#πβart-asset-workflow
1 messages Β· Page 37 of 1
imagine if all studios where like naughty dog. every env artist has there own personal texture artist. woudl make stuff a lot easier
yea thats true. but tbh. i kinda like that. even though its a lot of work. its fun. specially with the ambient breath taking visuals naughty dog reaches.
plus its almost full creative freedom. we can do what we want
I dont think it is worth it
I would rather have another quake 6, 7 and 8 at lower graphics than another uncharted game that I frankly wont care much about
at this point who cares about story. im just in it for the env xD
"I spent 3 months working on this scene"
"Oh the racing scene? yeah it went so fast I dont quite remember it..."
?
We spend a lot of time on 3d, it is one of the biggest bottleneck on a prod.
but gamers dont really care
We pretty much have now a level of texture res and lighting system that can be used to create art style that will age very well
Guilty Gear Xrd, Dragon Ball FighterZ, nintendo games, etc
exactly
got some pics of something you've worked on?
current project or past ones?
Not now, break is over
but if you find my website, you ll find my resume
il just look you up on artstation
xD
got you
xD
nice stuff man. fairly intresting
Much appreciated.
@glacial elm tell them to put you on a plane to california to take some redwood pictures!
And demand a pony, too!
well i THINK I got it
I'm going to make a protoype world first to test my work flow it seems easier to make things yourself with the right toolsets
How can i make to not clipping the model/object? https://gyazo.com/c4ced6f50996d6fd5c8b7d479cc43e7c?token=bf78561c9f1393b31a9873ea6024f707
@bleak steeple What, like a collider?
yes!
@bleak steeple Just select your asset you don't want to clip through and select "Add component" in the inspector and put a collider on it. Whichever type you prefer. Capsule collider might be good enough for your use case. Idk.
@fluid oak i honestly was thinking of that ππ
Jk they wouldnt do that. Its indie not AAA
But i just worked on a new workflow for trees that should fit my red wood needs
But id like the pony part
I'm kinda curious how you do them
I've been tentatively poking at 3d but not very effectively
I have two materials on my gameobject but for whatever reason the purple part which is supposed to be transparent doesn't want to be transparent, any ideas why?
suing?
*using
no, in blender I set the purple part as a separate material
I can add the transparent material to the rest of the robot, just not the part I want ^^
yeah it only selects the glass when I press the select button
The purple mat should be listed in the material list on the meshrenderer component. And should also be directly editable in the inspector.
ok that was it! thanks, the mesh renderer had an empty element π
Hoping someone is knowledgeable in 3DS max - I have a bunch of bones skinned to a mesh - but not all bones that are in my Skin modifier get exported when exporting my mesh. Why is that? And moreso, how to fix it
Bone list in 3DS Max
Bone list in Unity
How do you get an object textured object from blender into unity?
@glad cloak Not an expert, but blender materials won't work in unity. If you want to keep the materials, you'll have to use the blender cycles mode to bake the objects textures (and for more realism, a normal map, occlusion map, roughness map (you'll have to change this one a bit to get it to work in unity by making it a smoothness map) and a metal map )
after you bake the textures you can put them in unity's standard shader
and if you're already using image textures in blender you can just save those a use them
@storm meteor @glad cloak #lessons with sharku.
when texturing its always best to UV your model and bring it into substance painter
or at least UV your models and texture them in photoshop.
it was made in subtance
that is how you can achieve proper textures
it was textured in substance
Not it is
i needed the node tool for a couple things i didn't know how to do in substance
and its not all one texture
Both
ok easy
export the model its self in to unity. and create the materials needed with the substance textures you exported before
and placem on the model. and what ever you didnt know how to make in substance painter. go look it up. there is a way to export textures from blender. but its too complex and i dont have time to explain
Some of the textures were made in substance, like the base and the middle part but the lens's were made in blender
Alright im bouta make the whole thing in substance
if i have seprate texture groups in subtance will they all be made into one texture?
no
i dont want to be a asshole but i think you already know what to do but too lazy to. cause you managed to get that far. i dont think i have to explain how to import textures to unity man. i think you know what to do
first time iv'e used unity 3d
ok man. i already explained. you kinda want to just use the textures you used in blender that you made in substance in unity
thats it.
some parts of it are node setups
quick question, is it worth it to use substance painter instead of blender? I've been getting by pretty well so far with Blender but I've seen a lot a people mention they use substance painter and substance designer
Β―_(γ)_/Β―
_ Naaah i guess its personal preference... I like to go with Blender π
ok ^^
The sticker in the middle, the wire, the lens's and the screws on the side were all made in blender
@glad cloak how did you overlay the sticker in blender?
is it HDRP / LWRP?
which unity version?
pink thing happen when shader missing
my question earlier is because when you have unity standard asset, it cant open in LWRP / HDRP
@eager mist sometimes Unity won't import bones that don't have any weights assigned, so make sure the missing bones have at least some weight on them somewhere
could someone teach me how to make 3d opjects?
like from scratch
ive tried youtube tutorials but i just cant get it right
@carmine scaffold they all have weights
@strange glade I'm still a noob as well, but practice makes perfect. Basically what you want to do is learn your hotkeys and the things the software you're using is capable of. So just watch a ton of videos of people introducing and using all of the (basic) tools. From there, figure out what kind of stuff you're passionate about and then get a bunch of nice reference pics for that subject (For me that's fantasy weapons and architecture) and start trying to block out models based on those references. You can post them here and get a critique on them (You have to specifically ask for advice on a model or you'll be ignored), and then use those comments to get better.
@strange glade https://www.youtube.com/watch?v=TPrnSACiTJ4
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8. New videos will be uploaded every o...
thank you guys!
@wispy sentinel I think both objects need a rigidbody. but this only works with non mesh colliders
.
also, does anyone know how I can make this less dark? I personally think it look s ugly.
I'm using an hdrp/lit shader
I would try adding a rigidbody on both objects and see if it does anything. You can also check the collision layer mask
how about the collision layer mask? are both objects on a layer with collisions enabled?
maybe the other objects are not on the default layer
maybe something else is in the scene to stop the player
btw I think it would be a better idea to ask your question in the general-unity channel, this one is supposed to be for 3d art
sorry i couldn't help you more ^^ i'm also pretty new with unity
@glad cloak nice.
That's really cool!!
Hi, this might be a stupid question but I recently downloaded this model from sketchfab to add to my assignment scene
https://sketchfab.com/3d-models/abandoned-building-d9edf0b4848a436294b71246c8f4034f
But after importing it into my scene I realized that when I entered the model from my camera view, the walls are transparent. Is there a way to fix this?Sorry, Im new to this
Abandoned military building. - Abandoned building - Download Free 3D model by Marek Vesely (@Spawnie82) [d9edf0b]
( the bg is a hdri map)
May i get some help with this?
@wind condor well, they are not "transparent"... they are rendered like they should. The Model seems to not have any Textures from the Inside. You can choose a doublesided shader to render the Texture on both sides
Hi, does anyone know how to paint the Uv outline of a object in blender to a texture?
Thank you @trim berry I'll try it when I get home!
Does any one know of any websites to find 3d artist?
Artstation has a lot of professionals on it, you could also post your job listing here as there are some extremely talented artists who check in regularly who may be interested. Beyond those I'm not the best versed in the 3d business scene.
SUPER noob question: Whats the best format to get animated meshes into Unity from other packages?
I know there are tools to import directly from certain software, but Im running Houdini. Alembics dont seem to be supported
there's an alembics plugin from the JP unity team, but FBX is the recommended format
for simplicity
Here's the package docs for Alembic:
https://docs.unity3d.com/Packages/com.unity.formats.alembic@1.0/manual/index.html
Ok rad...! If Filmbox is standard practice I'll stick with that. Thank you
https://i.imgur.com/8g3Jb9r.jpg new model i just finished(the building)
nice
can I ask a question about newbie modeling here?
sure
@pine trellis dont ask to ask. just ask
Of course mayte. Did you experience a glitch? π€¨π€ͺ
@pine trellis
I've written a short introduction to 3D modeling for games and about some of the most common 3D modeling workflows. This would be way too long to be covered in a Discord post and its too frequently asked. When new artists get started, 3D art can be quite confusing with all the different applications, tools and workflows available. And there aren't many great learning resources available out there that take the time to give you a solid understanding of the big picture and how it fit all together. And new artists shouldn't feel the need to get into any kind of art school when all the information is already available for free out there. It's just scattered all over the place. Hopefully, the two links below will help clear up some of your questions.
β‘ Intro to 3D modeling for games
http://skilljutsu.com/views/gamedev-art-intro-to-3D-modeling-for-games.html
β‘ 3D modeling modeling techniques
http://skilljutsu.com/views/gamedev-art-3d-modeling-techniques.html
β‘ A list of all the most common software for game development to help you get started
http://skilljutsu.com/views/gamedev-general-software.html
Does this cover your question?
would recommend blender
It's a community standard π€ͺ
anyone wanna make a game with me
If a new artist is looking for a ''generalist'' app, Blender is free and is great.
However, if someone wants to specialize in 3D modeling, hard surface, 3D props and environment art, then I would strongly recommend MODO or 3DS Max.
Chris
My hands are full mayte, sorry.
any advice how to find people that our down to make a game?
That's the question of the decade. π
It's really difficult to find individuals who would be willing to do just that.
Doesn't matter if it's making a game or building an eSports team.
If people aren't getting paid, they tend to not stick around very long.
Find people who can benefit from working as a volunteer on your project.
Find friends who share similar goals and would benefit from working on such game.
oh crap
If you wants to make games, I recommend (strongly) that you just take the time to learn how to do everything yourself.
im as broke as a joke
because im only 15
It is going to take a bit of time to get there, that's true.
But it will be totally worth it.
Exactly, you are young. 15 you got plenty of time
ill make one by my self
to test out
what i can do
By 17 you could be industry ready
John Romero was coding for the military when he was just a teenager. He got addicted to coding games
at a young age
Wat the hell
really
Before he worked/started Id Software, he had made 40+ games already by himself
Times are different now.
You have Unity and Blender.
And so many other powerful apps to make games
i have
unity
and blender
any good extensions for unity?
that will make it better
Do you need one?
not really
Learn the basics of Blender and C# programming.
how do i add my own sprite
Programming is intimidating at first, but gets clearer as you go.
For sprites, I suggest you visit the #archived-art-asset-showcase
but
im experienced
I'm a First Person Shooter guy.... all the way.
with blender
ill do 2d
cus it will be my first game
do i make a character in like paint.neet
or blender
im doing 2d so probably paint.net
You can look at what 3D artist David Lesperance did for his indie game Crimson Moon.
https://80.lv/articles/combining-heavy-metal-horror-elements-in-games/
at first do i like put my game on places like itch?
If I were you, I would start making the game first π
XD
David Lesperance used his 3D environment skills to create 2D sprites for his sidescroller game
The game is very Metal
Theres probably gonna be alot of updates to this so Im gonna try not to spam the shit out of this. Basically I hit 30 and had a mid life crisis (kind of). I have a bit of dyslexia and its always been something that basically stooped me from doing in anything in school relat...
there artist must of got PAID with lots of that PAPER
chris
how do i put my sky into the game
drag and drop?
just done
it
That game above... that's just 1 senior 3D artist.
XD
David is a monster
wow
do i use free music
or make my own
Those are the hard questions for yourself.
What is more valuable to you?
my own
lol
And what is most relevant to finish and sell your game?
i aint selling it
its free
Your call.
If you are going to work on something for a few hours and want to offer it as a gift, that makes sense.
But if you are going to spend hours, weeks, months on something.
If you share it for FREE and got nothing in return to live for... you are shooting yourself in the foot.
well
it depends
ill make it free for somepeople maby
if it cost money will there be taxes
If others find that your work as value, don't worry they'll buy
And it's fair.
And you'll get something in return to pay the bills.
That's the whole point of offering services.
ill make it free
Making everything free, trust me, isn't going to help anyone.
because its not gonna be top notch
Those who do release free content, you need to understand, they benefit from it in other ways
ill make it cost money once ive got a development team
You should never publish something for free just for the sake of it
and i make a Actaully good game
#grammar
Tyla, what is your current background or skillset?
Designer
3d artist
2d artist
programmer
choose one that you're best at
Or build projects that match your skillset π
that too. but doesnt usually turn out so well. tip. find people with similiar intrests that are willing to work with you so you dont loose encouragment
Designer
I'm a multidisciplinary developer as well, everything has its pros and cons.
But I'll always be first and foremost a game designer.
And that's how I look at it now.
Everyone is a game dev at large, but specialized in a certain area of Game Dev.
yes. same. but i decided that environment art is what im probably most willing to work with most of the time. so i dont mention that i've programmed for 5 years or im a software engineer etc... even though thats what i study for. but when asked to im able todeliver while still focusing on one skill. env art
i dont tinker with those. linked in is something i avoid
Everyone is looking for your headline ''Programmer'' or ''3D Artist'' or else.
Mine is ''looking for new challenges'' or something along those lines XD
all i need is my artstation to talk for me usually. and atm lots of cool stuff i cant show there yet. so just waiting with the mediocore stuff i have there atm
?
how do i add music
It would be best to ask in the right channel π
Maybe #π»βunity-talk
@glacial elm
How long have you been doing 3D art?
I don't like, personally, your substances too much.
However, I was tremendously impressed by your graphs and Im super glad you added them
Meaning, you got the technical part down and that's the hard part to acquire.
The rest is layering
So when I see this
hi
i accidently
clicked a tab of
do you know which one im missing
usually, you can always restore the Layout by clicking in the options located at the top of your screen
i know
i dont know which one im missing
it doesnt mater
@eager mist I've been doing 3d for about 5 years now. but those materials are as i said. library useless materials. never used them. never will. they're just there to show that i do understand that logic to make materials. I've made much better materials but i cant show anything yet due to NDA. as soon as i can i think you might like those ones
@eager mist folder browser
Yeah, i understand NDAs
you are doing good . You just need more stuff in the page π
how do i code in unity
In your Project folders
Right click, Create C# Script
I recommend you download Visual Studio 2019
already have it
Good
what do i use it for?
we thought you're a programmer?
To write code and get help when coding thx to the visual interface
i code in javascript
and c#
Business apps?
web?
scratch?
thought so
its a childrens programming language. kinda like a game that just helps kids understand basic logic in a way
doesnt make sense
i dont use that scratch game
@eager mist
You need to find documentation or tutorials on how to code JUST C#
And then you need to understand how C# fits within game programming and Unity
In Unity you have a diagram that will help you get the big picture
wrong chat
Buster
Now back to 3D...
well..... any one here lives in cali?
chris?
california
cause there is this one tree with very complex bark,etc.... that i kinda need some photogrammetry done for to speed up work. and if any one lives in california or even better, north california. then that would be awesome. i kinda really need some photogrammetry of the red wood tree
really. north california?
north of earth?
Im from Montreal
oh canada. the better version of america
thats awesome man. love canada.
every one is so progressive and nice. The US is just a bunch of rednecks
starting wars in other countries for money
xD
It's fine.
btw. i just researched. canada has some redwood trees. but idk how close they are to you if you're intrested
I mean, people are different everywhere, but I woud like to think that every city is a bit like a micro-representation of the rest of the world.
I visited New York once, couldnt believe how cold people were and no one looked at each other in the street
I found that really strange
XD
xD
quick question. are any of these places near you: (Vancouver Island, British Columbia)?
xD
Montreal is far in the Eat
Those are close to the ocean on the other side of the country
Montreal and Vancouver are a bit like the two opposite big cities
thought so
its fine man. photogrametry is fun though. might fly there my self and take some photogrammetry images if my trip is paid for by the studio xD
And apparently, it's raining all the time there
yea ubisoft montreal,etc... heard about that
i think rockstar north is in montreal
Ubisoft - Eidos Montreal - Square Enix - Bethesda - Epic Games - Warner Bros Montreal - 2K Games (as Cloud Chamber) - Behaviour Interactive - Tuque Games
https://gamejobhunter.com/local-video-game-companies-montreal/
In your area you have amazing studios too
Actually, Montreal and your area are quite similar
how do you know my area? xD
CD Project Red, People Can Fly, MachineGames, etc
You make great games π
StarBreeze
you saw on my artstation (stockholm, sweden)? xD
yea we have ubisoft massive, dice, EA, bethesda, snowdrop(engine),(the guys who made candy crush),etc..
yea but sweden is biggest for game dev. in that area. france is probably my favorite in all of europe though
swedish architecture?
the new architecture is just too modern, the average is just shit. but the old is very intresting
The cities I saw almost looked medieval π
XD
And the streets, walkways..
rofl man
you're thinking of maybe fuhra i tihnk its called in germany. the only city to not get bommed. or haga in gothenburg, maybe dalarna. stockholm is not mideival
Warsaw
in Polland
I assume that I was just looking at an older city part
so the streets were made smaller back then
and now cars had to be parked everywhere on walkways
Anyway π
fun stuff XD
Are you working on a game?
Doing any 3D work for it?
Personal work I mean
im working on a game yes
btw. this is one of our subways in stockholm
and the architecture is similiare to renosaunce or (paris)
@eager mist u animate?
I'm currently making games solo. But this is my first solo project.
So, the most painful one.
but do you animate xD?
I mean, I did some animations before.
And am doing everything on my game.
But I dont take contracts or work specifically as a 3D animator
are you good with animation?
xD jk. im kinda working and dont wanna type more. but we are having some fun conversations so want to call instead?
vc*
I think Im good with animation.
It's one of my stengths.
I would do that for a living ,but the jobs for it are too rare for my liking
So I didnt pursue it
well. can we get in a call. would love to see some of your animations,etc.... talk 3d,etc.....
cause as i said. typing is too time consuming. speaking is fine
I never kept any of my anims. I learned how to animate in 3ds max and that was a lomng time ago. I need to relearn howto rig, skin and animate in MODO or Blender
My time went elsewhere recently.
doging my question man xD. just a quick yes or no xD
Clearly no. Im way too busy building my own business at the moment
wait. i litulary asked if you wanna chill in a VC? xD
not if you wanna work for me xD
xD
I drop every now and then to type stuff on discord, usually to help new comers.
But Im currently building/managing
- 1x indie FPS game with Unity
- 1x Discord server
- 1x educational website
- 1x Youtube channel (creating content)
- And you know... "life".
Busy is an understatement π
Brace yourselves, Christmas is coming
Found this lost on my hard drive. That's the thing about not saving 3D models somewhere. I so much want to get that file back and retexture it with the apps we have now
@eager mist It looks cool but I think that you can have too many details sometimes- especially for something like a prison cell where you'd want to reduce edges and holes and corners prisoners could use for whatever reason π
that does seem like a nice side env project. not for a game but just visuals. like recreating a prison or something like that
Yeah. And that is a pretty classic game to use as a reference.
Unreal, a game developed by Epic Games and released in 1998, is one of my favorite first person shooters ever made. It combines excellent combat with a interesting storyline and adventure in a vastly impressive living and breathing world; in a league way beyond games released...
Someone remade it in UE4
https://youtu.be/Fqon1QSf2j0
Custom DM level WIP made for UT Pre-Alpha (aka UT4).
Few new assets added. Still a long way to go...
I would like to see some remakes in UNITY 5x...
Or more FPS games.
A snowy scene that I made in Blender. Thank you for viewing :)
https://twitter.com/FarrukhAbdur/status/1206408575607853056?s=20
A snowy scene with #BabyYoda I made in #Blender3d :) βοΈ
#b3d #blender #gamedev #indiedev #realtime #eevee #polycount #Yoda #StarWars https://t.co/dm0T4MU3m5
@eager mist wanna do the prison idea xD. Just for portfolio purposes. Does sound fun??
Awesome!
Hey guys, i need help with something, and i dont know where to post any ideas?
we gota know what you're trying to post first
i have a health bar on my Enemy, and when i shot him, his health goes down slowly and i want it to take some health off, not one hit then it kills him, i am using ther Free FPS thing from the assets store but changing alot of the stuff.
make your own. its very simple and would save you a hustle
tip if you're learning unity dont go buying assets. try learning how to make them your self
Okay fair enough
il give you a quick headstart (float for health, colliders for detection,etc....) should give you a basic idea
Cheers i understand the basics of unity as i followed a tutorial on youtube and made a simple game
Can someone help me with my projectile code? would be much apricated?
π₯ High quality AAA character π₯
Okay I have a question. I am new to the art stuff and am using blender to try and make some of the simple models for my game. I have made a Bullet casing(still in the base gray color) and I want to add the brass color to it and then a metal shines. Do I do that in Blender and then Export to Unity and all the stuff moves with it or Do I just make the model and then add the other stuff using unity?
Some basic properties can be transferred between programs, like material name and texture maps
But it will definitely look different, at least, in unity
okay
so i uhh... i got a small prob here and i dont know what im doing with unity or know if i can even fix this in unity iv been told its a shader prob but i cant seem to figure out how to even get it so i can see the model in unity.
@minor egret are the white things on the face your problem?
What is it supposed to be in the first place?
yes and the eyes
Looks like a mesh without texture...
i couldent tell you... all i know is its a 3d avatar that works with LIV and its of someone i like
Should probably try opening your model in blender or something to see what the heck is it.
ok
The first screen is so low res I can't even have a proper look at it.
sorry
i also... dont know how to use ether unity or blender.... was kinda hopeing someone knew a quick fix that wasint to complacated
To know a fix we need to know the cause first. And in these case it can be so many things...
For starters try uploading a better quality screen, so that people here can see what it is exactly.
give me a few mins to boot up vr again
My discord could use some love to! Please pm me for invite!
Does it look like that in the editor too or only during runtime?
What's Liv?
3rd partty vr program made fore better live streaming or recording
ya know how some people have a 3rd person cam in games like beat saber? there most likely useing LIV
And knowing anime art style, I'd assume it's supposed to be blushing or similar facial expressions. They're jut made as a separate mesh. And you probably didn't assign a texture/material to it.
Doesn't help a lot. You'd still have to open it in blender or have a better look in unity.
ok
How does the asset look when you import it in unity? What hierarchy does it have? What components?
thats uhhh... what im still tryna do.... i have 0 experince in this stuff
im gonna mess with this tomarrow i needa go to bed
Hey im looking for some help, anyone available?
Just ask
I have got my FPS controller, and it works fine, and i have added a weapon and hands to it, again works fine, but when moving around and aiming the gun and hands stay still it does not look up with the camera
So how do i get around this, as i am very new to unity?
One way would be to parent your hands and gun to the camera.
is that dragging them ontop of the camera?
Sweet sorted it, thank you can not believe it was so easy-_-
Another strange one is, i have made this box to pretend to be the Enemy, but i have a model and want that to be the enemy how do i change it is it another easy thing?
Yeah. BTW, I think that question belonged to the general channel more than 3d. This channel is mostly for issues related to models, meshes, textures, etc.
oh right sorry dude:)
@dreamy shell the box should have a mesh renderer and a mesh filter. In the mesh filter there's one field for meshes. You can plug your mesh in there and it should be rendered instead.
Ah right, ill have a look 1 min
i have the mesh renderer, but not the mesh filter, do i just add it as a component?
or will it be "Cube (Mesh Filter)?
Yeah, now just have to get it to follow me and do damage and then, make a health bar-_-, Thanks for your help
@gritty reef holy crap, I wasn't expecting anyone to actually use any of my concepts to do some 3D O_o
you made my day lmao
What sort of tricks this game is using to achieve this style?
The world map mountains seem to "pop".
Learn More: http://starrenegades.com/
Wishlist on Steam: https://store.steampowered.com/app/651670/Star_Renegades/
Join Us in Discord: https://discord.gg/rawfury
Join the rebels of Star Renegades as they make their assault on the Imperium in pursuit of the Overlord! But when...
@gritty reef is that subD?
@eager mist blender actually
@gritty reef no did u use the SubDivision modifier on it?
Oh, thought you meant the program lol
No, only modifiers i used were mirrors
WIP! π
Very cool Simon!
u could get the tip of the gun where those edges look jagged looking really good
im guessing u shaded smoothed it ?
https://i.imgur.com/cLCL0z8.png this is something thats been subD properly
where as without it
Nope, just left it as is. Took a couple hours and had to get to bed. I figured the jagged areas around the barrel and the spot just below the axe blade could be handled pretty easily with smoothing groups
u should try just shaded smoothing and then auto smooth ur normals
could fix it
otherwise gun looks good
Will look into it! I'm still nub with blender so i don't know all the tricks and tools just yet π
better look at what SubD does
if done right
mess around with the modifers
id suggest using the bevel"angle" and SubD after that
Yeah, that smooths the edge really well. How does that translate to making assets since it pumps up you're poly count?
u bake it via it being a HP version
onto the lowpoly
i had a building i did the other day
Ahhhh gotcha
Can you share? I'd love to see it
was put into unreal engine 4
Ohh i remember you posting this before. Looks awesome!
thanks, did it in about 8-10 hours, was a fun lil project
but a lot of that is subD in the hp and then baked into the LP my brother whos in the industry told me how thats a basic NEED for 3d artist to be able to do
so try and get ur feet wet when it comes to that
Yeah, that's my next step now that I'm more confident blocking out the models
HP vs LP
i take that picture back to an extent cause the modifers arent applied in the HP version so u cant really see whats being done to them XD just know the poly counts higher xD(cant see whats being done to some)
Lol gotcha
Kinda new kinda not. I did a lot with 3ds and recently transitioned to blender
from
I never quite made it to baking and texturing, but i can model pretty well
what software did u use before blender?
3ds max :)
ahh, my brother was big into maya and then went to blender, blender is pretty pog
if u dont mind do u have the gun up on ur screen right now?
Can't beat free. My student license for 3ds is up mid next year and no way can i afford it for my hobby modeling, so i figured i better get good with blender
I'm out at work atm so i don't
I can pull it up this evening when I'm free though
gotcha gotcha, there are some realllyyyy good plugins for blender too
forsure ill be here lol
Yeah, I'm looking forward to digging into all the plugins and such once I'm accustomed to the vanilla program
forsure
I'd rather learn with the base program before getting plugins, that way i understand what it is the plugins are simplifying and how to handle them
exactly
If that makes sense haha
100%
once u get a plugin, u like holy shit this makes "packing" my UV so much easierrrr
My end goal is to publish assets to the store. So I've got a ways to go, but I'm plugging along lol
i feel lol
I'd love to do some packs similar to Simon's. The flat colored low poly look just calls to me.
I gotta get back to work. I'll pull up the gun later and hit you up :)
alright sounds good 
Anyone here use Daz for character modeling?
Never even heard of it, sorry man
A lean-to off of a building across the street from my office. Got a little time over lunch break to whip this up.
guys any help on how connect an Displacement texture to the PBR master in the Shader Graph?
I had an idea where I took a screen cap of the unwrapped model then I use it to make the texture maps
like I imagined tracing the texture map over the unwraps
do I have the right idea?
hows this look better?
uh did I mess something up? I went to the tool and workspace settings but I can't find the thing for stencil options
i heard most people in the gaming industy are moving to blender for there professional work tho?
because of the backing it has and the updates it getting
they are learning it and dropping there old software
oh thats cool
it kinda makes sense really since it already has itegration with a lot of common game engines like Unity
@eager mist
Slowdown cowboy lol
The industry is NOT moving to Blender.
That song has been around for 15+ years.
That said... Blender is currently reaching an interesting point in terms of maturity and relevancy.
And it COULD change things a bit.
But all those games studios spend years building tools for 3ds max and maya.
They arent going to move to blender any time soon.
Are signed distance fields in the form of a 3D texture considered a calculation heavy object?
Would it be more efficient for me to try to combine two skinned mesh Renderers into one before I convert that into an SDF, or would it be okay for me to just convert two different renderers into two different SDFs at the same time?
@eager mist funny u say that cause my brother thatβs a lead 3D artist of a company that outsources to AAA titles and big companies, decided to drop maya and go to blender like 3 months ago
Canβt be free and a lot of updates
also im not saying that 3ds max, maya, or modo are bad by any means... but u cant beat free
You can beat free if what you're selling is better suited for particular buyers.
switching pipelines can be the biggest hurdle as Chris P was saying, even though individual artists could easily switch 3D platforms, the group and pipeline as a whole is another story, changes everything
Blender is not really free.
It also doesnt offer customer support like 3dsmax or maya or modo
sure you can download blender for freee but people somewhere have to put money on it.
thatis why there is a dev team working on blender
@eager mist
Tell that to Id Software that uses maya as map editor...
I would like companies to switch to blender
only a few really did
As an individual artist who contracts out for assets or sells packs it would probably be a pretty easy swap. But for some bigass dev company/team, swapping from a software that they've built their process around could really screw with them. To the point it might be worth reworking totally from the ground up.
I can see why it might be worth doing to keep cost down in the long run, though.
PArticularly for a smaller studio
Customer support? thats really old school ngl, new era everyone joins discords when they need help. and ur making blender seem like a money hole, only thing you pay for his plugins made by the community? and the CEO of blender Ton Roosendall said that he wont take a dime from it, they have big supporters like UBIsoft thats donated LOADS of money to blender hense why they have people developing it, they arent charging people anything
but yeah i agree with @gritty reef not triple AAA companies its gunna be harder for, but UBIsoft donated a bunch of money to blender to make them there own pipeline.
also Ton bought the rights to blender, and the terms he had to sign to buy it state that he couldnt charge anyone for the software, so IDK where u getting "having to pay" for anything in blender, u can do anything u want but if u want to support the community(not blender) and buy addons/plugins that make stuff super easy then. @eager mist
@eager mist i do feel like maya as map editor is actually not that bad
fairly intresting cause you get to do proper advanced model editing and creation while environment designing
So....we're exporting stuff from Maya into Unity via fbx files. However, certain positions on the transforms are supposed to be at 0. However, when we bring it into Unity those positions that are supposed to be at zero are coming it at things like 7.629394e-08. Now I know that's VERY close to 0, but it's still not exactly zero and it has me concerned.
Is there a known way to sort this out or at least know what's causing it?
Hmm, never have had that happen with my exports. Although, that's an exponent of -8. That's such an incredibly low number. I'm sure all your transforms are frozen right before export and all that, yeah? Probably a silly question considering it's so close to 0
TBH I'm not sure if they're frozen or not. I'm the programmer on this gig and I honestly don't know a whole lot about maya yet. I'll ask him about the frozen thing tho.
He was suggesting it might be very minute imperfections in the geometry but that sounded iffy to me
Yeah. Freeze transforms basically zeroes out all transforms at their current position. Tends to be the last step after you've placed your mesh in Maya.
Does it appear on all the axes?
Any axis that's supposed to be at zero gets this treatment
So if it's 4,0,-1 it comes in as 4, 7.629394e-08, -1
Ahh, right. I see
Wonder if he's working in meters or not in Maya. Might be some scale conversion error if not. But I don't know to be honest.
I have issue with lag in the app when I export it to android phone. I even set up low graphics and shadows but still the same. Scene is not heavy at all, it is consisted of low polly buildings and some adds who are also low polly. Water shader and that is it. There is still more that I need to add and the game is already having lags.
Here are my settings:
any help would be appreciated π
The key impr syst on your keyboard allow you to take screenshoots. On windows 10 you can even press shift + windows key + S and you'll be able to cut out part of your screen and ctrl + V directly anywhere
You'r welcome
Also 74 fps on a 1026x585 screen on computer, no wonder you have bad performances on phone.
Try to reduce your number of drawcalls by combining materials, maybe remove post processing, and the number of objects
Also 2.1 millions poly shouldn't be a problem for most of phones, but it isn't really "low poly". That could be 6 next gen characters from AAA games.
Some guy trying to resell my stuff
https://devforum.roblox.com/t/selling-medium-sized-guns-pack/399902/11
Guys a really basic question but i'm completely clueless about modeling
i have a 100x100x1 cube, how can i make it so the 100x100 surface is made of like
idk
5000 vertices?
what do you guys call it, poly count?
in blender
You wanna subdivide it @trail laurel. Select your face and righclick, subdivide is there
@glacial vector i just found that, not sure if i'm applying to it tho
ah ignore that, i thought i was selecting a face but i wasn't
quick question, I want to make assets for a game, but I only have experience using fusion 360 to make models to 3d print. How should I go about texturing these. (I have no blender experience)
did you study engineering or something like that?
@tough dew
cause thats usually why people use fusion 360 or inventor
no I just 3d print stuff
With the newest substance painter update you can have it do the UVing and just get straight to painting, actually (In theory. That's what it's for, at least)
@tough dew @glacial vector yea use substance painter but my tip is UV your self. AI can UV sure but i wouldn't really advise it
I'd have to try the Painter implementation to say for sure. It's their own algorithm
Example here. Looks pretty convincing to me https://www.linkedin.com/posts/pierremaheut_substancepainter-abr-photoshop-ugcPost-6613050991682170880-WedZ
Hi all. This is not Unity specific but just wondering.
Is there an article/tutorial for "racial features" for faces when you make 3d character?
And if there is, then how about the same thing but low poly? I'm talking around ~1000 poly
@sacred grotto if you're going for 1k as limit. then i wouldnt try to look for too realistic features xD.
but. if you want to learn them. its called biology. learn anatomy basically
I'm sorry I don't have any links for you, but I can advise getting some good references from various racial groups and start practicing. Once you've got a good hang of it, patterns and features will jump out at you and you'll be able to incorporate the features without even thinking.
Something from my project π
idek the project and I already love it
@glacial elm
Cool thanks. Yeah i've done bunch of anatomy n figure. And have some reference on racial features including of the face.
But just looking for maybe not a tutorial, but an example game/animation (actually since it's low poly i guess more games) that has diverse character background yet it's low poly.
Just want some example of how "exaggerated" they put the cheekbones up, how wide the eyes are, and how 1 character of a race varies with another character of different race there
@dire ermine looks really intresting man. nice style. good composition. maybe som foreground and more specified background. feels just a bit empty in the back on some places. but looks awesome man
@glacial elm Thank you. Yes will figure something out about the background. π
π
are we okay to ask questions here
Yep @vivid granite
3d related
Thank you
Trying to make a horror demo/prototype in Unity inspired by Visage. Here's a screenshot of a dark hall
I'm not particularly happy with the result. I think the wall texture is a bit weird? I'm using stuff from CC0Textures.com and they don't have any good wall textures except for this plaster texture (I know about texture.com but I have to get premium if I want a texture with a size more than 1024)
Maybe too clean?
@night socket texture(s) (or the material really) is not really weird, it's just as Peterfly is saying, it's just too clean or maybe a better word would be too perfect, you have to strive for imperfections, especially in things like the way the light bounces off the surfaces. Look to adding some textures for smoothness to vary that a lot more, might be the most important thing regarding photo-real surfaces. Also look to adding some macro bump maps (normals) to get the way dry wall or plaster is applied to walls like in houses like this, where things have been done, redone, fixed, repaired, etc. The main thing is when you look across a longer surface, you need to have breakup going on. You can see many of these things in an image like this.
something like this, the resolutions are a bit low-ish, but this is the idea of breakup on the surface(s)
@limber field @night socket this seems like it would be a nice challenge. lets all try to recreate that scene
π
@glacial elm I think what I did above is about as much as I can do with this, just wanted to show @night socket what I was referring to
I don't really do much modelling and texturing anyways, I'd get whooped π
@limber field not a contest. just a fun challenge for practice
after we're done we can go by how we made them and learn from each other. community
@glacial elm nice
I just don't have the time right now to join in, but I will critique as everybody loves that π
kk xD
hide a ghost in there too
xD sure
what are you modelling that in?
@limber field blender
one of these days I'll give that a go, looks like it's very capable
oh definatly. but it takes time to be able to make complex stuff or work with it quick
ive used it for about 5 years now so i know all the hotkeys and have made my own pipelines,etc..... so i get stuff done fairly quickly and some times realistic if i feel like it or if its for a studio. but yea. blender is definatly very capable
due to work I stick with Maya so I don't have to remember 2 sets of stuff, remembering 2 engines worth of stuff is hard enough π
@limber field yea maya is nice too. i use it too but blender is just quicker in my opinion. more hotkeys and i personally enjoy the UI a bit more even though im on 2,79
but maya is definatly nice
just finished my lowpoly character, any heads up before I try importing it into Unity so that it keeps the same shadeless look? Right now I just have emission materials set to the faces, no UV maps or baking unless you think it'll be necessary
@eager mist should just be an unlit shader to choose
ooo tyvm! do you think the blender materials will translate or no?
that one I don't trust, when I import stuff I usually do things manually, material and texture wise
ooo okay then, thanks a lot 
@glacial elm you said you did pipeline stuff, did that include any scripting stuff, like for actions?
yea. i know python but im skilled in c# software development and game development. thats the stuff id usually get hired for but wouldnt say im a expert with python
yeah, I write my external tools in C#, I wish that language was more supported in art tools like Maya and Photoshop
definatly agree
but what really pisses me off is that unity is so behind on so many stuff
in which regards is it behind?
like i love using unity cause its actually faster on my PC and it has less annoying bugs + c# is my favorite language to program in, i find c++ in UE4 to be a bit tidiouse. but honestly. texturing in unity, tesselation, terrain texturing, the actuall graphics, they're fairly behind compared to UE4
and i do know that a good dev can acomplish a lot with unity but. its way too time consuming compared to ue4
UE4 is a pain too if you aren't making exactly what UE4 is good at
true
which is basically Fortnite or some generic fps
we make tons of changes/tools and find many things lacking, it's quite frustrating for such a high end engine
ive worked in a studio for a year now. and unity has set us back soo many times because our game is going for realisim
but yeah, unity is in the same boat and probably a bit worse, but for lower level game dev, it's so much accessible to me with C# and the resources online
I think unity is getting there, but until all of the stuff they showed us with that demo, it will lag a bit behind unreal with it's out of the box graphics
i agree but its just the fact that you have to do soo much extra work for decent realistic results. even tesselation sucks completly in unity. it is by far the worst tesselation ive ever used. which means we have to program our own
ah bummer, I haven't used unity in anything but my hobby stuff, not in a full production environment for a larger game
what studio?
ah nice
Anyone know anything about SP 2020 by any chance? I'm seeing a lot of negative reviews about crashes and whatnot. Just contemplating holding out on it and see if they'll fix it reasonably quickly.
dont switch. stick to the algorithimic latest update. dont switch to the updates which they released when adobe bought them
Interesting. Hopefully they'll make a turnaround eventually. They've been leading the industry for a long time, sucks to see them screw it up so badly. >< Oh well
Is there any factual post somewhere about what exactly went wrong after the switch?
@simple sonnet not sure. i prefer not switching to anything adobe related when it comes to substance. they're a corprate. cant trust they feel for the community
@eager mist
I like the head/hair.
The rest, maybe a bit... lazy? π
@eager mist you're not wrong π
any advice/heads up to improve? I was thinking maybe a rope or perhaps making the chest armor more interesting. Tho trying to keep the poly count as low as i can. Thanks! 
Hey everyone, not sure how active it is on here, or if this question should go in 2D or 3D channel...I think 3D xD
Is there any way to animate the material of a quad other than swapping out the entire material? I am working on a 2.5D games, obviously it needs to be a quad or I will not get shadows, but animating quads means making a material for every frame?
I really hope there is a very simple solution to this I am missing
Thats how the game looks, 2D images but with shadows, there is no way to do this except quads I think, and the only way to animate them is to make a material for every frame?
@ornate schooner probably other solutions for this, but you can flipbook this stuff, https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Flipbook-Node.html, if you are using one of the new render pipelines and shader graph
As a beginner to both Blender and Unity, I am super confused about the workflow and when to use what
Iβm modeling 3D objects in Blender. Then, where should I add materials? Unity or Blender? Or should I make a texture in Blender and add it in Unity?
For Lighting, Shaders etc should I use Unity or Blender?
Pardon for asking very simple question. I am super confused. Any help would be appreciated.
Make your models in Blender. Texturing you can do in many programs. Depends on your needs. I don't use Blender, but I'm sure it has some texture painting as well if you just need something really basic. Shaders, materials and lighting you do in Unity.
Thank you π
@limber field Thanks π and I will look into that!
https://www.youtube.com/watch?v=GAL5wLVKnY4
This is an early prototype of our multiplayer FPS using a custom networking engine. The Game lends players the ability to decide the direction of gravity. The servers are running on AWS (EC2 t2.micro instances). This is still in very early stages of development.
This is an early prototype of our multiplayer FPS using a custom networking engine. The Game lends players the ability to decide the direction of gravity. The servers are running on AWS (EC2 t2.micro instances). This is still in very early stages of development.
Does anyone know why probuilder does this
LOL π
?
I don't know if it's because pro builder doesn't weld those vertices correctly
You'll need to click on the picture to see the seam
Hey there, have you tried weld vertices? You can set the distance for it to do it weld automatically in probuilder. Welding works after the something is built like you have here.
Per axis snapping in progrids is also an option that might work for new stuff from scratch. A "snap to grid" is exactly what progrids does, your pivots just have to be exact. I might be not understanding what you are wanting for that. Anyways, there's some repeating geometry for in your screenshots and setting the pivots could make them snap together no problem assuming your pivots and connecting dimensions are on a grid.
Try welding
π€«
You can just use Blender to build levels
All you need is to boot Blender
Go to 3D modeling tab
Create a cube
Enter edit mode
And use modeling tools
And realize how useful M3 is for everything
Thanks for helping π
alignment
π
Haha
I think probuilder is just a good greybox tool, for real stuff stick to the Blender/Maya/Max's of the world
hmmm..... kinda
Simple rule
Use whatever works. Discard the rest
You dont have to use UE4 Geo Editing Tools or Unity Pro Builder just because it's supposedly the way to do things
or else
You can just bring into your 3D app a game character of the correct size and roll with it
just tileset it all!
well.... anyways xD. ive really been wanting to do a collab with another 3d artist because it would be fun for portfolio. and i think chris, you so far has been the only one i felt might have the skills for the quality id like to aproach
My skillset is weird. π
I think what really really matters is to do what you were meant to do.
ik but with my realisim skills and your skills we can make something nice
But sometimes, you need to get outside of your comfort zone to get things done
I dont enjoy doing art for art
It has no meaning for me
I dont see the point
If I do art, it's a mean to an end. It's because Im making on a game and I have this and that to make
I cannot just spend a weekend working on a scifi jungle just for fun
that's not me
@glacial elm you ever finish that hallway?
that's what I need
50k . .
well you guys didnt join in so i just stoped
XD
yes, that other person never responded
texturing isnt either
or if you are crazy creative
Im fine with comic books level of detail
more than that, I feel like Im wasting time
adding details that nobody cares about
and you want a 50k job
it's harder to do it performant, and without issues
for a job with that wage you gota at least do stylized
3d jobs around here pay between 30k-110k
comic book would only land you like 12k maybe
where is 'around here'?
Montreal
canada
45k is considered entry level
yeah, depends highly on level too, senior, junior, etc
pretty low for where I am for sure, but that's southern california
southern california. thats where all then activision,blizzard,etc... studios are
yeah
youd get a steady 60k at least if you're pretty ok
and that would depend on what kind of artist you are
making rocks is one thing, making weapons is another, making characters is the next step
im a env artist. talking from that prespective
but fr. lets not loose the conversation. any one up. fr it would be fun.
like props, structures, things like plants and foliage, doing terrain and world building?
In Montreal... we have
- Ubisoft
- Square Enix
- Eidos Montreal
- Warner Bros Montreal
- EA / EA Motive
- Bethesda
- Epic Games
- Behaviour Interactive
- Novaquark
- Tuque Games ( Wizards of the Coast )
- And many others
yeah, you are in good company there
yeah, if you can can jobs
I am in Irvine right now, where we have places like Blizzard, Turtle Rock, Ready at Dawn, Obsidian Entertainment, etc
up in LA it's much larger
Im slightly ''over qualified'' and unable to get jobs. It's frustrating
outsourcing is a hurdle for sure, I hear the canadian companies are farms
stockholm:
EA
Dice
Massive
Bethesda
Ubisoft
King
Snowdrop
etc....
we outsource, but we still have a decent clump of artists in house
yeah, you gotta move around, I got lucky with being from so cal, lots of companies in Los Angeles and Orange County, let alone San Diego
well. im a software engineer too so silicon valley would have been awesome for me if i lived in cali
cali in general is just awesome
xD
avicci?
more like Opeth
and a bunch of cool progressive rock acts
The Flower Kings, Beardfish, Moon Safari, Karmakanic, Kaipa
I have to check out plini one day, I see it pop up here and there
Dream Evil is another Swedish metal band, more like Dio type stuff (hence the name)
thankfully you havent mentioned sabaton yet
meaning you dont see them as being the best. which i agree on
heh, actually never heard of them, if you are talking black metal or death, I only really like Opeth
or whatever their genre is nowadays or even back then
sabaton is like historic metal
i love black metal tbh. deafheaven
oathbreaker
behemoth
doom metal like amnera
Katatonia?
most of my swedish stuff is more along the lines of tradtional progressive rock, Yes, Genesis, etc, Sweden was one of the big neo-prog countries in the 90's and on
@eager mist so you said you are over qualified, is that mainly a money thing compared to what you do art wise?
well this is his work. you decide
very nice pistol
clean character art
a nice bow
yeah, good stuff, 51k π
I'm just a designer.
for sure a more than entry level, so it's probably just an industry experience thing keeping the opportunites down if you are asking for more than that
Technically, I'm primarily a Game/Level Designer
designer for art, you mean concept and stuff, you built and textured those models right?
With... a background in art and programming
aah, that helps a lot to have some knowledge for the art (and programming side) as a designer
Yeah it kind of does
I started as Technical Game Designer/Level Designer.
Added 3D art and programming over the years
my favorite programmers are the one that understand or can at least empathize art, and my favorite artists are ones that understand or can at least empathize with programmers π
I was stupid enough to get 3 degrees, hoping it would give me somewhat a free pass
it doesnt
I am a technical artist by trade, so I understand the many hats thing
yeah, degrees don't mean much I have found in the game industry, it's an experience thing with us wanting you to have shipped a title/titles, but to do that you need to get a job, etc π
In my case, if I apply for art, they are afraid I'll leave to do design or programming.
If I apply for design, they are afraid I'll leave for art and programming ,etc
Technical artists are like unicorns
XD
nobody understands what tech artists are supposed to do lol
exactly
I fight with the owners to make them understand that it's a nebulous term and they stack the req's with terms and terms that would make it so they wouldn't even hire me at that point
where tech art can be many things, world tech, graphics tech, art tech, tools tech, performance tech
environment artists as a term is pretty nebulous too, it can be anybody that makes a prop to somebody who actually paints terrain and stuff
the terrain painter is almost more of a designer at that point
how game experience Houdini tech artists are even more of a unicorn, especially one that you don't have to pay a mint for π
probably free stuff that do parts, but not the whole
exactly
the game dev tools like LODs and UV's can be done elsewhere, terrains can be painted in many engines, I think the big thing is the engine support/back forth between designing and the world reacting to those changes
any way of detecting building edges in real time?
i was thinking of trying raycasting
I think games that do that actually have colliders built in to the chunks of building, then you detect those
well
im a math nerd. so i made equations before to achieve stuff like that. those shit took me days and some times weeks to work on but the equations and basic concepts work
@onyx bobcat
hint as to the type of math you used?
well mostly vector space
using the building colliders or?
nop
i was recreating minecraft once and every one i knew used colliders to check top,left,bottom,etc..... but i felt like that shit is completly shit for performance,etc.... so basically what you do is
you use raycasting and the object it hits, you get the local position of that object. then get the height and the width of that object
isnt that still colliders?
well just one. a box collider
so lets say that the object was 2 meters tall and 3 meters wide. so if the raycast hits on y:2 and x:3 then you know that its top left corner.
and a box collider is on just about everything
np
Good afternoon. I have a flat white material I need to tint...individually for hundreds of objects. I need this tint to change on a dime during runtime. Editing a material class through script modifies the material it references which is not what i want. I am a novice and an idiot, I acknowledge that for not being able to find a solution myself.
@pseudo jungle are you modifying material or sharedMaterial?
I am declaring a public "Material" variable