would be great thanks.

stray lagoon
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you guys are so talented, and I thank you all for helping me find inspiration for game making again. ❀

lapis flower
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How diverse are the visual effect graphs? I've been putting off learning how to make a grass compute shader and I wonder If I could do it in the graph.

potent wraith
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@lapis flower you probably mean shader graph? The improve it constantly adding new features, but coding a shader by hand is always gonna be more flexible.

dim ravine
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@sullen plank ^

sullen plank
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And how it looks if you just flip the normals?

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I'm assuming this is a default shader material

dim ravine
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yes default

half wave
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I'm following this over from general because I'm frustrated by these normals

dim ravine
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so want me to flip all the normals in blender again?

sullen plank
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Usially automatic recalculation in Blender resolves it unless mesh has abnormalities

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Try making a simple primitive and compare its topology how it suppose to look

dim ravine
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one sec

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okay with the pic i just sent i flipped all the normals and it actually looked better and couldnt see through it but it still looked weird

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i was just trying that to see what it would do. i reflipped the normals and it gave me the problem ive been having again

vivid sinew
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did you remove doubles ? make sure to backup though

sullen plank
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It is probably connected with vertices which have drastically different normals facing.

dim ravine
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sorry was putting kid to bed for nap

sullen plank
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try separating it to basic parts, removing orphaned vertices, fusing doubles, and recalculating those parts separately

dim ravine
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how do i fuse doubles?

sullen plank
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Merge vertices by distance

dim ravine
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i merged and now my character is more rounded lol

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screenshare may help with this?

sullen plank
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Just keep experimenting

dim ravine
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about to give up tbh lol

fluid oak
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Are you importing normals or calculating them

placid kindle
maiden tangle
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It's easy to know what normal is facing the wrong way in blender if you enable backface culling :<> or is this not the issue here

fluid oak
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Well, if they have normals set to calculate on import it won't matter what they set them as in blender

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And that could fuck things up πŸ˜›

maiden tangle
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I don't remember the last time changing import settings was needed for the mesh to work but it's probably just me lol

placid kindle
reef sundial
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LOL

maiden tangle
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@eager mist In blender if you merge the vertices it should go away in unity

jovial hound
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I’m trying to make a main menu, is anyone able to jump on a voice chat and help me?

obtuse loom
glacial elm
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intresting models @placid kindle

eager mist
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A question to 3Ds Max users, is it possible to make it so that after clicking the arrow key on the numpad the animation's timeline current frame would be changed to the next one or the current frame+10'th one?

eager mist
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Also, is is possible to "reset transform" in Unity?
The way it works in 3Ds Max is that it changes all the rotation angles to 0 without actually rotating the object

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Is there something like this in Unity?

whole fog
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for some reason the texture I chose isnt showing

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recently I downloaded a thing for a wood floor texture and maps

whole fog
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nvm

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any ideas where I should connect the height and ambient occlusion nodes?

placid kindle
whole fog
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how does this setup look?

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what I am trying to make is something melting under a heatlamp

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also trying to figure out where the material should go

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should I put it between the base color and the overlay node?

whole fog
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Okay I think I got it good

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hows it look

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Like how you would make something look like it had melted

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like I am not trying to do an accurate fluid sim. what I am trying to do is to make a puddle on the ground

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maybe I could just take something like a sphere and sculpt it

whole fog
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I basically just took a UV sphere sculpted it a bit then went and adjusted the vertices

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can anyone explain why it turned purple

whole fog
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can anyone give me anytips how I can make it show black white and red simultaneously? The color ramp doesnt seem to be working

fluid oak
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Not sure what you are trying to do, but the way you have it set won't do anything; you have no input on the gradient so it will always return black, and then you run it into a blend from black to white so even if it ever output red it wouldn't do anything.

whole fog
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@fluid oak Okay so what it is is this 3D Cartoon I am making depicting President Trump having melted into a puddle from all the impeachment inquiries and revelations

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the black is his suit while the red is is tie

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I wanted the colors to all meld together

fluid oak
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. . .

whole fog
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you know like how ice cream melts

whole fog
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okay I think I will just drop the multiple colors in favor of just one

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hows it look

placid kindle
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@whole fog much better

whole fog
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thanks

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might add a little hair piece on top

placid kindle
glacial elm
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why are you in orthographic view?

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it just looks wierd when you are. tip: stay in prespective unless your modeling and want specific snaping

maiden tangle
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He's in ortho to show the animation.. 😐

placid kindle
maiden tangle
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For the simulation you are showing, Ortho is indeed better lol Idk why some people feel the need to be like that.

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Looks cool though πŸ™‚

rustic garden
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Is there a way to get my scene exported to maya in any way?
I set up a very basic layout for a house in unity, and now i want to model the walls in Maya, so that i can have windows etc, for the character to look outside of the house. I don't know the exact dimensions. Or do i, if i just go for the same x,y,z values and then up/downscale accordingly in unity?

placid kindle
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@maiden tangle I like to work in ortho, you have more control, and in the end I leave the camera in perspective for the game's cinematics

maiden tangle
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Yeah to each their own, he was giving you "hints" on changing perspective which would be fine but when you're doing a gravity simulation like that it's better to be able to see from a larger fov which iso does nicely- which you did initially lol

placid kindle
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Thanks a lot, i just playing to learn control physics in the game engine

maiden tangle
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Have fun!

rapid echo
vague dawn
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Using Pro Builder, what is the best way to create a shape like an S shape for example. I wanted to create like a curved road shape.

rapid echo
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Hi @vague dawn ,There is a bezier curves option in it. You can check that. It allows shapes to curve. Maybe you can find it useful.

vague dawn
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Hey @rapid echo Thanks for that. Do you know if its possible to have a flat shape rather than a pipe?

rapid echo
lament sparrow
tidal temple
final garden
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bronze kite
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Man everything's just breaking on my project idk whats going on

sullen plank
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did you delete any .meta files?

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or rename those fields

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or trying to reference scene objects in the asset (prefab or Scriptable Object)

maiden tangle
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Saw a shirt pin of a mac-10 on twitter that had this cool white outline i wanted to try in 3D! (1.5hr WIP)

maiden tangle
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Lol really not getting the readability i wanted for the details.. it'll only be seen from first person but still.. i should give myself more time for these πŸ˜‹

grizzled grove
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how hard is it to learn 3d modeling?

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I can't really draw but I like to think I have a creative mind, any video series I should watch?

maiden tangle
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@grizzled grove I would recommend Blender Guru for a quick start, flipped normals is great too for things like sculpting and rules of the trade overall

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I would say its hard if you're expectations are too high early on, low poly is usually a place people start and work their way to higher detailed models, which is best i think because its important to learn good mesh topology as a foundation

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But if you're having fun learning it can grow on you quickly :)

rapid echo
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.
@grizzled grove You can start with simple objects to model in 3d. Please remember don't expect to get results right away. Give daily some time to make and learn.
Start with basic fundamentals. Don't worry if you don't understand at first, just learn at your pace you feel comfortable. There are lot of good beginner friendly tutorials on Youtube (Free also) You can check Cgboost, Blender Guru, CGgeek, Grant Abiet and many more. Good luck! πŸ™‚

grizzled grove
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thanks for the resources guys, and yeah i dont expect much haha. i expect to be getting stick man level of art rn.

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if i plan to make an isometric game, 3D is the art style I should learn yeah?

rapid echo
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Isometric can be both 2d or 3d. Unity also added support for Isometric game view. You should check it out. 2d art tiles are placed in Isometric mode. It is pretty nice feature.

maiden tangle
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totally depends what kind of game you're going for, sprites get used a lot in iso games but 2.5d is definitely an option too

grizzled grove
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@maiden tangle right david im confused what exactly is that? so for reference is a game like diablo 3d or 2.5d?

maiden tangle
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diablo 3 used 3d models, a 2.5d is for example using sprites to represent a illusionary 3d environment

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@grizzled grove

grizzled grove
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I see is there a benefit for one over the other? aside from art preference?

maiden tangle
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Clash of clans for example, looks like 3d models (nice little details), but it's actually just sprites, so you get this quality that your platform or other might not support, these days it's usually made for aesthetic- but "back in the day" they used it for games like RTS, age of empires etc

grizzled grove
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oh I see, wow yeah I wouldn't be able to tell CoC is 2d.

eager mist
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@grizzled grove
I wouldn't recommend Blender as your first 3d tool, 3Ds Max is easier to work with
And if you choose 3Ds Max over Blender then I recommend watching Arrimus 3D tutorials

maiden tangle
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It's definitely a cool way to go πŸ™‚

grizzled grove
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im watching a blender Guru video rn about blender 2.8, he's saying blender has improved alot interface wise.

maiden tangle
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I would have to disagree a little, i don't know 3Ds max (i'm sure ive tried it throughout the years) But with the massive 2.8 update blender has, and the recent tutorials going up on youtube to match the growing interest, the interface updating etc it's a great way to learn the generals of 3d software, and if you learn blender other software is a breeze.. at least imo to each their own

grizzled grove
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Not sure I think I'd rather work with the tool that I will ultimately use even if it's hard at first. Unless you think 3ds max is BETTER overall not just for a beginner?

eager mist
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I can't say it's better overall

maiden tangle
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Mind you we're speaking a free generalist software vs a $150/monthly, i'd google around a bit

eager mist
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3Ds Max is 3 years free software

grizzled grove
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oh hah yeah

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I did not know blender is subscription

eager mist
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No, no
Blender is free for ever
3Ds Max is free for 3 years

grizzled grove
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oh i see, 3 years is a long time hah

maiden tangle
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Also just as a general note to add, i'm not sure why you're learning but sometimes it's in good interest for your future self to consider learning the software of the industry as a standard, Blender is dipping its toes in AAA use cases but other software is definitely a plus on a resume from what i've seen.. they don't want to have to pay you for you to learn their preferred

rapid echo
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I switched from 3ds Max to Blender. It has been great switch. Sure 3ds Max is still used in studios and it is good also. But it is not free. The subscription is simply not affordable in long run especially for independent artists.

New Blender 2.8 is now very solid and has improved 100 times in every way. Add-ons and community is very big. It just feels better. That is just my view.

gritty reef
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I'm considering swapping to blender from 3dsmax. I'm on the student edition currently, but once that runs out there's no way I'll be able to afford the cost.

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Does anyone know how close to the 3dsmax experience you can get with setting up the Blender interface/controls? I really like the split windows for swapping between views and the selection/movement controls are very nice (Plus I'm just so used to them after using them for so long).

broken edge
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@gritty reef when I was switching from Cinema 4D to Blender, I had to customise many keybinds. There is a keybinds option that should enable you to have similiar shortcuts as in Maya / 3D Max, but I found it not being really reliable. The best thing you can do is use the standard shortcuts and customise them so that they are similiar to 3DS Max.

Split windows? I'm not really sure if it is what you're asking about, but you can customise Windows in Blender as much as you want - you can divide windows and then divide them again, have multiple windows etc.

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And yeah the pricing of Autodesk product is too high for a student so Blender is a great option

gritty reef
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Excellent, just what i needed to know. Thank you @broken edge

broken edge
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Don't worry about the key shortcuts, you can freely set them up

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And there are many window options so there shouldn't be a problem

gritty reef
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Is there a way to export my layout and settings to use on other computers, so i don't have to reconfigure on every device i install it on? I've got a home pc and a laptop as well as a work laptop I'd like to install it on.

gritty reef
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In 3ds you can hit ALT+W to maximize a the selected viewport, and then hit it again to switch back to the split view. How would I replicate that functionality through Blender? I've poked around in all the view settings and can't find anything of that nature.

gritty reef
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FOUND IT! CTRL+Space is the default hotkey

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Wew I love it

willow nebula
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I didn't knew that, thanks πŸ™‚ Pretty close to Shift+Space in Unity πŸ™‚

gritty reef
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πŸ‘

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I've got it mapped out pretty similarly to 3ds. I really like the Space menu to select tools, though.

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Crappy wip models incoming

broken edge
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Is there a way to export my layout and settings to use on other computers, so i don't have to reconfigure on every device i install it on? I've got a home pc and a laptop as well as a work laptop I'd like to install it on.
Yes, you can

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You can export the Key Shortcuts in the Preferences Window:

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The Window Layout is saved automatically within the project

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That means that if you open that project on a different computer, the layout will be kept the same

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Thus you don't have to export anything, other than the Keyboard Shortcuts

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@gritty reef

gritty reef
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That's fantastic! Thanks for all the help!

bronze kite
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If my project has models imported from Blender, and I bring the project on a usb to a computer that doesn't have blender installed, will the models still show properly?

tranquil yoke
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Total 3d noob here, I've started a basic basic shape meant to be a basic building. Just made a big cube, inset the top edges, and deleted the inner face. should look like 4 walls and floor. looks fine in blender 2.8, but when I exported the fbx into unity, the face culling/shadows are wrong.

tranquil yoke
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nvm

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I just did a poor job on the model, the inset didn't work like it seemed

broken edge
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If my project has models imported from Blender, and I bring the project on a usb to a computer that doesn't have blender installed, will the models still show properly?
By the "models" you mean exported objects or normal blender projects?

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I'm not sure how it is with Blender, but when I was importing Cinema 4D projects into the Unity Project, Unity required Cinema 4D to be installed in order to get proper integration between these two programmes.

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I think this could be the same case with Blender

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But if your models are exported into the obj or other formats, it will definitely work

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Other than that, you have to try or search the internet

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@bronze kite

bronze kite
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Ok I'll consider making the models objs just incase

loud helm
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@tranquil yoke blender displays the backs of faces, but Unity doesn't render backfaces (unless you change the cull mode in the shader) which is why you can see through your walls

tranquil yoke
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ya I found that with a google, and saw the same issue when I turned on culling in blender. then I realized I didn't actually have inside faces

cinder mist
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Hey folks, I'm trying to figure out how to use my roughness map on my character with the HDRP/Lit shader? And how do I throw in my subsurface scattering map?

indigo timber
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Is there any discord server for fusion 360. I checked on their website, but the link was expired. I am having some trobule in it.

young roost
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I'm using WebGL and Addressables. I have SD textures on a model by default and when the game first loads, it loads HD textures and applies them to the model. Here's by bug. When the Addressable Asset is first loaded, it applies black textures to the model. Any thoughts as to why the texture from an AssetBundle is black?

eager mist
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I...uh
Got kinda bored and made this in just over one week
I'm not sure how to paint it yet though

fluid oak
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Very impressive, @eager mist

eager mist
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Thanks 🐱

marble ingot
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Anyone have knowledge about creating a particle system such as this one in Devil Daggers? The gibs can be ignored, as those are just instantiated gameobjects with a child particle system.

But more specifically, how could I create particles leave permanent procedural decals (like blood)?
And how would I go about creating that velocity influenced blood explosion? (Would the unity particle system even support something like this? Maybe with ribboned trails?)

https://gyazo.com/7b76e22715999f08244bff014675b6dc

broken edge
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It seems like a really complex system, I cannot really imagine how procedural particles could be done. But you could definitely do that the gibs have blood trails (just like in the footage), and you could also create an on collision event - when a blood particle hits ground, it leaves a blood decal that has the same visual specifications as the blood particle.

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velocity influenced blood explosion
I think it won't be a problem, as there are many settings, e.g. velocity over time, which should enable you to reach this effect.

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@marble ingot

vivid sinew
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given that the game has a flat plane only, it could be just a simple plane decal, or a big render texture used for drawing blood dynamically

marble ingot
#

I'm mainly curious about leaving permanent decals from Unity's particles

broken edge
#

Couldn't you just spawn a decal on the ground that would represent the blood particle? (set the size, texture, rotation and color in order to look similiar) on collision

#

Also it seems to me that the main blood explosion particles could consist of animated sprites, and that the gibs has real particles

obtuse wadi
#

Dear developers, I come to you at a time of great need.
I'm currently at a hackathon(just started) and I'm in a contest for FIRE SAFETY IN 3D(goal is AR but not for this hackathon). The goal is to Incentivizing Homeowners to Create Pre-Incident Plans for Firefighters. I want to use unity to let user(house owner) to plot out their home and upload it to a secure cloud for firefighter to use during a fire. I talked with a firefighter captain in the hackathon, he said the current equipment he and his colleagues are using is outdate and dangerous, e.g. heavy heat cams which must be held with a hand. He wants an Ironman like goggle with AR ability to see through the heavy smoke and fire, as well as any human signal behind walls. I'm thinking of an implementation of a software, very efficient in memory size and runtime, using point pinning to draw out the internal structure of a house: with 3 pins form a triangle, 4 pin forms a rectangle. They can be stored using only x and y axis, which further optimize data size. Pins can be easily calibrated using a mobile app(camera or actual position of the phone). User can pin fire hazardous items such as stove, water heater, and gas tanks etc. The main reason why firefighters havent start to use eye wear gadgets with AR is cuz its not efficient with cost and weight. My goal of this contest is to optimize the cost of runtime and still have a functional software(not at AR stage)Things i need help with. 1. unity, i dont have much c#/3d unity experience, ive done some amount of 2d unity with c#. 2. mobile calibration app.

broken edge
#

Seems like a LOT of work

#

Also, I don't know to what extent it is possible to shrink the base Unity application in order to get the lowest file size possible

#

But sounds interesting, so good luck

obtuse wadi
#

i just need to show the judge these criterias

#

im thinking of makeing a plane maker first

#

for unity side

#

give it 3 pins, forms a triangle, give it 4, a rectangle

#

the size of those pings takes an xy position's size, i guess 2 floats aka 8 bytes

#

the thing is: judge won't expect you to have the full thing completed as a product. You just need to show them a basic concept of why this technique of home planning can fit inside very cheap equipments (limited memory) by showing the process of drawing the map and updating locations

#

using unity

glacial elm
#

isnt that a bit of your job to figure out man

broken edge
#

Well it sounds to me that you're looking to hire someone to do this for you

#

And if you don't have any experience in Unity, this is probably going to be a bit hard to figure out by yourself

#

I'm not saying it isn't doable

fluid oak
#

@sterile pulsaron if the projectile particles only collide with the enemies, you could have a child emitter that inherits the velocity of the projectile, and can be scaled up and set to stretch?

main obsidian
#

Anyone know any places where I could commission a 3d modeler? (Edit: No longer needed)

glacial elm
#

@main obsidian wassup

main obsidian
#

Lemmie see your work

glacial elm
#

sure

#

got more in priv not on my port

#

alot of work in prog

main obsidian
#

Wow what beautiful work

#

But I am looking for a 3d modeler who could make 3d models for characters

#

Are you able to do that?

glacial elm
#

depends. what sort of character models

main obsidian
#

A human model,
a humanoid model,
and a humanoid creature like thing (Still deciding what we want this character to look like)

glacial elm
#

thats more of a character artist. im a env artist. a tip would be. mention that you want some one who's experienced with zbrush

main obsidian
#

What's zbrush? A 3d modeling software?

glacial elm
#

a sculpting software used by character designers

main obsidian
#

Alright I'll keep that in mind next time I ask. Appreciate you taking the time

glacial elm
#

np

teal owl
glad goblet
#

Not sure where to ask, but this seems right; Do you see your gun in a first person shooter as a 2d thing like a kinda UI, or do you see an actual model that's in the world?

#

How is it made basically

teal owl
#

well

#

None of it is UI

#

that would be weird

#

Unless ur trying to remake the old doom

#

then I guess u could

glad goblet
#

well ok

last isle
#

Hello guys!

#

i m new member! :3

#

here my last work!

glacial elm
#

good job man

#

@last isle

last isle
#

@glacial elm Thanks ! :3

chilly oracle
#

@last isle Basically how I imagine the pub from It's Sunny in Philladelphia looks like.

last isle
#

my old map 😦

wispy ermine
glacial elm
#

@last isle now thats what i call a scene. would be terrible for a game cause i can see how highpoly it is. but its great

eager mist
#

Well, a lot of these details from the scene could be baked into a normal map but it would take quite a lot of time to make lowpolys for it

calm arrow
#

how do I turn off occlusion culling?My mesh renders badly and half of it simply doesn't render in Unity

glacial elm
#

@eager mist i relise that. but check the art station. its in 3ds max. i didnt see any engine. chances are its all in studio. meaning he probably didnt give a single crap about optimization. at least usually is what it means

#

@calm arrow doesnt sound right

calm arrow
#

I made it a bit weird I don't really know what I am talking about, my mesh just doesn't go well in Unity

#

I made some planes face the wrong direction in blender, and now you see through and no collisions happen until you come in from the other side

#

I don't know how to fix it without having to redo the whole mesh πŸ˜…

eager mist
#

@calm arrow
I don't know how it works in Blender but in 3Ds Max you can flip normals for certain part of the mesh

#

You should try to do that

calm arrow
#

Hmm I don't know how to do it

eager mist
calm arrow
#

Thx

glacial elm
#

@calm arrow easy. go into edit mode. choose them all. and when u press T a menu pops out. go to uv and recalculate

#

fixes them automatically

fluid oak
#

@last isle that modeling is awesome, though I'd have serious engineering concerns πŸ˜„

last isle
#

@fluid oak shhhhh πŸ˜›

brittle tinsel
#

hi want to ask

#

what is the main cause that the light poking through the model?

calm arrow
#

@glacial elm thx

eager mist
#

So say I have this model. I'm brand new to the cloth component, but I want to add a wispiness to the the little bottom cut up pieces for when it moves, the bottom kinda moves like a cloth. How do I pull that off. I really don't understand the paint tool for the cloth component. Also when I use it, it all collides. Could anyone help me out?

broken edge
#

Is the bottom a separate object?

eager mist
#

no

glacial elm
#

@calm arrow np

west crypt
#

Does anyone know how I would go about "draping" a jpg over a large 3D mesh?

#

Kinda like Render Image on Blender, but since the mesh is so big I can't UV unwrap it to get the textured mesh into Unity

fluid oak
#

Not being a blender user, can you describe what exactly you're trying to do?

west crypt
#

So basically in there's a Blender plugin that lets me import a specific 3D mesh

#

The source website, along with the mesh, also has a jpg. Blender has a few settings that lets me sort of drape the jpg over the mesh to texture it

#

But I can't import this mesh w/ the texture because it needs to be "uv unwrapped" in Blender, which is not possible due to the amount of faces the mesh has

#

In short, I am trying to texture a mesh using just this image:

teal owl
west crypt
teal owl
#

I don't think it is though

#

cuz

#

this has been happening on other objects

#

wait

west crypt
#

Like pretty much every object in the scene?

teal owl
#

Not every

#

but like

#

Moost

#

most*

#

Is it because my far clipping plane is like 1 million?

#

(Its to render that giant star

west crypt
#

Yeah that def could be it too

teal owl
#

That def fixed it

#

but how do I render that sun and the lighting?

west crypt
#

What's ur near clipping plane at?

teal owl
#

0.01

west crypt
#

Bump it up with your old far clipping maybe

teal owl
#

ok

#

fixed πŸ˜„

#

Thanks!

west crypt
#

Glad to hear! πŸ™‚

fluid oak
#

@west crypt If it is THAT heavy that blender can't handle it, maybe it needs poly reduction for unity? Or maybe converting to a terrain heightmap, with the texture turned into a splatmap?

west crypt
#

Yeah I might try splatmap, otherwise I might divide up the mesh for less polys per unwrap

fluid oak
#

I didn't imagine there was a poly limit for it, but if there is then it might be too many polys for unity to handle too

west crypt
#

Well it's not that blender itself can't handle the poly count lol

#

It's the uv unwrap that can't do it

#

Like I can import the model just fine and interact with it on Unity, it just isn't textured

fluid oak
#

with that many points, can you just bake the texture to vertex colors? Or use a shader that uses object space coordinates instead of uvs?

lone bough
#

Hey everyone, so I'm looking for a high quality city asset pack. I've seen some allyway ones, like this https://assetstore.unity.com/packages/3d/environments/urban/the-alleyway-hdrp-asset-pack-153779

This project is a collection of assets to create an alleyway scene built upon the HD Renderpipline. The project includes 26 props, 7 structure pieces, 2 VFX, and 3 tiled materials.

These assets will not only look great in your game, but I'm sure there is plenty to learn abo...

#

Which is nice and detailed, but I'm looking for something more along the lines of Central Business District

#

Sky scrapers and malls and the like

glacial vector
near meadow
#

Hey guys, can you help recommend a multiplayer tool I can use for a simple FPS game? Just two players who shoot each other.

I guess my priorities are that the network allows for fluid movement/actions and then second priority would be ease of use

#

Leaning towards Photon 2 but would love to know what you guys think

mint acorn
#

My goal is to have a grid of displays that showcase my scene from different angles. The solution I have in mind currently is to simply station cameras wherever I want and have them render to render textures that I would apply to cubes and have the actual main camera look at this. I tried this out and one problem was that the resolution looked a little weird and blurry.

Is this the only/best way to accomplish this or is there something else I can do?

sacred root
#

@near meadow Personally, I only used Proton, but i think its a good point to start. After building a quick prototype myself, i was pretty proud of what i made. Even if its a simple deathmatch gamemode

noble mural
#

Low-poly FD RX-7

fluid oak
#

I tried photon but it didn't support physics at the time

#

not well anyway

lusty flint
#

We tried everything, and decide that if we want support 256 players on one screen - we need do own netcode...

fluid oak
#

Where will you even find 256 players to test it

lusty flint
#

@fluid oak easy when you have 8k community in my discord πŸ™‚

#

so we create netcode for half-year and polish it for next almost year

fluid oak
#

Ah, neat!

#

When I made my old game multiplayer I had trouble getting like three people to test at a time

#

stupid time zones

heady meadow
#

Hey guys, I am not sure if thats the right section.
I am doing a stylized low-poly piece in blender, I assign the materials and then export fbx to Unity. Is it the right way to do for flat-shaded pieces? Like the render seems so fake and bad that I am not sure if I shouldnt unwrap and create a flat-colored texture first. Whats the "right" workflow for actions like this

eager mist
#

You can't export materials from Blender to Unity
You have to make textures

cerulean solar
#

quick question can you make 2 armatures (one for the Face, other for the body) and export them into Unity?

gritty reef
#

@noble mural cool car!

noble mural
#

Thank you! :) @gritty reef

maiden tangle
#

anyone here using ArmorPaint? Uses blend nodes to do materials i think it's pretty cool- not quite substance painter but it's also not subscription based :

broken edge
#

@lusty flint did you consider using Mirror? it should handle 256+ players pretty well

lusty flint
#

@broken edge Mirror can do physic on server side? vehicle movement? bullet balistic? Simple-Anti cheat stuff and ofc handle 256 palyers?

broken edge
#

I'm just asking..

lusty flint
#

im just stop watching other netcodes when we was happy with own

broken edge
#

Was it hard for you to create your own from scratch? @lusty flint

lusty flint
#

netcode its always hard

#

need find balance for data upload and download

proper shoal
#

if anyone know any guides/tutorials or something about creating procedural animations for character, where hands have to follow gun and head and torso should rotate up when player looks up, mention me if you reply, thanks

fiery star
#

How to change the resolution but using slider within percent

night socket
#

Is there a way to fix Blender's different rotation matrix/whatever

#

with a .blend file?

#

I'm using a single .blend file to have all my models in one place (its annoying to individually export them since there's a lot)

#

unlike when exporting an fbx, I can't change stuff like which axis is forward etc

glacial elm
#

@night socket .....? why are you using .blend. and what exactly is the problem?

#

what you said doesnt add up really

simple sonnet
#

@night socket You can export a single fbx file which includes multiple separate meshes. I assume Blender has some sort of "export selected" option as well?

night vault
#

I’m wondering if there’s something like lattice in unity?

eager mist
#

Does anyone know how to lock an axis on blender?

abstract quiver
#

@eager mist lock when? You can usually use the desired axis key you want. E.g. move (press g key) then lock to axis x (press x key)

eager mist
#

Nevermind I just fixed it, but thank you

acoustic slate
#

Hey guys, I had made a fairly simple, low-poly 3D model in Maya - Then I imported it into Unity

#

And when I added lighting to it, as you can see. There are some strange artifacts.

#

This is probably the most prominent.

#

I think it's because the lighting maps for a single face are being used for multiple faces?

#

But I can't tell how to negate it.

#

If anyone knows what weird thing is going on here, I'd really appreciate it. Thanks!

fluid oak
#

Did you generate lightmap UVs when importing?

acoustic slate
#

That wasn't an option I saw - I had just dragged the mb into Unity

#

Should I import it within Maya instead?

rain tundra
#

who can help me, it's a 2Dgame, but my problem is in a script...

fluid oak
#

In the mesh import in unity it should be an option

#

Then why are you asking in here, @rain tundra ?

acoustic slate
#

Okay, let me see if I find it.

fluid oak
rain tundra
#

nobody answer me

fluid oak
#

So spamming won't help.

rain tundra
#

sorry

fluid oak
#

Also, your questions are very hard to understand, and you insulted the person who tried helping you in the other channel

acoustic slate
#

Where do I find the Mesh Import? I've used Import Asset so far.

#

@fluid oak ?

fluid oak
#

when you select the asset in the project pane

acoustic slate
#

Oh, I see.

#

I've found it. Thank you.

fluid oak
#

Did it work?

acoustic slate
#

Once it renders, I'll tell you.

#

Thank you though!

#

Sorry if that sounded rude, it wasn't meant to.

fluid oak
#

Sounded fine to me:D

acoustic slate
#

Yes! It worked.

#

Thank you so much

fluid oak
#

yay

heady meadow
#

Hey! Does any1 use Substance Painter from steam?

fluid oak
#

Hi! Sadly not, my computer is nowhere near good enough 😦

heady meadow
#

Theres a sale on steam rn, wanted to ask a few questions the owners πŸ˜„

final garden
eager mist
#

Π₯АЙ

bronze kite
#

Are reflection probes very intensive?

eager mist
#

Yes, extremely intensive.

#

You shouldn't have more than one in your scene at a time.

bronze kite
#

Ah ok thank you

fluid oak
#

Um. REAL TIME reflection probes are intensive. Baked ones are just environment maps.

fathom merlin
#

Hi, I’ve uploaded my most complex workpiece to day. Thumb up if you like it πŸ™‚ . https://www.artstation.com/artwork/58lm4w . Also check out the breakdown for this model. https://www.artstation.com/artwork/EVGwen

ArtStation

In-Engine View. See breakdown / making of: https://www.artstation.com/artwork/EVGwen

I was responsible for making a game-ready 3D model of an early pre-prototype unit of the Leclerc main battle tank program for the Armored Warfare game by My.Games. My task was to create a hi...

ArtStation

This is breakdown part 1. See part 2 here: https://www.artstation.com/artwork/nQX164.

See many more beauty shots gathered here: https://www.artstation.com/artwork/58lm4w

I was responsible for making a game-ready 3D model of an early pre-prototype unit of the Leclerc main ba...

eager mist
#

@fathom merlin
Just out of curiosity, what's the vertex / triangle count on the low poly?

fathom merlin
#

Around 100k triangles. It's pretty well-detailed πŸ™‚

gritty reef
#

That's really cool dude, awesome work!

eager mist
#

Guys, can you see any differences between these two models and if so then which one has more polys and by how much?

simple sonnet
#

Bottom one lower poly? Dunno by how much though. Hard to tell

eager mist
#

Yeah, lower one is low poly

#

32k verticies vs 131k

simple sonnet
#

Hard to say by how much as it might be overly dense in the top version. Resolution has some diminishing returns :p

#

Ah ok. nice

eager mist
#

I mean, both could technically low polys but I can't decide which one
lower one should be good enough

simple sonnet
#

Yeah. I could barely tell. Its "claws" are what gave it away to me. Slightly more jagged along the curve. I didn't open the pic 1:1 scale though. But should definitely be good enough πŸ™‚

bronze kite
fluid oak
#

@bronze kite Bad normals?

#

Probably from triangulating a big n-gon?

wary eagle
gritty reef
#

Very cool scene!

wary eagle
#

Soon on the asset store (I hope haha)

nimble igloo
#

Hay, i have one question
How two UV's works on mobile device?

#

I have idea how to get good resolution textures, but i need method, to make something like detail map(?)

#

And i dunno how it will work with mobile's performance

rapid echo
fluid oak
#

Very nice!

chilly oracle
#

Why does it have the hashtags of "eevee" and "botw2" for example though...?

long narwhal
#

Hi, i done something in blender and need the face to be rendered from both sides, do i "change" this in unity or blender ?

simple sonnet
#

@long narwhal You can find double sided shaders on the asset store. Maybe look into that?

long narwhal
#

@simple sonnet thx, i will try but first quest this in blender discord, maybe i can enable this easier in blender

simple sonnet
#

There's no way of doing it outside of Unity to make it render both sides in Unity afterwards. Do keep in mind, most of the time you want to just extrude the mesh to actually give it an extra dimension. This way, lighting in your scene affects it correctly. Unless you're doing unlit scenes that is.

long narwhal
#

@simple sonnet Double sided Shader is the way i go, thx

simple sonnet
#

Np

broken edge
#

Really nice!

eager mist
#

Hi everyone I have an error when building from unity (using Vuforia for ar) into Xcode (latest): the week says that there are undefined symbols in Xcode when I try to build. It works perfectly in unity.

whole fog
#

I am curious if it would be possible to build the general layout for an area or level in blender then import to Unity and work from there

simple sonnet
#

@whole fog You can build entire scenes in blender, mesh by mesh, mix and match. Up to you

misty valve
wooden quiver
#

so I'm making a model for animation, and I wanted it to have some clothes that are all flowy. I modeled the body and one piece of clothing so far, and it looks fine barring one glaring issue, this happens
I've tried increasing quality steps and the thickness of the collider
increasing quality has no effect outside slowing the program down and increasing the thickness of the body just makes it worse
I've tried smoothing the collider, smoothing the body, doing both and adding more verts and smoothing them again
no matter what, the cloth wants to get eaten by the body
I've also tried to use another 3rd party cloth solution and it behaves the same way so I figure I must be doing something terribly wrong

fluid oak
#

@young parrot If you're planning to export it to unity, blender cloth won't work anyway; unity has its own cloth

wooden quiver
#

Assuming you meant to tag me, I’m not exporting this as models for use in a 3d game

#

Might not even use this for gameplay, its an experiment of sorts

#

I’ll be rendering images out of the animations from this

simple sonnet
#

@wooden quiver Probably better to ask this in Blender discord tbh

wooden quiver
#

I have, I asked here as well to be thorough

fluid oak
#

...ack, sorry about that

#

mistyped I guess

#

I've not used blender at all

broken edge
#

@simple sonnet can you send me an invite to the Blender Discord?

simple sonnet
#

@broken edge Oh, I personally don't know. I meant more of a general Blender discord server. Like a community server. As far as I know, there isn't an official one. (I don't use Blender myself)

broken edge
#

Oh okay, thanks for replying, but is there anyone that could send me an invite link to some kind of Blender Related Discord Server?

#

@wooden quiver

fluid oak
#

You'd probably have better luck just googling it

glacial elm
#

@broken edge i can send you one

#

just tell me when your on and il send a friend req and link you a invite

broken edge
#

Sorry guys for the spam, I found what I was looking for.

eager mist
#

Undefined symbols for architecture arm64:
"Vuforia::ViewerParametersList::getListForAuthoringTools()", referenced from:
_viewerParametersList_GetListForAuthoringTools in libVuforiaWrapper.a(ViewerParametersList.o)
"Vuforia::RotationalDeviceTracker::getClassType()", referenced from:
_checkPredictiveAndUpdateStateHolderMode in libVuforiaWrapper.a(Tracker.o)
_rotationalDeviceTracker_Recenter in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_SetPosePrediction in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_GetPosePrediction in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_SetModelCorrectionMode in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_GetModelCorrectionMode in libVuforiaWrapper.a(DeviceTracker.o)
_rotationalDeviceTracker_SetModelCorrectionModeWithTransform in libVuforiaWrapper.a(DeviceTracker.o)
...
"Vuforia::CustomViewerParameters::CustomViewerParameters(float, char const*, char const*)", referenced from:
_customViewerParameters_new in libVuforiaWrapper.a(ViewerParameters.o)
"Vuforia::ViewerParameters::ViewerParameters(Vuforia::ViewerParameters const&)", referenced from:
_viewerParameters_copy in libVuforiaWrapper.a(ViewerParameters.o)
_viewerParametersList_GetByIndex in libVuforiaWrapper.a(ViewerParametersList.o)
_viewerParametersList_GetByNameManufacturer in libVuforiaWrapper.a(ViewerParametersList.o)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

#

This happens when I build my app in Xcode

#

Found no solutions 😦

sullen plank
craggy cargo
#

Im making an indoor scene for my game, the player will never see the house from the outside so it's only the inside I want to create. How would you guys create that scene. Right now im making it in blender, unwrap it and will texture it through a UV map. Is that a good way to go about creating the scene or would you guys use some other method?

simple sonnet
#

@craggy cargo That's the basics of it I guess..

craggy cargo
#

Ok thanks, then ill continue doing it this way

native kindle
#

So, our team is developing a 3D game with in-game avatar customization. We currently have a male avatar base model, and soon we will begin creating a female avatar model.

I wanted to ask; What considerations are there if we give female avatars the choice to have long hair? I've heard in the past that long hair traditionally causes clipping issues in games. Specifically, what are these issues? How do we manage/handle them to keep the avatar looking good in game? What do we need to be careful of when designing an avatar model with long hair?

As a note, our game has animations cutscenes, et cetera, so all situations are fair game for the model to be in.

fluid oak
#

@native kindle This might be just me, but as a player I'd prefer the option of having clipping over not being able to use pieces together. I know a lot of games are very strict about that and can take it too far the other way(secret world comes to mind)

#

I think a lot depends on the type of hair you're doing, how dynamic it is, etc. And how you're handling the animation/rendering of it.

native kindle
#

Okay, thanks @fluid oak !

fluid oak
#

Especially if you let players change their hair, don't be AS afraid of bad combos. Because for me at least I'd rather go 'this combo sucks' and change it than not be allowed to try it.

#

Of course, the worst is when you can't change it AND it doesn't work.

native kindle
#

@fluid oak What kinds of options do you like to have in a avatar customization?

fluid oak
#

Um, I like having the option of making distinct faces. One problem I have with a lot of character creators is that all the faces end up looking the same.

#

I dunno how your setup works, if it is distinct meshes or deformations, but is nice to be able to have at least a little distinct ethnic features.

#

A lot depends on how detailed the system is; obviously I can't ask too much of a relatively simple 'swapping models/textures' system

#

(Though you can do a lot with that sometimes)

#

Oh. And let players be ugly if they want to. I see games all the time that completely miss that some players wanna play an ugly character. (not like bethesda ugly with bad models, just 'not a sexy supermodel')

native kindle
#

Those are all really good points; I'll make sure to do some work with the system to try that out! We plan on using Blendshapes to customize, so it gives us a lot to work with!

#

(Also, the Bethesda comment was hilarious XD )

left canyon
#

i just started and i cant channge my background colour in game

#

i went to main camera and set a colour but it doesnt apply

native kindle
#

There is another setting in the camera near the color that is like "Use background color" or "use something else" @left canyon !

#

You need to make sure it is the one that uses the camera's background color!

#

(I think it may be the Skybox droppdown)

broken edge
#

How does it work with 3D Shading in Unity?
Let's say I set a model to be Flat - Shaded. Will it look the same in Unity?
Also, will Unity show Smooth - Shaded Models correctly?
@Blender Users

simple sonnet
#

Not quite sure what you mean. But the only thing you can make use of in terms of changing the appearance of an object from outside of Unity which will have an effect in Unity afterwards, is by its 'Normals'. But that can also be set in Unity afterwards if needed.
When it comes to how a model is shaded, you have to use and add shaders ("materials") in unity. Not in Blender.

echo oak
#

@broken edge Setting faces as flat or smooth imports into Unity correctly, you should be good to go

broken edge
#

@echo oak Thanks πŸ‘
By the way, the shading simply changes the normals?

#

the appearance of an object from outside of Unity which will have an effect in Unity afterwards, is by its 'Normals'
Oh I think I got an answer @simple sonnet thanks

simple sonnet
#

@broken edge It might be what they call it in Blender. I use Maya, and there it's just called Smooth or Hard Normals. Sounds like "flat shading" is the same as hard normals. Strange naming convention though

broken edge
#

Yeah sounds like it may be the same function

simple sonnet
#

Yeah.

pallid fractal
#

"smooth shading" and "flat shading" makes a lot more intuitive sense than "smooth normals" and "hard normals"

fluid oak
#

In the old days, you didn't have per vertex normals so the hardness was based on angles. Blender is emulating that but with the mechanics of explicit normals.

simple sonnet
#

I personally input angles myself for more control over end product.

@pallid fractal Perhaps. I just feel it's a bit misleading to call it shading. Goes to show it's mostly about what we're used to calling things I guess.

wanton wind
#

why does Unity decide to import two models with the same export settings and rotations differently. One model loads in facing the correct direction without any rotation applied, but another has a 90 degree rotation transform applied when imported

fluid oak
#

Did one of them have frozen transforms and the other not?

wanton wind
#

neither was frozen I think, both had all transforms at 0/default. Exporting the 2nd model with the experimental transform apply option seemed to work

native kindle
#

I am a skilled Coder and I have been using Unity for a 3D game for a while, but I am not as familiar with 3D Modeling / animations;

Our team's 3D Modeler has been working on improving the 3D Model for our game, and has created several different Drivers that should be able to control different parts of the model (For example, one is made to turn the head).

I am able to get the model into Unity and animate it using the rig's bones, but I am unsure how to access/control the drivers he made for it in Maya; Is anyone familiar with how I can use these in Unity?

Thanks!

fluid oak
#

Maya rigging stuff doesn't do anything in unity unless you code an importer that will do something with them, and basically re-implement them inside unity.

#

@native kindle

native kindle
#

@fluid oak Okay, thanks for letting me know! So I can only really use the bones then, right?

fluid oak
#

iirc object transforms, bones, and blend shapes are supported without any extra work

#

Anything else would need more implementation

native kindle
#

Okay, thanks @fluid oak !

wanton cradle
#

How to rotate a child Transform parallel to ground? Now it's parent will rotate severely. Thank you.

fluid oak
#

@wanton cradle can you rephrase that?

wanton cradle
#

Please give me a moment. I will write it better @fluid oak

simple sonnet
#

Hm, trying to rotate the child but the parent rotates as well?

wanton cradle
#

@fluid oak @simple sonnet

little linden
fluid oak
#

@little linden I'm guessing probably a combination of multiple overlapping sets of polygons and incorrect materials.

little linden
#

how does it display properly in scene view if the materials are wrong?

fluid oak
#

Does that look proper to you?

#

@wanton cradle you can just set the transform.rotation of the child in world space

little linden
#

it's at least not transparent

fiery star
#

i'm using raycast physics to onGround detection...but the isTrigger collider is detected...how to disable onGround when hitting the isTriggered Collider?

glacial elm
#

@fiery star y. you can litulary just give the ground a tag and make a if(collider,nametag,etc....)

raw pecan
eager mist
#

I would start by not making a photo but by pressing windows key + PrtSc and then pasting the screenshot so that people can easier see what you meant

glacial elm
#

or. windowskey + shift + s

gaunt flax
#

can someone help me with something?

#

in unity

glacial elm
#

dont ask to ask. just ask

gaunt flax
#

lol okj

#

For some reason my texutres arent painting with colort

glacial elm
#

?

#

screenshot?

gaunt flax
#

sure

glacial elm
#

are you using a normal?

gaunt flax
#

the sand texture on the left wont render with the color on the right over by the brish

#

should be

glacial elm
#

did you remember to turn the image you imported to a normal in unity?

gaunt flax
#

I know the basics of unity not very experienced however

#

no i didnt do that

glacial elm
#

bingo

gaunt flax
#

ok lemme go back and see if thatl work

#

in the past i didnt have to do anything XD

glacial elm
#

kk

gaunt flax
#

where do i find where to make it normal?

glacial elm
#

click on the image thats being used as a normal. on the right a menu should be visible

#

on the top where it sais standard or something like that. just click on the drop down and make it a normal

gaunt flax
#

alright im trying that

#

i dont think i did the right thing XD

glacial elm
#

screenshot

gaunt flax
glacial elm
#

correct

gaunt flax
#

i made it normal map

glacial elm
#

show me the terrain material you made

#

i think its a alpha issue

gaunt flax
#

i imported it from the assets menu. i didnt make it

glacial elm
#

still

gaunt flax
#

ok

glacial elm
#

there is a material

gaunt flax
#

the one that says diffuse is the one im trying to use

#

also I added a terrain layer idk if that effects anything tho

glacial elm
#

show me the menu that pops up when you click that material

gaunt flax
#

ok

glacial elm
#

i said materiakl

#

not normal map

gaunt flax
#

ok, again im a noob lol

#

is that what you want?

glacial elm
#

yes

gaunt flax
#

ok

glacial elm
#

how about we call in 1 min. il help you then

gaunt flax
#

ok thx

#

and sure

glacial elm
#

just that im recording something quickly. so about a minute while i mix the guitars quickly. accept my friend req meanwhile

gaunt flax
#

ok

wooden quiver
#

If there's any blenderheads out here,
I'm trying to have it so I can render out low-rez, pixel-art-y images from my models in blender. I got all that fine and dandy, but now I want to play with extracting the normal map of my model in the same way in order to play with lighting in the game engine I'm exporting to
this is as far as I've gotten

#

I expected the entire model to look like the skirt does, but for some reason most of it is coming out as a solid color

#

For reference if anybody has an idea, this is what the model and render looks with my shaded mats applied

glacial elm
#

i dont get it. you want a 3d model to act as a 2d sprite?

wooden quiver
#

Well my ultimate goal is to render it as a 2d sprite

#

but my current problem is just getting the normal map of a snapshot exported

glacial elm
#

thats definatly not your issue man

#

place a camera on the side of the character. how ever you want the sprite to look like

#

then change the cameras settings from prespective to orthographic

#

add a plane with a plane color that you can cut out later. or if you're in blender render just set the world to transparent. then render.

wooden quiver
#

That's how I'mgetting the bottom-left render preview

glacial elm
#

boom you got a 2d sprite

native kindle
#

@fluid oak (Sorry for the delayed ping, I had a question about something you said the other day), You mentioned that 3D avatar customizes should have a way to make distinct faces, so not all character faces look the same;

What are good customization options to ensure that players can make unique-looking faces? I was thinking that eye size/position/rotation is a good start, but what other customization options are a good idea?

fluid oak
#

@native kindle cheekbones, chin, mouth are all good. nose shape.

native kindle
#

@fluid oak Thanks!

fluid oak
#

And, like, I've played some games where there were only one or two non-hideous faces, so everyone looked the same because all the other options just sucked.

fluid oak
#

Also, if you do different skin colors, don't make them all basically the same color! I've played games where the skin colors went from 'tan to slightly more tan' with no pale or dark shades at all, which makes you wonder why bother having a slider.

native kindle
#

Good point, I'll make sure to include a wider spectrum!

fluid oak
#

Also, if you have a 'very pale' skin option make sure that there are still facial features that are still visible. πŸ˜› I've played a few games where the lightest option was just 'turn up brightness slider in photoshop' so all the details were lost.

#

Same with very dark skin, though that has its own difficulties. πŸ˜„

gaunt flax
#

hey does anyone know how to get a world box?

#

I dont see any in the asset store that are free

simple sonnet
#

@gaunt flax You mean a skybox?

gaunt flax
#

yeah, I have one but it does t look correct when I drag it into place

#

it has a weird blue film

simple sonnet
#

there's a bunch of free skyboxes

#

just make sure to search for that specific term

gaunt flax
#

ok

#

also now for some reason the water I have is rendering black not blue. When I first put it in it was blue. Any ideas?

half wave
#

I'm importing a multi object .fbx from Blender to Unity and for some reason it's not importing 2 of the objects. anyone know why that would happen?
it's like the 2 meshes are just missing from the fbx

glacial elm
#

Wierd.

half wave
#

ikr, I've been exporting this same rig for many updates now

#

all of a sudden blender is skipping 2 leg meshes

#

the animations are still fine, if I put a different mesh in the slot it still works.

#

for now I'm just using a replacement object but I'd appreciate any insight! thanks

gentle folio
#

Is there a way to change the snap increment size in blender?

fiery star
#

ok, sharku(late reply)

heady meadow
#

is there any1 that moved his/hers whole workflow only to tablet?

lethal phoenix
#

Im trying to do 3D Models
and Im using Blockbench if someone knows it
my question: How do I color it now? Because I dont know where to put the .png

lethal phoenix
#

Can anyone help me please: I cant get my texture working

eager mist
#

Firstly you have to make a UV map for the model

#

Then make textures for it, import into Unity, create material, assign textures into material and apply material to object

violet owl
#

Can't extract textures, option is greyed out. Any way to fix this without manually remaking all the materials in Unity?

carmine scaffold
#

@violet owl make sure export settings for the mesh in 3ds max has "embed media" checked. Though as far as I know, it'll only export the diffuse/albedo so you may have to manually import other maps such as PBR into unity.

violet owl
#

@carmine scaffold Thanks, it worked, exported textures as well

gritty reef
#

That's a really cool scene πŸ˜„

wary eagle
teal bloom
#

Hi, is the performance cost of normal maps on mobile end devices high?

#

Or should you avoid using normal maps altogether

willow nebula
#

Yes, it's costly

odd crypt
#

Sorry if this is a stupid question, but i've generated a terrain mesh using Blender (well, exported a unity terrain and modified it) but it's huge (2048x2048x128) and Im pretty sure i'll need to split that into smaller "chunks" but I've not been able to work out how best to do it, I've tried a number of python scripts on the blender forums but they all either fail or crash blender. Is there a better way of doing this?

fluid oak
#

Can you render out a raw heightmap texture back to the same resolution as the terrain you want?

dry python
#

Hello, here I can consult a question of lights?

nimble igloo
#

You need to use HDRP

#

or package with Volumetric Lighting

dry python
#

Thanks, I found an asset with what I needed, I didn't know the name by which to start looking for that effect. :D

carmine scaffold
#

@odd crypt generate a height map of the mesh in blender then use the height map to generate the terrain in unity.

split hound
#

since the blender discord is slow to answer i figured i would ask here, is there a way to be able to sculpt two meshes at once, getting tired of having to go between object mode and sculpt mode

fluid oak
#

Not a blender user, but can you just combine them into one object?

split hound
#

@fluid oak yea but I would like to keep some parts seperate for easier resizing and re posing if need be

#

Maybe if I leave the boolean modifier on without applying it but I'm not sure and about to go to sleep so I would need to test that later if I remember

maiden tangle
#

I know zbrush has this but blender i believe you're restricted to sculpting inside a single object @split hound

odd crypt
#

@carmine scaffold Sorry i didn't reply i had headed to bed at that point. I couldn't do as you suggested because i'm using blender to make low poly terrain, and unity terrain doesn't allow that kind of effect. However i solved the issue, turns out the scripts i was using failed because I didn't have the latest version of Blender. The grid is split nicely now.

carmine scaffold
odd crypt
#

Yeah but from my understanding, you can not accurately represent a low poly terrain style in a hightmap

wary eagle
regal prism
rapid echo
#

Started checking new features for sculpting in Blender 2.81 update that was just released. Seems pretty nice to use :)

https://twitter.com/FarrukhAbdur/status/1197727079640502273?s=20

Started using the new #Blender 2.81 update sculpt tools. The pose brush for deformation and the dynamic mesh preview for topology level edits. Works Great and fast! :)✨

#b3d #sculpting #blender3d #gamedev #indiedev #3d #b281 #eevee https://t.co/yhJIT8M37O

β–Ά Play video
wary eagle
wary eagle
#

What I've done during the live.

gritty reef
#

Hella cool

gritty reef
#

Quick Blender question. Is there a way to convert a curve into a n-gon mesh instead of having it automatically insert tris across it? I'm having a fit trying to fix my mesh after converting it from a curve.

#

In 3ds when I converted from a curve to a poly it would just form one big n-gon with all the vertices in place and I could cut it up the way I wanted, but I'm not finding a similar option in blender.

gritty reef
#

Even when I delete the inner edges and section it the way I want with quads, when I fill the edges it coverts to tris

#

Found it. I just need to create New Face From Edges instead of filling. Still not sure how to get it to convert to an n-gon when converting from curve to mesh though.

gritty reef
#

Done. Just practice with Blender, not very happy with the spikes around the hilt but I ran out of time hahah

fluid oak
#

That is one uncomfortable looking speculum.

gritty reef
#

Most definitely

fluid oak
#

Hope they warm it up at least.

gritty reef
#

lol

carmine scaffold
#

@gritty reef use the surface modifier instead of convert to poly for splines in 3ds max. It'll help a lot.

#

Also if there are any unusual triangulation going on after doing that then I'd probably refine the segments and connect new lines before adding the surface modifier.

whole fog
#

any suggestion on how to make the map look a bit smoother?

#

I tried subdivision surface but it distorted it a bit too much for my liking

simple sonnet
#

I think it's set to flat shaded. Apply smooth shading instead.

#

I don't use Blender, but I think that's what it's called there

#

It might be "smooth edges"

whole fog
#

oh right I forgot bout that

gritty reef
#

Thanks for the tip @carmine scaffold, but I've swapped from 3ds to blender. Student license is running out and there's no way I can afford the license, so I figured I better learn blender if I want to keep making 3d stuff.

whole fog
#

I am trying to get the text to curve round the lamp but when I assign it to the curve this happens

broken edge
#

@gritty reef How's your experience with Blender been so far?

teal wind
#

hej. i am looking for a solution to use / convert 3d models in unity with the "yft" and "ydt" suffix. i have tried to convert the files using blender, 3dmax and others ... no result ... thx in advance ...

broken edge
#

Hey everyone, what is the optimal vertices count of a model for game development?
For example, let's say I have a gun - should I keep it under 2000 verts?
Or a barrel - should it be under 1000 verts?

low pebble
#

Fun saturday project, I miss doing real artist work

simple sonnet
#

@broken edge This all depends on your game. What platform it is for. How big it is... Total count on screen at a time. There's no set answer that fits all really.

broken edge
#

@simple sonnet Do you mind if I send you a PM?

simple sonnet
#

I'm in no means an experienced game developer myself, so I doubt I can help much. I just try to keep my assets as low as I can get away with for my own liking. Basically, get an idea for how dense you want your average asset to be, and keep it consistent between all is my best tip.

broken edge
#

Okay, that's a reasonable tip πŸ‘ I'll try to see how different LOD's perform too

simple sonnet
#

Yeah. Testing is the best way to get a feel for it really.

obsidian shard
#

I could use some help with exporting clothing with blender. I have this character completed compatible with mechanim in the market. Finally. I am trying to create custom clothing, armor, body to change in and out of the rig in Unity. Nothing works. I started with shorts. I applied the transforms, armetuer, it's weighted, I applied the clothing modifier in unity. There seems to be nothing good on how to make interchangeable clothing for characters.

#

You can see the clothes don't move with the character.

#

Anyone know how this is done?

fluid oak
#

Did you set it to use the same animator as the character?

idle citrus
#

Does anyone have any suggestions for learning Computational Geometry? Or should I just re-do linear algebra as well as calculus and vectors?

#

I think I passed linear algebra with a 60 last run so I should probably just go on khan academy or something and relearn it

#

thanks

#

np

carmine scaffold
#

For CAD?

idle citrus
#

no, just in general. trying to become better at game programming

gritty reef
#

@broken edge So far I'm enjoying Blender quite a bit. The UI is considerably more user-friendly than 3ds max was and it offers several features built-in that I had to install addons for in 3ds. I changed some of my navigation keybindings to match 3ds just to make the transition a little easier, but I'm still working on learning all the binds and how to use them with how Blender handles its tools.

broken edge
#

working on learning all the binds
Yeah definitely learn them, they can really speed up your workflow

pallid fractal
#

@obsidian shard the root bone on the SMR of the shorts is set to none?

#

should be the same as for the body mesh

obsidian shard
#

I've done that to

#

@pallid fractal I've set the root bone to the root of the main mesh.

#

@pallid fractal I've done cloth physics. The shorts were duplicated off the main mesh, weighted in Blender to the spine and thighs. The shorts were exported. Also, another problem is, the arms, body and head are separate. When exported with the Armatuere the body works perfect, however when you add them to the Armatuer you can get them working with the Armature but they don't move smoothly to together and break aparty in the Animations.

#

@pallid fractal Very frustrating. It's a 8000 vertice model for PC, and I want to get all the armor done, clothing, then get the tabletop part done since this model also will feature a tabletop at 8/32 scale for tabletop development, include the prefab and make it all interchangeable. That's the goal. Then you can change hair, armor, clothing, apply any animation in the market, I have some animations, then I will do other Fantasy pieces like elves, half-orcs, dwarves, dragons, but I can't seem to get past this part at all.

#

@pallid fractal Frustrating when you want to get this on Patreon, Unity Market and get money coming in for the work and your paying for substance and your stuck on a problem for a week.

#

Beginning to think I should have stuck with Unreal Engine especially with Unity not having the networking done and I run a dedicated hosting business with GPU at 200 a month. Plus I pay for adobe, substance, and speed tree. Anything from anyone on this issue would be appreciated

#

Maybe I should just go to my Unreal Ship models and get them on Unreal Market and Unity Markets and come back to this Tabletop Fantasy Character project later.

bright field
#

anyone know how to set the faces of a cube to be a picture

#

like each face a picture

chilly oracle
#

well, the easy way is to add sprite renderers to each side of the cube and position them correctly ^^;

bright field
#

whats a sprite renderer?

sly goblet
#

Do you want each face to have the same picture, or a different picture?

eager mist
#

@bright field
Create a UV map for that cube and then just do textures for it

bright field
#

how do i get that image to be a texture

eager mist
#

Do you know what unwraping an object means?

bright field
#

no

#

i doesnt even need to be a texture btw

#

just an image to be a face of a cube

eager mist
#

Yes, it has to be a texture
Well, let's start with that
Unwrapping an object means creating like a "blueprint" for textures so that when you apply textures to an object it will know which pixel from the texture should correspond to which point on that object

bright field
#

alright

#

how do i do that

eager mist
#

In what app are you making your 3d models?

bright field
#

unity

#

but i also have blender open

eager mist
#

Unwrapping a cube is really easy and should you take less than a minute once you know how basic things work

bright field
#

aight

#

and after i unwrap

#

how do i set the face to be a texture?

eager mist
#

You don't "set faces to be textures"
You create a texture for unwrapped object and then apply that texture to the object

worn gust
#

just watch the video, you will understand

sly goblet
#

Are these cubes the Unity's primitive shapes, or are you creating them in Blender?

bright field
#

rn im using unity primitive shape

#

thanks for all the help btw

#

i really appreciate it

sly goblet
#

Just create a material, assign your picture to the basemap field and then assign the material to the cube.

bright field
#

aight

eager mist
#

What? No, don't do that
It will set the texture of each face to be exactly the same, no?
And that's not what you want

sly goblet
#

I'm assuming that's what he wants.

bright field
#

it needs to be the same picture

#

but like not stretched out over the whole cube

eager mist
#

Ah, so you want each face to look the same?

#

My bad

bright field
#

yeees

sly goblet
#

Is it just one picture, or more than one picture?

bright field
#

nah i phrased it wrong

#

its the same picture

#

but each side has that picture as texture

sly goblet
#

Ok. The material technique will work.

eager mist
#

Yeah, create a material, assign the image to the base color and apply that material to cube

bright field
#

i drag my image in here?

eager mist
#

Yes

bright field
#

i dont think i can drag it in there

#

should i see something happen?

#

like

eager mist
#

Click the image so that the import settings on the right side are visible, make a screenshot and send it here

bright field
#

it changes the color

eager mist
#

Ah

#

So it works

bright field
#

does it set it to be the image then"?

eager mist
#

Now drag that material onto the cube

bright field
#

it just makes the cube a certain color tho

#

or is that normal

eager mist
#

Send a screenshot of what you see in Unity with material panel opened

bright field
eager mist
#

You haven't assigned the image to the material

bright field
#

how do i do that

eager mist
#

Either drag it into that empty square near "Albedo" or click that square (or that circle thing next to it) and pick a texture from the list

bright field
#

ahhhh

#

i put it in the wrong box

#

tysm for ur patience with me

#

how would i turn a cube into a png?

#

nvm gottem

worn gust
#

you dont. You apply the png over the cube

lofty sleet
#

how can i turn cubes into walls where my character cant go through

worn gust
#

you need to add colliders to both the walls and your player

lofty sleet
#

i have

#

box colliders right?

worn gust
#

for the wall yes

#

a capsule for your player

lofty sleet
#

nope that doesnt work

#

or im doing sth wrong

solar merlin
#

Which hair u think is better?

broken edge
#

hmm both look interesting, but the right one would look better without that separated hair on top (that curvy / jagged line)

#

btw is that all done in zBrush? @solar merlin

solar merlin
#

In zbrush yep.

#

But the hair strand is an important part of the character.

broken edge
#

Oh I like this a lot more πŸ˜…

solar merlin
#

Interesting.

#

I don't have the other characters on me rn to show u, But other character have the same thing.

broken edge
#

Oh so it's a sign of the game style right?

#

Then I totally understand

solar merlin
#

Something like that see this character is supposed to control lightning that's why her hair is like that.

broken edge
#

I mean if I look at it again it's okay, providing that the rest of the game is done in a similar style

#

Yeah it makes sense with context

#

Are you going to texture the character?

solar merlin
#

Yeah they will be hand painted but i'm not the one painting them.

#

I suck at painting

#

We have a really nice cell shader tho.

broken edge
#

Okay πŸ˜…
Would you mind sharing the character here after it's finished?
I would really gladly see the result if possible

solar merlin
#

Yeah definitely.

broken edge
#

Okay, cool

solar merlin
#

I'll see if i can share the other ones too, Even tho im not sure if i can leak all the stuff.

broken edge
#

BTW the haircut on the left makes the character look more 'shy' and 'intellectual', whereas the haircut on the right makes the character look more 'adventurous' and a bit 'determined'. I can imagine the character on the left being a shy person in a school environment, or just a character from a cutscene, but the character on the right seems to me like a main character that you would play in a more 'energetic' or 'adventurous' game.
But colors and textures will make a huge difference too, so right now I'm just looking at clay πŸ˜„

solar merlin
#

The left hair is just a place holder i made it fast it will probably look better if i try but i liked the right one better.

#

They is why it's a good idea to concept on paper first.

sullen narwhal
#

Is using 3 texture set 4096 x 4096 on one model bad?

fluid oak
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Depends on the model, and your target platform?

potent mica
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Hello everybody, I'm searching for a 3d Model artist that can create me some simple models matching Dungeon Keeper 2 Characters. In first instance I need a model for the gold imp goblin. For more informations, feel free to contact me!

rustic swan
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Hi, I'm a 25 years old French Canadian, me and a friend are developing a space game called SinFinity, it's a pvp mobile game, my friend has 10 years in netcoding and I'm a pro musician/sfx/gfx artist.

We are in need of 3D modelers for spaceships and structures (buildings of the bases)

DM Me.

gritty reef
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Hey guys, I'm trying to come up with a somewhat unique art style that I can work on refining a bit. I'm thinking of trying a cross between Colonial era America mixed with Medieval fantasy. Thoughts/suggestions?

chilly oracle
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@gritty reef That sounds like settings and not art style ^^;
Can you give some examples so that we could understand it better?

gritty reef
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Like a mix between the architecture/clothing style is what I meant, sorry

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Like they're already blurred a bit because the time periods are relatively close

chilly oracle
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Ah, I think I've read some manga that have done a similar thing.

gritty reef
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But I think something cool could be done by mixing them a bit more heavily

chilly oracle
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oh for sure.

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Like mixing muskets with full on fantasy and such, a lot can be made with that. :D
It's like a era of fantasy that progressed a part of history faster than other areas.
For example, maybe they got insanely advanced in electricity but hardly ever progressed explosions or vice versa.

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the opposite would probably be cooler, no electricity by highly advanced steampunk/explosive stuff

gritty reef
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Yeah, that's kind of what I was thinking. Keep the things that make the era unique and then infuse it with fantasy aspects

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Enchantments and magic and things mixed with the limited technology of the era

chilly oracle
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I also read a manga that opened up a portal to a fantasy world from current time, so they went into the portal with full on military troops and helicopters fighting dragons, that shit is amazing ^^;

gritty reef
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lmao that's awesome

chilly oracle
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Yeah, I really enjoy Asian comic books for this reason, they are produced so quickly and by every personality imaginable, so it's a lot of random stories being made. A lot of inspiration can be taken from them.

gritty reef
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It makes it hard for everyone else in the creative industry, because whatever cool thing you've come up with, an anime or manga probably did it 10 years ago hahah

chilly oracle
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it's a shame, but probably true. There are some insane genres out there and the most popular one right now is probably one called "isekai" where a modern person from todays world gets sucked into another world, often a fantasy one.

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So he brings with him the knowledge of an office worker or mechanic into this new fantasy world that is less developed.

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But be sure to make some 3D art with it and bring it here ;D

gritty reef
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That's a really cool concept. Even more so if it happens accidentally and they have to survive in the other time period rather than the generic time traveler trope in a lot of western media

chilly oracle
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exactly what happens :p

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usually they get snatched up by god before they die or when they die they get reborn

gritty reef
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Sounds like a video game hahah

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But yeah, I think I'm going to start working on some models and scenes for it

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got a nice long weekend coming up to put the fingers to the keys πŸ˜„

chilly oracle
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Perfect way to spend the thanksgiving holiday, alone in a room with your thoughts and the computer.

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If only.

hollow acorn
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If I import a .blend file containing an IK rig to unity, what is the expected behaviour? Should the IK work or no? Google isn't giving me a clear answer

eager mist
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Imported IK won't work in Unity

hollow acorn
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I see, thanks for the answer!

broken edge
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i like left more

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although I have no idea what it represents

eager mist
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How about between these two?

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Left or right?

broken edge
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Left

chilly oracle
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What is that even supposed to be...

austere falcon
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Hey guys! anyone with the knowledge of uvs and procedural meshes? I have a trouble texturizing a procedurally generated object

surreal silo
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@austere falcon Share original texture

austere falcon
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@surreal silo might be not the exact same, but you get the idea

surreal silo
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Not totally sure, but instead of:

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uvs[j] = new Vector2(Mathf.Repeat(vertices[j].x, 1), Mathf.Repeat(vertices[j].y, 1));
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You gotta map the UVS from normalized min:max of the vertices

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so like, if the disc is 4 meters across, then the bottom right point in vertices is (4,4) and (1,1) in UV space

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so divide the vertices x and y by the max size to get the UVs

austere falcon
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ok will try that

surreal silo
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I think I get what you were trying to do with the repeat, but I don't think that's the solution

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If you get stuck @ me in code since this isn't really a 3d art problem

austere falcon
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Okie! the guys just suggested to come here

exotic dune
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If I have two imported characters in unity

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Exactly with the same rig etc.

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but one has glasses and the other one doesn't

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is there a way to move the glasses from one to the other

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inside unity, or do I need to do that in blender/maya?

glacial vector
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You can't do it directly in the mesh but if you drag your characters into a scene and move the glasses into the right hierarchy, then you can make a prefab with glasses

exotic dune
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And what for objects that require bone hierachys links?

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Like t-shirts etc.

glacial vector
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They would need to be skinned and exported with the mesh @exotic dune

exotic dune
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Can you recommend me a site where I can find people to pay for doing this?

glacial vector
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Don't know one sorry

last cipher
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I've had this happen twice now and I want to understand what it happening and not just rollback my settings. While my image in scene view looks great (left) the game view (left) is all pixelated.

willow nebula
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Is the game view zoomed ? πŸ˜„