#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 36 of 1

last cipher
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That just hides the problem

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You can see they are the same size

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I think it has something to do with the canvas UI I added to the scene but I removing the canvas doesn't reset it.

willow nebula
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What I pointed here is that if you zoomed in the game view, it is expected that it looks pixelated, it's just magnifying the output, not actually dooing a zoom

last cipher
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@willow nebula even at 1 it looks rougher then usual

willow nebula
last cipher
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Didn't seem to make a difference. It doesn't seem to affect anything I just find it mildly annoying

fluid oak
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Does it affect your build?

last cipher
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no

ruby scarab
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Simple Plasma Injector I just whipped up.

gritty reef
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That's really cool, Wolf πŸ™‚

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Mini castle, just practicing some misc commands in blender.

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I think I've got a pretty good grip on it and might do something a little better soon πŸ˜„

ruby scarab
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THX! πŸ™‚ So is yours!

whole fog
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hows it look

glacial elm
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so. this is supposed to be?

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a lamp

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shining on what?

whole fog
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I made the art in light of recent impeachment hearings

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Its basically a representation of Donald Trump melting down under the pressure and heat

glacial elm
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smart

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nice. id suggest working more on adding detail and texturing.

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give more time on every single piece.

whole fog
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I have been trying to work on that

glacial elm
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for me i might sometimes even take a couple days on something as simple as a fire hydrant

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xD

whole fog
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Been trying to figure out how to make the letters stick out more

glacial elm
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ambient occlusion. and when making lamps and stuff like that. text isnt usually 3d. its a texture

whole fog
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not exactly what sort of texture would be fitting for a melted orange blob

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for the words I basically used the text tool and then mapped it to a curve

glacial elm
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i see that. i wont really give you much info on procedural texturing software that will clear all of this up for you and what i said would make sense. just because i think it will confuse you

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unless you incist

whole fog
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here is the current shading setup I have for the word

glacial elm
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here's the hydrant i was on about.

whole fog
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might get rid of the mapping and gradient for the ambient occlusion

glacial elm
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texturing isnt only tiled is what im trying to show with this.

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so you can actually paint textures. and thats how you can get text with a texture

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for ambient occlusion there are many ways. i still think you should think of texturing the text not modeling the text

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would be very easy. make proper UV for the lamp

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and you dont even need to install substance painter. or photoshop. just go on paint and create a image with the same UV ratio (usually 1024 x 1024)

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and draw the text where you would have the lamp UV

whole fog
glacial elm
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works too

whole fog
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this is the texture I was currently using for the lamp

glacial elm
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thats a gradient

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or wait

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stainless steel tile right?

whole fog
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yeah

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Its what I have been using for the texture node

glacial elm
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nice. but as i said. tip. after you feel more detailed when modeling then look into procedural texturing.

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cause then you dont really need tiles

whole fog
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what is procedural texturing

glacial elm
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4th time il be explaining it.

whole fog
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oh wait I get it now

glacial elm
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its texturing but with out all those tiles and stuff. its what alows you to do stuff like text on textures,etc.....

whole fog
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you make the texture in paint or any other program than draw it in is that right

glacial elm
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kinda yea

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basically you UV the model. and you can add a texture map that you can make any where (personally i use substance painter)

whole fog
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so I basically would make a texture with the words IMPEACHMENT than put that on a texture map

glacial elm
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hmmm...... well you make a texture map with the text drawn on to it

whole fog
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forgive me if I am little slow but I am not sure how exactly you make Texture maps

glacial elm
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its fine man. lots of tutorials

whole fog
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I am that sorta person who can understand things better if I see a visual example

glacial elm
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i tried. il try again with another visual example

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lets say these tea pots for example.

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this is how my texture for that pot looks like

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its not a tile. its a UV.

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btw for any one else here who is a UV critic xD. i didnt do this for anything official. just for a quick competetion lol. got 3rd

whole fog
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Okay I got it unwrapped

glacial elm
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yea. now just make a texture map for it\

whole fog
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I think I can make it in paint.net than import it

glacial elm
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yes

whole fog
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I made the resolution 1024x1024

glacial elm
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wont work

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the resolution is fine

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but the placement of the text is wrong

whole fog
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Oh I see

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where should I put it then

glacial elm
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on where the UV shows those circle looking objects

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its complicated. just look up a video

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im kinda working on a multi person view camera script and trying to make standard unity look as good as HDRP xD

simple sonnet
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@whole fog Google some "UV basics" videos.

glacial elm
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yea

whole fog
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okay I think I am starting to get it

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not sure though why I am not seeing the text

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did I miss something?

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oh wait I think I need to set it as a material

glacial elm
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looks about right

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the uv you made isnt perfect thats why its going to stretch but good for the first time

whole fog
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wonder what I could to do to improve the UV itself

whole fog
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I am also considering getting the book Blender 2.8 for beginners for additional reference

whole fog
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I have also been thinking about trying my hand at making my own retro styled 3D platform game and was thinking of how I could replicate accurate N64 style textures and graphics

kindred estuary
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Hello everybody! Thanks for being here!
I am quite new to Unity, 3d modeling, and to texturing, so please be gentle πŸ˜›

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I am just not sure how to begin Googling this problem. I have a material whose texture is this tiled grass. What can be done to a texture, to my mesh, or to the shader mathematically to fix the tessellation here? I should mention that this is an HDRP project.

glacial vector
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@kindred estuary you need to lay out your UVs so that they only use one part of the atlas. You might also be lucky and get it to work by decreasing the UV tiling on the material in Unity

glacial elm
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@whole fog dont waste money on book at the mommenth. you're at the level where you can learn a huge amount of knowledge just from youtube or the internet in general.

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I've been doing blender for years now and i never bought a book. experimenting, practice, youtube in the begining and community members who i became friends with and taught me something while i taught them something.

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but about the UV part.

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its fairly complex in the beginig. it takes alot of practice so you can imagine the 3d model unwrapped properly in your head and now where to add seams to the model so that it unwraps properly. plus the topology of the actuall model has to be good or the UV will suck.

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play around with modeling first and then get into UV unwraping

chilly oracle
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Books quickly tend to get outdated and you might end up having to google the end method of solving your problem anyways.

limber meteor
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And now working with someone to make models of my game's proposed protagonist for Rareware-ass promo art.

gritty reef
glacial elm
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@limber meteor tip. dont colab on the same model. dont colan on the same work in general. unless you litualry have months of talk with the other artist so you're on the same page and have the same pipelines or nothing will fit in

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im a 3d env artist. me and the other env artist spent weeks just negotiating pipelines,etc.... until we even started working

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@gritty reef good job man. great job practicing.

gritty reef
gritty reef
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Hey @glacial elm, do you have an art station or other public portfolio I can check out to see some of your env design? That's kind of what I'd like to focus on when I get better, scenes/settings with all of the assets involved therein.

eager mist
glacial elm
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@gritty reef sure

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@gritty reef not done with it. but its what i got so far on my port. got more private that i cant show yet.

gritty reef
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Awesome, thanks!

nocturne field
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starting the yeti with a big foot i see πŸ€”

near lotus
fluid oak
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Those look awesome!

near lotus
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thx

wooden portal
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Created taht little diorama as a test for a company. (won't disclose which one ) the render is under unity , and there is a link for the sketchfab version to looks at it if you want.

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first time i was doing stylized tho.

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The only rule was no alpha.

fluid oak
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So the leaves and grass are all modeled out?

wooden portal
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Yeah, simple geometry just a couple of triangles here and there. I think thatthe big plants are around 240 tris or something

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Not my idea but since the target is mobile I can clearly see why they dont want an alpha test on the render process

fluid oak
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I mean, it looks really good and I guess the triangles must be cheaper in the long run.

wooden portal
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For big plants definitly yeah. for grass i'm not quite sure tho... will depend on the amount because everytime there is an alpha the z buffer needs to take the alpha into account and that can extend the results of that buffer.

nocturne field
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Nohiro this is looking great : )

simple sonnet
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Unity keeps telling me I have overlapping UVs no matter how much I space out my unfolded UVs. I also have them laid out in two UV sets. Is there something else I'm missing here? Or is Unity just overly sensitive?

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I don't want to use automatic 'generate lightmap UVs' cause it creates horrible seams.

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It doesn't seem to actually have any negative effects on the results of the final lightmap as far as I can tell, so it almost seems like a bugged error message.

glacial elm
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@simple sonnet would you mind screensharing

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?

simple sonnet
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What for exactly?

glacial elm
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i ment screenshot

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@simple sonnet

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the error you're getting and the model you made xD

simple sonnet
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@glacial elm Oh I see πŸ˜› I would, but have to wait a bit as I'm currently running a bake. But it's just a yellow warning showing up in the inspector, not the console, under the "Lightmap" section.

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Here's one. I did fix the spacing on some of the shells after this screenshot was taken. Still same message. I also have a copy of these UV's shifted over in another set

glacial elm
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seems fine. wierd topology but seems fine

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xD

simple sonnet
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I have to pump out tons of assets before December, so I can't bother with perfect topology. It's not that weird to me. What do you find most weird about it?

glacial elm
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well as i said not too bad. just thati kinda felt like you could have had some part more unified

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instead of completly cut out. but nice

simple sonnet
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The unevenness?

glacial elm
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that too

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if you want, send me the fbx or obj il try something out

simple sonnet
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Ye. It's 'cause of how I've shifted verts quickly around to get crooked shapes. Instead of perfectly straight post etc.

glacial elm
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yea man its fine i get it. im a 3d guy too xD

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if you want im working too atm. we can hop in a chill work call. usually helps focus since you get to discuss stuff and meanwhile that boosts your focus on getting stuff done. or at least thats how it is for me

simple sonnet
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Thanks, but that has completely the opposite effect on me. I just get distracted.

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Same with these in Unity. Says I've got overlapping UVs. Even though Maya tells me at the bottom there that there is 0 overlapping >< My Unity is high I think

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"I have spoken to one of Unity's engineer about this. He basically told me the warnings can be safely ignored unless I noticed an artifact on mesh". Well, never mind then :p

glacial elm
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@simple sonnet in the export settings from maya

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just enable Unity UV

simple sonnet
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There's an option for that for fbx?

glacial elm
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should be

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or im sorry might be import settings on unity

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yea its in the mesh import settings in unity

vast sage
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So, since it is no longer possible to subscribe to substance and earn a permanent license after 12 months, but you can buy a permanent license on Steam.... what would be the better option for a solo developer.... Substance Painter or Substance Designer?

glacial elm
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the steam one only gives you 12 months of updates

vast sage
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This is true.... and you don't get access to the other versions. 😦

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Maybe it would be best to just subscribe for a year until I get a better idea of what I need.

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Other programs I should say.

glacial elm
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fucking adobe

vast sage
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Yep.

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Well, you can buy a years worth of updates for perpetual licenses.

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BUT, it is $75 a year and $50 if you buy it on sale.

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BUT, if I end up needing both suites, I pay $100 a year anyway. And if I end up needing B2M, I pay another $50. Yay.

glacial elm
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yay

simple sonnet
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@glacial elm There's no 'Unity UV' option in the import settings. At least not in my older Unity version

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But anyway, it's all fine

glacial vector
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They are very different programs @vast sage. It depends entirely on what you need it for

harsh crag
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Hello. πŸ™‚ I have a methodology question. I want to make a retro FPS that uses sprites for weapons, like from Doom. I'm trying to figure out the best way to do this. And, I'm still new to Unity, so while I have some ideas of what I could do, I can't quite see the pitfalls in the future of picking one strategy over another. Does anyone have any suggestions?

willow nebula
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I don't really get the question here, if you want sprites for weapons, just use sprites

harsh crag
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Ah, sorry.

willow nebula
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Eventually, if you want to be able to light them, sprites with normal maps in the UniversalRenderPipeline

harsh crag
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The problem is I don't know how exactly to put the sprites on the screen in this context, though I'm sure the answer is obvious.

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I can put a physical thing in the world that follows the player around

willow nebula
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Just attach it to the camera πŸ˜„

harsh crag
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Sure. πŸ™‚ But ... won't that lead to intersections with walls?

willow nebula
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Indeed, it can, but then you have the option to use specific shaders (with different ztest) or custom renderer to get over this issue

harsh crag
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Hm. Okay, so it seems then that I need to understand shaders better. I understand them in the abstract -- they're essentially the code used to translate game data into glowy glowy pixels.

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Aah, ok, I will watch that. πŸ™‚

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Thanks. πŸ™‚

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Yeah, I need to understand this pipeline better.

wooden portal
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Thanks @nocturne field

nocturne field
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yw

near lotus
somber pasture
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Anyone know how this clone button in blender works like I thinks is broken but I feel I am being really dumb rn

noble field
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Scene is slowly coming together

glacial elm
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@noble field awsome stuff ma man.

noble field
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Thanks bro ❀️

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Unity HDRP is pretty frecking nice

grave wing
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I need a tad bit of help

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I'm trying to upload my new OC to VRC but it keeps stretching the ears to the sky when I start uploading

jade oxide
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How to use python in unity and where to see documentation @noble field

dense ermine
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You cant

grave wing
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oof

glacial elm
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@noble field yea hdrp is awsome but its so limited for me. Its a tight desd line and stuff so i couldnt take time making windshaders and stuff like that. And speedtrees dont work really. So my team switched to normal rp.

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This is the progress i had in hdrp

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But i stoped it all and now started trying to make some progress on normal rp

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Not great but not too bad

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Btw. This is a old image. So placeholder grass

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Basically placeholder everything till j got the main assets done xD

noble field
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Yeah HDRP and URP have their problems xd URP doesn't even have AO at the moment

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Your forest looks nice though

icy chasm
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Hi everyone. Is there a way to load the lod (the lod0) from the hard disk instead of having them in memory from scene start?

obtuse trench
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Hello, somebody know if its possible to create an game with voxel (from magica voxel) instead of the mesh have a lots of triangles (because have multiple colors) ?

willow nebula
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A voxel is basically a cube, so it has triangles ....

obtuse trench
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ok i have just found an solution because my friend its just can't use VoxEdit, but if i use voxedit for export its optimized

eager mist
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@noble field
Why wouldn't URP have AO textures? They are in one of the mask map channels

noble field
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I was talking about generating AO

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I did not look into it much, but from what I've seen URP doesn't support AO, SSR or Subsurface Scattering

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At least for now

eager mist
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Ah
πŸ‘

whole fog
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@glacial elm I know there are plenty of tutorials online. I just thought of getting the book for use as a quick reference

glacial elm
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Your decision.

broken edge
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@noble field @glacial elm
Yeah HDRP improves the graphics and has lots of good features, but how's the performance?
I've heard from some people that it's difficult to get smooth stable 60 FPS with some more complex environments.

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Even on 1080Ti

glacial elm
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@broken edge yea. but if your a optimization nazi like me then you can run a smooth 70 to 90 fps with out tryinf xD

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tahts how much i ran. but as i said. speed tree and terran wind didnt work. kinda ruins everything

noble field
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I can't really speak for performance because this is my first scene in unity :p

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And I have no comparison

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But I'll post it with fps counter when I finish

lethal phoenix
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Is anyone here familiar with Blender and could help me for a sec? =3

near lotus
lethal phoenix
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Is anyone here familiar with Blender and could help me for a sec? =3
I want to know how I can see the size of parts in my UVMap

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so I can make all parts the same size

near lotus
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You can hit Average Islands Scale

lethal phoenix
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wdym

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I know but where do I see my size

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like the x and y

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so I can make all the same size

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@near lotus D:

broken edge
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If you hover over the UV Island and press L, you will select that specific island.
Then press 'N' and scroll down to 'scale' to see the info.

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However if you're not really sure, you should watch some detailed videos about UV Mapping

lethal phoenix
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the thing is tht there isnt scale

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@broken edge

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look

broken edge
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Why do you need to see the size?

lethal phoenix
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to make all head sides the same size

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I dont want them to r diff.

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@broken edge

broken edge
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Is the object a perfect cube?

lethal phoenix
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no

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I dont want it to

broken edge
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If you were to scale / move one of the faces you'll end up having texture stretching

lethal phoenix
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but I still want the texture perfect cubish

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ik

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but I want just the texture

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but I can change the texture size

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I already did

broken edge
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The UV Map represents the faces as if they were laid flat

lethal phoenix
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but Idk by how many

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there is still the scale tool πŸ˜‚

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inside the UVMAP

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and it didnt changed the other parts

broken edge
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If you've applied some textures you can just scale the UV Island to scale the texture appearance

lethal phoenix
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Ik how it works already πŸ˜„ watched some vids πŸ˜„

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Im putting the thing on the right size thing and scale it the same now

fluid oak
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@lethal phoenix UV space doesn't directly map to world space.

lethal phoenix
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wdym

fluid oak
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It goes from 0-1 and the actual 'size' changes based on the resolution of the texture you put in it.

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You can only ever have relative sizes.

lethal phoenix
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ik but the size to each other wont change

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thts my problem

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I want tht all have the same size

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idc how big it is

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then its ok aight? @fluid oak

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btw I love ur profile pic πŸ˜„

fluid oak
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Nice!

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And thank you:D

lethal phoenix
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How can I get a Image of my UV Map with the outlines?

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is there a way in blender?

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so I can insta draw on it πŸ˜„

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and the size is right @fluid oak

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thts my UV Map

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I want it like this in the same size etc

simple sonnet
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Image editor > Header > UVs, select Export UV layout

lethal phoenix
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where is Image Editor? @simple sonnet

simple sonnet
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Idk. I don't use blender. Do you have a button at the bottom left you can click to get a menu up? Left of 'view'

rotund rose
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2.8

lethal phoenix
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thanks ❀️

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is the background transparent?

rotund rose
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i think so

lethal phoenix
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and the lines white or gray?

simple sonnet
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I'm sure you get some setting to choose from

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Like opacity or whatnot

lethal phoenix
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its clean

rotund rose
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the fill opacity you can, thats pretty much it.

lethal phoenix
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should I put Fill Opacity to 0?

rotund rose
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Blender #1 πŸ˜‰

lethal phoenix
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is tht the background?

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opacity

rotund rose
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no its the faces

lethal phoenix
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I mean fill opacity*

rotund rose
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just try it πŸ˜› and bring into photo editor

simple sonnet
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Maya #1 - Blender #1 Free ;p

lethal phoenix
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I have it at 0.25 is tht good?

rotund rose
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it wont break anything @lethal phoenix all depends on what you're doing. you can always go and change it

lethal phoenix
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lol

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its a bit strange

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2 parts r highlighted

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wht is a good free program for texturing this?

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Im mac

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I cant use photoshop rn 😐

simple sonnet
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Gimp maybe? Idk if there's some new and upcoming

lethal phoenix
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inkscape isnt working idk why

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I need a vector program

simple sonnet
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vector program for pixel work?

lethal phoenix
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why pixel

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which program is this

rotund rose
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is krita on mac? thats a decent one

lethal phoenix
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is it krita? πŸ˜„

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is krita free?

rotund rose
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krita is free. and i dont think its the same as that image but maybe its similar?

lethal phoenix
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yes

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no

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krita is for drawing

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I want vector

simple sonnet
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No I mean, you can design as vector of course. But if you mean to use it as a texture, it'll be pixels anyway

rotund rose
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right, sorry

lethal phoenix
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like illustrator, inkscape etc

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yes but I have 1024x1024

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so is there a vector program except those 2?

rotund rose
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that image is affinity Designer i think

lethal phoenix
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omg thanks ❀️

lethal phoenix
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How does this look? =3

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isnt finished by now πŸ˜„

thorny phoenix
simple sonnet
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@thorny phoenix Are you trying to do Equirectangular mapping (how our world map is distorted)?

thorny phoenix
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yes

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on a car tho

simple sonnet
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On a car?!

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:p

thorny phoenix
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yea lol

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since im going to paint directly on the texture

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and i would like to a void distortions

simple sonnet
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Why not just cut seams along the side of the car (around the doors etc.) so they each become their own UV shell/island

thorny phoenix
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great idea, but in the future i will need to generate many UV maps for lots of cars

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was hoping there is something more robust

simple sonnet
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There's no real shortcut to great UV maps. It's work.

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Thinking ahead on how you want to texture your mesh, and cutting seams accordingly

thorny phoenix
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well ... there is this asset - Paint in 3D which seems to use some math to inverse the distortion process ... but i don't have the time to dive into the source code and look how it is done

simple sonnet
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Right. But in a game engine, you'll still have distortion in the sense of detail/pixel density

thorny phoenix
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yea i guess that;s what he is doing ... didn't look deep enough tho

simple sonnet
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Ye. Like, I could take a flat, square plane, make it V shaped in the UV map, and towards the top, squish my texture manually so that it compensates for the stretching. But the texture itself will still get stretched even if the proportion of the details on it look right. You'd also need higher resolution texture to not get pixelation because of that stretching. In extreme cases anyway.

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So, better to avoid as much of it as possible by making good UV maps

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Took me years to get a hang of it. I still struggle sometimes to find the right seams ><

thorny phoenix
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sounds time demanding and complicated

simple sonnet
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It depends on your 3D shape complexity really.

thorny phoenix
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yea i get it

simple sonnet
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^-^

thorny phoenix
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there are hinges, side mirrors and stuff

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all drives the uv map * towards more complication

simple sonnet
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I would UV map those separately

thorny phoenix
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fair enough

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i guess ill ask my friend to split those UV's , never done it myself manually before

simple sonnet
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Imagine if the side of the car was like a balloon, with the mirror being an extrusion of the balloon sticking out. There is no way to squish that perfectly flat. It will overlap

thorny phoenix
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hopefully its not a week long process

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There is no way to squish that perfectly flat
yes

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specially when the i paint on this balloon

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it will leak to other regions

simple sonnet
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Yes. You don't want overlaps

thorny phoenix
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well but i will , since im using UV maps as reference to paint on the main texture

simple sonnet
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Unless it's on purpose for repeated textures that is

pine trellis
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do you know where I can find a good "movement playground" level for test the speed and jumps of my character?

thorny phoenix
glacial elm
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@pine trellis dont waist money on this

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use probuilder. the built in unity modeler

pine trellis
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yeah thanks ^^

glacial elm
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@pine trellis np

thorny phoenix
#

@glacial elm nice

glacial elm
#

@thorny phoenix πŸ‘Œ

tranquil yoke
#

I have a treasure chest in blender 2.8. I added a bone and animated the lid opening. it works fine in blender, but in unity the animation moves the entire mesh

fluid oak
#

Did you export the bone weights?

tranquil yoke
#

I believe so, in the export options the "Armat" option was selected, I see no specific bone weight option

#

hmm, I am getting this warning which sounds like the cause: Mesh 'SmallChest' has 48 (out of 88) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on...

#

I guess that's not a prob in blender

#

yet when I click on the bone vertex group, they're all seem assigned

#

must just be noob me doing noob things. not sure how to fix it. I'll keep messing

fluid oak
#

I don't use blender so I dunno. This is an fbx export, or...?

sinful stump
#

so i made a 3d model of an ice spike in paint and want to use it in a game

#

i have it saved as a 3d model

#

how can i use it

#

yes ik paint is crude but i cant use blender to save my life

#

but still, how do i import it

fluid oak
#

paint does 3d?

sinful stump
#

its called paint 3d lol

#

its half decent

#

this is what i made

fluid oak
#

google had that

rapid echo
pine trellis
#

guys I have an issue regarding 3D jumps

#

in my game the character can jump multiple times so for regulate them I made a condition for the jump input that verifies the available jumps and confront with the jump limit

#

basically I reset to 0 the jump counter when the character is grounded so he has a raycast long it's lower Y axis (the exact size)

#

the problem is that when he jumps the jumpCounter should be incremented but the game still detect that the raycast is colliding to the ground and keep it on 0 for the fist jump

glacial elm
#

@pine trellis i know what the problem is. there are two solutions

#

one involves changing the entire script to the one i took time and made that is very optimized. or add about 6 lines of code to the one you got and fix the issue

#

@ me when you decide

limber meteor
pine trellis
#

@glacial elm sorry I came back home now, would be really glad if you show me these solutions

glacial elm
#

which one

#

@pine trellis

#

?

pine trellis
#

maybe the second is simple enough

glacial elm
#

well its easy. your problem is that when you jump once it keeps on jumping multiple times and not only on the ground if you hold the button right?

#

@pine trellis

pine trellis
#

no

#

let me explain

glacial elm
#

go ahead

pine trellis
#

my character should make 2 jumps, so I mate a jumpCounter that everytime I press the jump button check if it's ok compared to the jumpLimit (wich in this case is 2)

#

now for reset the number of jumps available I made a raycast that starts from the center of the player and goes down to the ground along all the lenght of the lower half parte of the character, nothing more

glacial elm
#

can we get in a call. i think you might be able to explain it better with talking

pine trellis
#

sure

#

bu english is not my main langue, so it will be a little funny xD

glacial elm
#

its fine

#

accept my friend req so i can call

noble field
#

I think I'm finished here

glacial elm
#

@noble field you're using assets from the store right

noble field
#

No

#

100% myself

#

Except for the water, I roughly followed some tutorial on yt

#

πŸ™‚

#

I've used ZBrush, Blender, Substance Painter and Designer, Unity and Marmoset Toolbag

glacial elm
#

@noble field ok cause those rocks in the back could have been better. but i love the statue i really do

#

i can see the ZBRUSH magic in it

#

xD

noble field
#

Yeah those those rocks could use some work

#

But I tried to put it together relatively quickly, working first time both in ZBrush and Unity xd

broken edge
#

@noble field I see so many people using Marmoset, but I'm not 100% sure why - It's only a rendering tool right? I have never used it, but I'd gladly like to know what people use it for.

noble field
#

Baking

#

Mamroset toolbag is absolutely amazing for baking high-to-low poly

#

You have great control over it, and it bakes real time

#

I really recommend trying it out πŸ˜‰

strange glade
#

hi quick question, does anyone here have snowball material? because i can't seem to find any on the store

glacial elm
#

@noble field substance painter can bake well too

noble field
#

Yeah but with complicated stuff Marmoset is a lifesaver

#

trust me

glacial elm
#

oh yea i know

#

personally use marmoset for cloth related models

noble field
#

I haven't worked with clothing yet

#

Good to know xd

glacial elm
#

xD

noble field
#

What are you using it for?

glacial elm
#

well mostly armour. the game im working on requires armour and some times we need test cloth for peasents,etc....

#

not much of a marmoset guy tbh

rotund snow
#

Hi. I have a mesh in blender, it’s actually made up of multiple objects. Each object has a displacement modifier which uses a cloud texture to control the amount of displacement. The texture coordinates are animated by having them attached to an object which follows a circular path using a follow path constraint. The animation plays as expected in the blender timeline. How would I go about exporting this out and into Unity?

#

Also, is it possible to export an animated material created in blender using the shader editor?

fluid oak
#

If by 'export' you mean bake it to textures, sure. Otherwise no.

#

Or a point cache of some sort for the deformation

humble arch
#

so ive made the rig for a tank and the tracks, i made a curve and then i used clusters on the vertex points then connected it to the wheel joints for each side so just changing the curve on the vertex position. Now the track works fine in maya when i move the wheel a portion of the track follows, but when i import it into unity with the animation it loses the joint connection between the wheel joint and the cluster, any ide why this is? https://i.imgur.com/wDZhPzy.png

little lily
#

so how do i make a basic character to move?

#

like W, A, S, D controls

#

for now its just a block

willow nebula
#

@humble arch Only bone/rig animation or blend shapes can be exported by default to realtime animation
Custom vertex animation (like what you are doing) can be done using alembic format for example, but it is very computational heavy

humble arch
#

ah okay thanks πŸ™‚

near grotto
#

Hey anyone got some good experience doing some nice character modeling/rigging?

#

I just got some concept art done for a character and itching to see what it might run me to get it modeled so I can plan for that soon.

#

Guildwars 2 / Overwatch level detail but maybe slightly lower poly

glacial elm
#

i know a better concept artist

#

if you want il get you in contact with them and you could set a price

#

@near grotto

#

they are litulary specialized in more lowpoly stylized concept art

near grotto
#

Looking more for 3d modeling now but glad to checkout their artstation if they have one or whatever site they use

glacial elm
#

@near grotto 3d modeling xD. im a 3d env artist. what are you looking for to be made?

near grotto
#

Making that character into a model

glacial elm
#

any payment in mind?

near grotto
#

Yea mostly scoping out a ballpark for pricing at the moment, wont actually be getting into it until the near year

glacial elm
#

hmmm... yea im sorry man. im already working and getting paid,etc... so i kinda only do work for money. im sure there are many people out there up to do it for free

#

good luck.

near grotto
#

I said im looking at what it would cost

#

definitely paying

glacial elm
#

oh ok. well for characters most people would go under a 100. and thats almost a rip off if they're using zbrush xD

near grotto
#

No way, seems cheap

glacial elm
#

thats what im saying. thats the cheapest you can ever find

near grotto
#

I didn't say i was cheaping out for it πŸ˜›

glacial elm
#

ok. nice. you seem like the guy i work for right now. proffesional. ok so for the character with armour it could go up to 1200 on standard price.

#

with out armour you might be able to get it for like 800-900.

cyan stirrup
#

When i did freelance i did 20/hr most jobs.

#

Get a time estimate depending on the character

glacial elm
#

when it comes to sculpting. i never do it per hour personally.

#

neither does my friend who also does sculpting. because if you're experienced. you can get a good sculpt done in around 7 hours even if it's very complex. now count in texturing, retopology,etc..... sure might be fair

cyan stirrup
#

then you're hourly should just go up eh?

glacial elm
#

but most of the time people i've worked for only wanted the model its self not retopologized cause they cheap out. not too often you find proper people that know the value of such work

#

yea. but who would hire you for 50$/hour

#

kinda hard

#

thats why i do per work. so i see what i need to do. and i make a fair price for me and the person im working for.

near grotto
#

Nice, thats about what I was thinking 600-1000 depending how high poly i decided to go

cyan stirrup
#

i hear ya. Freelance sucked for me. Glad i don't have to do that anymore.

glacial elm
#

where do you work atm? @cyan stirrup

cyan stirrup
#

But that sounds like a decent budget to me @near grotto

near grotto
#

Dope, il just have to work a bit extra this month then heh

cyan stirrup
#

I'm a unity dev at a visualization company in the mid west US.

#

I don't do too much 3D modeling anymore

near grotto
#

either of you got ArtStation pages? just like looking at everyones cool shit haha

glacial elm
#

nice. im a 3d environment artist at a start up game company. not as good pay as you most likely xD

#

i cant do sculpting atm. been doing too much 3d env and programming. dont have much time to sculpt. but i can get you with a friend of mine that might be free if you really need some one. il send my art station any ways

near grotto
#

Yea no worries im just bookmarking stuff i like for now

glacial elm
#

lots more stuff that i kinda cant show on there cause of NDA

#

not yet at least

cyan stirrup
glacial elm
#

most of the stuff here are kinda oldish

cyan stirrup
#

same ^^

glacial elm
#

awesome stuff man

cyan stirrup
#

You too πŸ™‚

glacial elm
#

ty

near grotto
#

Nice, liking the styles. Wish i could do modeling but im not patient enough moving all those points around heh

glacial elm
#

xD

near grotto
#

I just develop apps and websites and pay for it haha

glacial elm
#

xD. ik i do 3d env and stuff. but im a programmer by degree technically xD. so im doing both jobs at the company. i work with the programmers when they need me. im the only one who works on the website cause thats what they wanted. then im also on the 3d env team. start ups 101 xD as long as you're good at it, you get to do it xD

#

here's the website im still working on for them lol

near grotto
#

Nice, are you working on your own internal games or developing stuff for clients?

#

btw you main image tiles on a wide screen πŸ™‚

cyan stirrup
#

I do custom software for clients at my job πŸ˜›

glacial elm
#

how big of a screen are you on

near grotto
#

2k

glacial elm
#

and are you using edge?

near grotto
#

chrome

glacial elm
#

wierd.

#

its in development. thanks for letting me know about that bug

#

kinda wierd cause one of the programmers on my team had a 2k monitor. worked fine there.

#

can you scroll down and show me the bottom where i have the wave thing

#

xD

near grotto
#

wave thing looks good

glacial elm
#

thanks. but id like to see how it looks like on your screen

#

i stress on responsitivity.

cyan stirrup
near grotto
#

just kill the background-image on your .SlideShow_Bar, the image is already there and scales itself somehow haha

glacial elm
#

i kinda stick to chrome dev tools. but this should be helpfull. thanks

#

i know why its fine. xD

#

thats how i made the wave effect. the bg is the image technically

near grotto
#

oh i see haha

#

alright passing out cause i stayed up all night messing around in unity haha

#

thanks for the links guys

glacial elm
#

np

gritty reef
#

Still having trouble getting the hang of these more complex curved bits that lead to points.

gritty reef
white stratus
#

Looks good.

gritty reef
#

Thanks!

naive apex
gritty reef
#

Some beautiful work in your portfolio, Art.

lethal phoenix
#

Does anyone know why this doesnt makes my texture on my object transparent? :

#

its still black

simple sonnet
#

Does your texture have the appropriate alpha channel?

lethal phoenix
#

wdym

#

@simple sonnet

#

I want to make a cape and want diff shapes on the same blocky part so I need a transparent background on parts which r invisible in the art program

#

but idk wht you meant sry

simple sonnet
#

Your texture needs to have an alpha channel which defines what's transparent and what isn't. That's the "alpha" part of the shader

lethal phoenix
#

oh in Blender or art program?

simple sonnet
#

Which should be added in your art program

lethal phoenix
#

oh

#

and how

simple sonnet
#

Depends on your program

lethal phoenix
#

I use Affinity Designer

#

idk if u know tht

simple sonnet
#

I don't, no. Google it along with alpha channel. Might not even do them. Idk

lethal phoenix
#

is no texture*

#

isnt tht automatically alpha?

#

it is named alpha channel?

#

@simple sonnet ?D:

#

I mean its transparent everywhere else

#

so I assume it is right?

#

I mean when you open it with other texture programs or other things

#

shouldnt the thing I did with the nodes fix the black error?

simple sonnet
#

Alpha channel is an extra piece of texture you include within your png basically. It's in grayscale where black is opaque and white completely transparent.

#

You should have a "Channels" panel in your program

lethal phoenix
#

Yes I do

#

but there is not something like tht

simple sonnet
#

I don't know if your program allows you when saving a png to convert transparent pixels to alpha

lethal phoenix
#

on the wiki it says something 'bout grayscale and alpha channel

#

but idk how to get there

simple sonnet
#

Yeah, I don't know your software, so I can't really help there

lethal phoenix
#

D;

#

but thanks anyways πŸ˜‰

simple sonnet
#

This is what it looks like in Photoshop. Even though my entire texture is opaque and a square image, you see the "Alpha 1" channel in the upper right box lets me mask that so that only the white circle would show up, and the rest would be transparent as a texture.

lethal phoenix
#

ty

glacial elm
#

@lethal phoenix its your node set up and your texture. look up tutorials to understand how nodes work and how texturing works

jagged sluice
#

so you know RWBY
those background characters in pitch black?
does anyone have an idea on how to set up things so that a character looks like that?
no shading
nothing
just a 100% black sillouette without details

glacial vector
#

Just use a black unlit shader @jagged sluice?

jagged sluice
#

as in

#

black material

#

no specular

#

ignore light layer?

glacial vector
#

Yes, an unlit material will not receive any light information

wary eagle
gritty reef
#

Whatcha making today @wary eagle ?

wary eagle
#

Low Poly Roads/city Props !

gritty reef
#

Nice! I look forward to seeing the finished product! Wish I could watch from work hahah

#

Anyone with Blender experience, is there a way to quickly align vertices along an axis?

#

Without snapping to grid

wary eagle
#

I'm not a blender user, but maybe if you select the 6 vert' then reduce the Y size to 0 ?

simple sonnet
#

@gritty reef I don't know about Blender, but can you select the verts you want aligned and scale them down? In this case Y like Simon said.

gritty reef
#

@wary eagle @simple sonnet That worked like a charm, thanks guys!

#

In 3ds it was just a button in a context menu hahah

simple sonnet
#

There's probably a snap to verts as well. But that's not very useful with multiple verts usually

gritty reef
#

I could snap them all (or one at a time then move) to the vert on the axis I want and then move them into place manually. That might be okay for a few verts but I think selecting and scaling will probably be better for a larger scale.

simple sonnet
#

Yeah. It's usually just a two action process. Drag select and scale

#

I do it all the time in Maya anyway

gritty reef
#

πŸ‘ Either way, works for what I need. Thanks for the help and the super fast reply πŸ˜„

#

usually I have to wait a day to get a comment on a question hahah

lethal phoenix
#

@glacial elm ?

glacial elm
#

@lethal phoenix ?

#

oh wait

#

yea. about that. your node set up wasent completly clear for the texture you have. but that wasent the bigest problem. the main one was the texture its self. and my tip is to invest some time into tutorials specific for those actions

lethal phoenix
#

wht kind of tutorials

#

idk wht to search

#

can u gimme a link or so? ❀️

#

btw I had sent a pic of the node setup on top

#

@glacial elm

glacial elm
#

@lethal phoenix ik. thats how i knew that you might need some help. the set up is fine. but with the image you have you could have made a complex work around. but as i said. the texture its self was messed up. and thats why i said that maybe you should invest some time in such tutorials. cause they wotn only help you in this situation but they're good skills to have for the future too

#

well i could give you some links but just go on youtube and look up some tutorials. a good channel is CGcookie

lethal phoenix
#

and wht is wht I need to learn

#

I dont even know wht to search

glacial elm
#

@lethal phoenix nodes in blender

#

and texturing in blender

#

texturing should have both

gilded remnant
#

hello i need help, Δ±m using unity latest version but in scene window my 3d models are in low resoulition, some unity icons are in low resolution, models edges are radged. how can Δ± fix it?

tawdry tangle
#

Hello everyone, wanted to ask a general question! In regard to level design, do many of you utilize software such as Blender/Maya when creating the levels themselves frequently?

#

I'm not talking about models when polishing, I mean as a part of the work flow.

#

I'm starting to believe that I may need to look into working through the fundamentals of Blender in order to move forward with my designs.

raw aurora
#

You can graybox with Probuilder. I found it to be quite good.

#

It's a package and everything.

tawdry tangle
#

I love ProBuilder. I have been using that to gray box all of my designs up to this point.

#

Things are looking rather blocky at now with no natural contours or edges, something that I'm looking to remedy.

#

ie. a hole in the ground either looks like a large donut or a square pit created in minecraft.

raw aurora
#

Welp! I'm out of ideas!

#

I'll see myself out.

jovial gull
#

Hey, I am fairly new to using Blender and I keep having an issue pop up that I would like a permanent solution for.

Right now, when I import a .blend file into Unity (2020.1) using Blender (2.8.1) I have to manually adjust the rotations in Unity to make everything aligned properly. No biggie, but I don't like having to have a bunch of manual corrections if I can help it.

I would like to apply these rotational changes in Blender, so that Unity doesn't have to be adjusted. Only problem is that no matter what rotation I give my object in Blender, it will always reset the model rotation back to 0,0,0 once it gets to Unity.

I am sure that it is updating the file in Unity by grabbing some vertices and yanking them about. Whatever changes I make to the model are being updated, just not rotation.

wary eagle
steady yew
#

What is the neutral value for detail maps in HDRP? I've tried purely 0.5 targa files from photoshop, as well as splitting a Normal node in Substance Designer into separate channels and put those in Unity. They still have a significant effect on the overall normal map.

#

Oh wait, I got it. Had to uncheck SRGB on the image file in the inspector.

gritty reef
#

Another fantasy sword in the works, about 40 min in because I'm slo af. 25 min to do the hilt ;-;

gritty reef
chilly oracle
#

Sure hope the hilt aint got the same shape as the sword, never gonna get that out of it.

agile jungle
#

looking for artist to add detail and polish to existing maps for VR military themed First Person Shooter game. Please DM me if interested.

unreal apex
#

anyone know any where to get child rigged character models? I have been using Fuse for my project for years but cannot find a single source on how to make them or really find any base OBJs online without spending $50 on a single model

tawdry tangle
#

Question about materials! Should I apply the materials for an object in Blender or do it in Unity?

#

I have a very basic item that I created in Blender that I need importer for Unity. I don't know when the materials should be added though.

eager mist
#

@tawdry tangle Is it UV'd?

tawdry tangle
#

I'm really sure what that is 😫

eager mist
#

U should really use something outside of blender to texture it

#

Substance painter, Photoshop, Heard Quixel is a good thing, havent tried it tho

#

and you need to UV map the object so that the textures u apply are not stretched out

tawdry tangle
#

I have the Photoshop suite. I recently learned how to create seamless textures and such. Also able to generate bump, height maps.

#

I understand how to do it via Unity, but I wasn't aware that I could transfer items into photoshop

#

What format would it be in to transfer a 3d object from Blender to Photoshop?

eager mist
#

theres a guide on how to export the UV Map so u can go in and texture it on photoshop

tawdry tangle
#

@eager mist is there any way to export a model such as this without it coming out all fragmented?

#

I'll post an example

#

Comes out like this

#

I'm sure it's a simple fix

eager mist
#

Smart UV ?

#

are u using a smart UV unwrap?

tawdry tangle
#

So I highlight all of the vertices, and then I click on "Smart UV Project" with "Live Unwrap" checked.

eager mist
#

u dont really need live unwrap on when u Smart UV unwrap thats more for hand unwraping

#

but yeah u just have to pack the UV

#

so it uses the whole UV map to fit everything

#

u can do that by hand or use plugins

#

Packmaster is a really good plugin

#

theres a paid version but also a free version that should allow u to do the basics and make ur UV map more compact so u get better quality

tawdry tangle
#

How much is this software? I don't mind purchasing some plug in for the sake of streamlining my work.

#

And this may seem like an elementary question, but how would a model such as a gun be textured/painted? Given that it doesn't really have flat surfaces due to round barrels etc.

eager mist
#

hard to tell

#

the software i think was like 20$

#

it the model is more high poly and made proper could go for a decent amount

#

ur best bet is to check the stores and compare and contrast what u have and what others are selling at

#

most 3D modeling work that is higher tier is all made from request, bigger studios tend to brand new assets made for them and not buy from asset stores

#

not all but most

#

on unreal for like a 4k weapon its like 50 but thats just the asset alone

queen dagger
#

Hey guys, I'm using the LWRP and using an atlas for the textures of my plants. I want my material to be double-sided since my plants are made using planes, but I'm getting this render-path problem
Any lead on how to fix this?

#

(The texture on the back in rendered in front, and this happens on only half of the material. Viewed from the other side the material looks fine)

celest lantern
gritty reef
#

Nice!

#

What's everyone up to on this lovely Friday?

glacial elm
#

@eager mist good use of substance painter. but. id suggest not just normal mapping the "Cups" that are on the left "wall". try using tesselation with it instead. works much better. could seperate the material and just teselate that part cause atm i can notice that its just flat

#

@celest lantern how much

#

and how often. and whats the project.

#

?

simple sonnet
#

@glacial elm Did you even click the link?

glacial elm
#

@simple sonnet yes

#

not as much information as i need

simple sonnet
#

Says what the project is at least. Hehe

glacial elm
#

@simple sonnet yea i read that xD. but i like to talk to some one and get more details then just read a premade "article"

eager mist
#

do u think it looks better without?

glacial elm
#

@eager mist i dont think you under stoof what i ment

#

keep normal maps

#

add a height map

#

and in unity make the material tesselate

eager mist
#

oh

glacial elm
#

this part

glacial elm
#

@eager mist u got it my dude?

#

or still figuring it out?

eager mist
#

in a game rn, ill try to figure it out after

#

im pretty sure they dont need to be tessellated tho cause they have depth to them but ill see

glacial elm
#

kk

eager mist
#

help me, when i click an image button, my unity goes not responding. how do i fix it?

primal scaffold
#

How do I stick parts together?

#

i have a toaster and it wont stay together :C

glacial elm
#

@primal scaffold in unity?

primal scaffold
#

yes @glacial elm

#

i made a toaster but it keeps falling apart

#

would you like a picture?

glacial elm
#

yes

primal scaffold
#

someone suggested Fixed Joints

#

so i tried that but it didnt work

#

probably because i did it wrong

glacial elm
#

the thing is you're not making sense atm.

glacial elm
#

i dont get if the toaster is falling appart in game

#

or in editor?

primal scaffold
#

Game

glacial elm
#

oh easy

#

get rid of the rigid body

primal scaffold
#

but what about the physics

glacial elm
#

what about them

#

whats the game about?

primal scaffold
#

i need the physics

glacial elm
#

ok then. also easy

#

did you make it in blender?

primal scaffold
#

i want the VR players to be able to pick the toaster up

#

no i made it with cubes

#

lol

glacial elm
#

ok.

primal scaffold
#

im new so

glacial elm
#

make a empty object

primal scaffold
#

im not good at blender

#

ok?

glacial elm
#

add all of those cubes into that empty object

#

get rid of their rigidbody

#

and only add the rigid body to the empty gameobject

primal scaffold
#

oH

kindred needle
#

@glacial elm how does that do the trick? like by hierarchy all of them should get the RB component right?

primal scaffold
#

it wont let me remove the RigidBody from the cubes because the "The FixedJoints depend on it"

glacial elm
#

@kindred needle no. technically speaking it should group them into one object and act as a cube around them

#

if not. then il make a toaster for him in blender cause that would litulary be the only way

primal scaffold
#

no

#

i refuse you waste your time making me a toaster

glacial elm
#

its a toaster

#

legit takes me 5 minutes

#

im waiting for my material to render out anyways so why not

kindred needle
#

@glacial elm allright, thanks!

glacial elm
#

its fine

primal scaffold
#

oh

#

it fixed

#

:D

#

@glacial elm THANKS

#

finally, holy jeez

glacial elm
#

whats up

primal scaffold
#

it worked

glacial elm
#

my way?

primal scaffold
#

yes

glacial elm
#

awsome

#

you got rid of the fixed joints right

primal scaffold
#

i added RigidBody to the empty object

#

and fixed joints were still in the cubes along with a rigid body

#

but it stopped falling apart

glacial elm
#

wierd.

#

oh wait

#

the empty object acts like a limit then

#

like a invisible boandary

#

thats why it worked.

glacial elm
#

awsome

primal scaffold
#

:D

#

thanks

glacial elm
#

np

primal scaffold
#

no i need to do it with the fork

glacial elm
#

now*

primal scaffold
#

because my friend wanted me to make a Toaster and a Fork

#

Yeah sorry

#

lol

glacial elm
#

are you supposed to electrify your self

primal scaffold
#

yes but I'm new so i don't now how to make it kill you

#

in a VR game

#

:/

glacial elm
#

easy too

primal scaffold
#

wait

glacial elm
#

add a colider to the fork. when ever the collider touch the game object toaster. send a message to the player script to destroy

#

which part

#

killing the player in VR

#

no thats general code

#

i guess since some one is online, i can get some opinions on this material im working on

#

im working on a redwood tree bark texture. this is what i got so far

primal scaffold
#

that

#

is very nice looking

glacial elm
#

ty

#

ight i guess. goina work on the tree then. thx

eager mist
#

@glacial elm do u import those textures to SP?

glacial elm
#

@eager mist ?

#

the tree. nah i made it in substance designer. then took it to alchemist to add some minor adjustments. then take it straight to speed tree. later into unity

eager mist
#

ohh i didnt even look at the top it looked like quixel mixer

glacial elm
#

@eager mist xD

#

@eager mist quixel mixer is fine i guess too. but i like to do stuff in mutliple steps atm

#

@eager mist quixel mixer is fine i guess too. but i like to do stuff in mutliple steps atm

ember fox
#

So i tried to import my .obj 3d voxel model (from magica voxel) to blender and when i import it nothing happens

#

i did it before like 10 times

#

But it just doesn't appear

#

So now i can see it in Scene Collection but it;s invisible

#

And i have no idea why

glacial elm
#

@ember fox either too big or too smal

#

thats one possibility

ember fox
#

All right there was a problem with the file

#

I opened the magicaVoxel project, exported it again and it's working

glacial elm
#

kk. nice

ember fox
#

How do I import .c4d file into blender?

glacial elm
#

@ember fox u dont

#

.c4d is a project file for c4d

#

you gota export the model from c4d as a fbx or obj or somethin like that. and then import it in to blender

#

but why would you want that

#

just model with blender and stop making stuff hard for your self

ember fox
#

It's not mine @glacial elm

rustic swan
obtuse oyster
#

If you have blender installed then Unity can import them directly. But generally you'd export to fbx

woven venture
#

I have made a 3d car what software should i use to texture interior?

potent wraith
#

@woven venture you can do everything in blender. There are more specialized software for texturing, but all of them are payed, like substance painter.

#

@small kettle google for blender tuts. There are plenty.

woven venture
#

Ohh okay thanks i am asking because i didnt find any tutorial about interior texturing

potent wraith
#

That would be the same as exterior textuering

#

You'd need your mesh to have proper triangles inside though.

woven venture
#

@potent wraith thanks

eager mist
#

Full-feature 3D apps

  • Blender
  • 3DS Max
  • Maya
  • MODO

3D Sculpting app

  • Zbrush

Texturing software

  • Substance Designer (create substances with nodes procedurally)
  • Substance Painter (Paint in 3D and apply substances)
  • Quixel Suite / Mixer

Concept art / Image editing

  • Photoshop
  • Krita
  • Gimp
  • Affinity Photo
  • Etc.
white karma
#

Guys how can i fix that shadow quality

potent wraith
#

There are shadow settings on your light source.

white karma
#

@potent wraith I know but some reasons that settings not affecting the mobile build it still same , I set the quality extreme but still same

potent wraith
#

@white karma not sure about mobile builds.

primal canyon
#

@white karma
Check:

  1. light settings
  2. quality settings

and their dependencies

wanton wind
#

When I export anything with an armature from Blender, it always has a -90 degree X rotation, regardless of fbx export settings. Is there a way around this?

#

The armature has a rotation I mean, not the rest of the model

vague kelp
#

Rendering the AO for my model

#

Max seems to think this is normal

#

Black rectangles making it look like it just didn't try to render what was there

white karma
#

@primal canyon @potent wraith thanks guys

hallow root
#

Does someone know a unity asset/tool to take pictures using denoiser and raytracing ?

#

A tool which support actual unity materials and shader

shadow canyon
eager mist
#

Quick question.
Why do you texture props in Blender to then export to a game engine?

#

You are definitely run into this kind of issues often

#

That's why we use Substance Designer / Substance Painter for this.

#

Which... I know and understand, they aren't free.

#

Still, I recommend you to use those instead for next times

real frost
#

hey, so I have a question, I have a 3D scanned character, cleaned up and rigged in maya, whenever I bring it into unity, my capsule collider is just huuuuuge, and I can't bring it down to make it smaller/bound the character

#

anyone know of anyway this can be addressed?

simple sonnet
#

@eager mist Why do you keep ignoring Photoshop in that texturing list of yours? ;p It's the OG man.

eager mist
simple sonnet
#

@eager mist That post says nothing about it other than "PS doesn't allow you to paint in 3D". Which is quite irrelevant in many projects.

#

Of course, if you lack hand painting skills, then smart materials and masking in painter is probably a top choice for many. More often than not (depending on your project obv.), there's no need for highly detailed textures as your assets wont need it. Exporting an occlusion map to PS and texturing by hand is more than good enough in many cases as long as you have some painting experience.

glacial elm
#

@simple sonnet it does allow you to paint 3d btw

simple sonnet
#

I know. But it's not great for it :p

eager mist
#

Many artists, for hand painted, preferred to use 3DCoat.
Also...

Substance Designer is the industry's reference Material Creation and Scan Processing Tool. More than 95% of AAA game projects currently in development use Substance as well as the most prestigious visual effects and animation studios.

I have not used Photoshop for game texturing since 2013.

#

And you can do hand painted in Substance Designer or Substance Painter.

#

You are old school? You like Photoshop? Good for you. Use it.
But it's 2019.

#

Substance Designer came out in 2010 and it tooks it 4 years to take off because of people saying the same stuff you are doing now @simple sonnet

#

🍺 πŸ•΅οΈ 🍿

#

Substance Designer and painter is now the lead texturing software for BOTH films and games.

#

FACT

simple sonnet
#

Right. AAA. Obviously that's another thing entirely. You'd still need to know both of course. Although, I wasn't aware we were talking about the 1% of artists wanting to become professional artists for AAA production teams.

#

It's much faster for me to quickly paint a texture which won't be seen much up close on a 2D surface, than having to deal with 3D manipulation on top of it.

eager mist
#

Have you ever used Substance Designer or Substance Painter to begin with?

#

Countless benefits

#

From being about to use a nodal-workflow, that makes the workflow both non destructive and it's also much easier to re-use data.

#

Or use masks and a procedural workflow.

simple sonnet
#

I have.

#

And I do.

eager mist
#

I really don't see anyone dealing with large amount of UVislands with photoshop and on multiple layers.
That's kind of stupid really.

#

That's the whole point of SD and SP

#

Photoshop was never created for game texturing

#

It shows

#

We use it for concept arts, icons, text editing to complement SD and SP from time to time.

#

Game designers use it for image editing.

#

It is still use in some game studios, because many are still using PS instead of SD and SP and dont want to adapt

simple sonnet
#

Again, I'm not talking about studio standards. I'm saying what my preference is for quick and dirty projects. I'm sure the majority here isn't aspiring to do this professionally, but rather, are doing it mostly as a hobby or for small to no budget projects. Which PS is fine for. Not everything needs amazing looking textures. That's all I'm saying.

eager mist
#

Again, you can still do just that in SD and SP.

simple sonnet
#

Yes, obviously. It's up to you whichever you choose.

eager mist
simple sonnet
#

Can achieve the same with PS. So that doesn't really say much. Although, for that kind of detailing, I'd go with it as well.

eager mist
#

Same with Substance Painter

simple sonnet
#

I own and use them. I am aware. Do you work for them or something? lol

eager mist
#

Would you be surprised if I tell you that I current do not use either Photoshop, SD or SP for my Indie FPS Game?

#

🀣

simple sonnet
#

Lol. What do you use

eager mist
#

Just a Color Palette, flat materials assigned to geometry.
Less saturated colors for the environment.
More saturated for gameplay-related elements.
And custom shaders/post processing.

#

I let Unity do the rest.

gritty reef
#

I love that drawn line look

#

kinda like borderlands, but cleaner

eager mist
#

Exactly. It's really just about how can I do more with less.

gritty reef
#

Looks great. A good contrast to the cluttered, over processed AAA titles of late.

#

Been playing the new MW lately and it's so concerned with looking "real" that it ruins the gameplay.

eager mist
#

yeah

#

several AAA games recently released feature a very contrasted lighting making it super difficult to see anything, enemies

#

gameplay elements dont stand out

#

nothing does

#

We are losing our understanding of gameplay and visual clarity.

#

Games need to look great in motion.

gritty reef
#

How far along are you in your game? I'd love to join in the beta testing whenever it opens up πŸ™‚

eager mist
#

still super early in pre prod

#

more focused on job hunting than making games at the moment

#

life

gritty reef
#

Fair nuff. Life is a bit more important hahah

bold scroll
#

speaking of all this I'm trying to figure out a workflow with making levels and environments quickly without over using kit bashing or assets

#

mainly for a platform game

#

the biggest issue is honestly texturing and makig things look right within texturing

glacial elm
#

@bold scroll start with a blockout. go from there

#

with platforms texturing should be the easy part

#

most platformers use plain colors as far as i've noticed

eager mist
#

you can use substance painter and substances made by others

bold scroll
#

oohhh

#

both great suggestion

glacial elm
#

personally would say make your own with substance designer but yea

#

you can use source but personally i dont advise it. ive noticed many viruses and suspeciouse files with materials from source

eager mist
#

substance designer is for re usability and mass production
not necessarily speed
it is for iteration

glacial elm
#

are you suggesting that speed for one project is better than speed for later projects

#

?

eager mist
#

Im saying there are pros and cons to everything

glacial elm
#

i agree

#

if you make a procedural personal material in substance designer. which i do understand that if you're a beginner you might not be as fast as some one who has used it for a while. but once you make a procedural material in substance designer you can add parameters,etc... to later use it for many other projects. some times i just make materials just incase i need them some time in the future.

eager mist
#

yeah you can create some fast materials with SD

#

depends on what you want and how far you want to go with detailing

glacial elm
#

well. i dont think neither me or you are daniel thiger xD

#

so i work with details as much as is needed. i dont like to play god like daniel thiger xD

eager mist
#

For my workflow im focusing more on props placement and well paced geo since Im only using flat colors
no high poly or normal maps

#

no baking

#

I would probably use Substance designer for terrain

#

but not for many things

#

trees as well. a flat brown looking tree is weird

glacial elm
#

oh. yea im kinda wishing i kind find some one that has my experience or better. i've been working on a very complex project with a company for a while now and it's so annoying and hard to get anything done properly since first of all its unity normal RP and they're expting photorealisim (pfft), second im the only env artist. so my workflow most of the time is do anything to get shit done

#

trees are annoying tbh. i use speed tree most of the time so less annoying. but for example, atm im working on a red wood tree and it's the biggest pain in the ass to make look good. the workflow is straight forward but i have no acces to real redwood tree forest so i can get some branches and photoscan or something like that. so its hard to optimize too since most stuff have to be 3d and not just textures

eager mist
#

you know when we watch a Japanese Anime like Naruto and all of a sudden it is a quite intense fight scene, x times more work and the visual quality suddenly drops...

glacial elm
#

yea

eager mist
#

That is indie game dev lmao

glacial elm
#

πŸ˜‚

#

yea i get that. but as i said. the expectations are almost AAA in my team. pain in the neck.

#

but hey we can do like all animes and just put a shit tone of wierd flash effects

#

hides the shit quality

eager mist
#

My suggestion would be find a generic procedural workflow that allows you to quickly texture props. Like an advanced base layer.

Do you game with that.

Once you are done, do a second pass if needed on the most important props.

glacial elm
#

oh, the prioritize the big assets work flow

eager mist
#

in this case no
more about having a finished product

#

and if you can afford prettier
you can do that

glacial elm
#

true

#

good idea. my deadline is march for the kickstar version to be done. so atm really just trying to get done with the nature assets and holy shit is it taking time xD. but it was fun talking man. we should colab or something someday