#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 37 of 1

eager mist
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that is why i wont bother texturing my game lol

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once im done Ill see if it is worth doing more or hiring a few experts

glacial elm
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imagine if all studios where like naughty dog. every env artist has there own personal texture artist. woudl make stuff a lot easier

eager mist
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hell no

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they need 1 modeler + 1 texture artists working on 1 level per year

glacial elm
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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.

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plus its almost full creative freedom. we can do what we want

eager mist
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I dont think it is worth it

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I would rather have another quake 6, 7 and 8 at lower graphics than another uncharted game that I frankly wont care much about

glacial elm
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at this point who cares about story. im just in it for the env xD

eager mist
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"I spent 3 months working on this scene"
"Oh the racing scene? yeah it went so fast I dont quite remember it..."

glacial elm
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?

eager mist
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We spend a lot of time on 3d, it is one of the biggest bottleneck on a prod.

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but gamers dont really care

glacial elm
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got me there

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yea. most gamers dont give a slight shit

eager mist
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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

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Guilty Gear Xrd, Dragon Ball FighterZ, nintendo games, etc

glacial elm
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stylized. i guess yea

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those games artstyles dont really die out so cant argue much

eager mist
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exactly

glacial elm
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got some pics of something you've worked on?

eager mist
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current project or past ones?

glacial elm
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anything

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i cant show too much cause of NDA but what ever i can show i will

eager mist
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Not now, break is over
but if you find my website, you ll find my resume

glacial elm
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il just look you up on artstation

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xD

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got you

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xD

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nice stuff man. fairly intresting

eager mist
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Much appreciated.

fluid oak
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@glacial elm tell them to put you on a plane to california to take some redwood pictures!

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And demand a pony, too!

bold scroll
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well i THINK I got it

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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

bleak steeple
simple sonnet
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@bleak steeple What, like a collider?

bleak steeple
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yes!

simple sonnet
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@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.

glacial elm
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@fluid oak i honestly was thinking of that πŸ˜‚πŸ˜‚

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Jk they wouldnt do that. Its indie not AAA

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But i just worked on a new workflow for trees that should fit my red wood needs

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But id like the pony part

fluid oak
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I'm kinda curious how you do them

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I've been tentatively poking at 3d but not very effectively

storm meteor
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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?

willow nebula
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Is the purple part using the "RobotMaterial" ?

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(top one in the screenshot)

storm meteor
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suing?

willow nebula
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*using

storm meteor
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no, in blender I set the purple part as a separate material

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I can add the transparent material to the rest of the robot, just not the part I want ^^

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yeah it only selects the glass when I press the select button

willow nebula
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The purple mat should be listed in the material list on the meshrenderer component. And should also be directly editable in the inspector.

storm meteor
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ok that was it! thanks, the mesh renderer had an empty element πŸ™‚

eager mist
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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

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Bone list in 3DS Max

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Bone list in Unity

glad cloak
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How do you get an object textured object from blender into unity?

storm meteor
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@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 )

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after you bake the textures you can put them in unity's standard shader

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and if you're already using image textures in blender you can just save those a use them

glacial elm
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@storm meteor @glad cloak #lessons with sharku.

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when texturing its always best to UV your model and bring it into substance painter

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or at least UV your models and texture them in photoshop.

glad cloak
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it was made in subtance

glacial elm
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that is how you can achieve proper textures

glad cloak
glacial elm
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how do you have a 3d model made in substance?

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oh textures in substance?

glad cloak
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it was textured in substance

glacial elm
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ok. so its not yours?

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or?

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@glad cloak

glad cloak
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Not it is

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i needed the node tool for a couple things i didn't know how to do in substance

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and its not all one texture

glacial elm
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multiple materials?

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or multiple maps?

glad cloak
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Both

glacial elm
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ok easy

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export the model its self in to unity. and create the materials needed with the substance textures you exported before

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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

glad cloak
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Some of the textures were made in substance, like the base and the middle part but the lens's were made in blender

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Alright im bouta make the whole thing in substance

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if i have seprate texture groups in subtance will they all be made into one texture?

glacial elm
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no

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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

glad cloak
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first time iv'e used unity 3d

glacial elm
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ok man. i already explained. you kinda want to just use the textures you used in blender that you made in substance in unity

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thats it.

glad cloak
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some parts of it are node setups

storm meteor
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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

glad cloak
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Β―_(ツ)_/Β―

trim berry
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_ Naaah i guess its personal preference... I like to go with Blender πŸ˜‰

storm meteor
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ok ^^

glad cloak
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The sticker in the middle, the wire, the lens's and the screws on the side were all made in blender

storm meteor
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@glad cloak how did you overlay the sticker in blender?

thorn spire
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is it HDRP / LWRP?

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which unity version?

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pink thing happen when shader missing
my question earlier is because when you have unity standard asset, it cant open in LWRP / HDRP

carmine scaffold
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@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

strange glade
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could someone teach me how to make 3d opjects?

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like from scratch

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ive tried youtube tutorials but i just cant get it right

eager mist
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@carmine scaffold they all have weights

gritty reef
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@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.

storm meteor
strange glade
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thank you guys!

storm meteor
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@wispy sentinel I think both objects need a rigidbody. but this only works with non mesh colliders

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also, does anyone know how I can make this less dark? I personally think it look s ugly.

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I'm using an hdrp/lit shader

storm meteor
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hmm, by randomly playing with settings I fixed it. wtf

storm meteor
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I would try adding a rigidbody on both objects and see if it does anything. You can also check the collision layer mask

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how about the collision layer mask? are both objects on a layer with collisions enabled?

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maybe the other objects are not on the default layer

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maybe something else is in the scene to stop the player

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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

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sorry i couldn't help you more ^^ i'm also pretty new with unity

glad cloak
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diffuse*

glacial elm
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@glad cloak nice.

wind condor
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That's really cool!!

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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]

β–Ά Play video
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May i get some help with this?

trim berry
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@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

storm meteor
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Hi, does anyone know how to paint the Uv outline of a object in blender to a texture?

wind condor
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Thank you @trim berry I'll try it when I get home!

loud bone
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Does any one know of any websites to find 3d artist?

gritty reef
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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.

novel karma
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SUPER noob question: Whats the best format to get animated meshes into Unity from other packages?

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I know there are tools to import directly from certain software, but Im running Houdini. Alembics dont seem to be supported

hallow canopy
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there's an alembics plugin from the JP unity team, but FBX is the recommended format

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for simplicity

novel karma
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Ok rad...! If Filmbox is standard practice I'll stick with that. Thank you

eager mist
eager mist
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nice

pine trellis
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can I ask a question about newbie modeling here?

pallid fractal
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sure

glacial elm
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@pine trellis dont ask to ask. just ask

eager mist
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Of course mayte. Did you experience a glitch? 🀨πŸ€ͺ

eager mist
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@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.

⚑ Intro to 3D modeling for games
http://skilljutsu.com/views/gamedev-art-intro-to-3D-modeling-for-games.html

⚑ 3D modeling modeling techniques
http://skilljutsu.com/views/gamedev-art-3d-modeling-techniques.html

⚑ 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?

sand spindle
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would recommend blender

eager mist
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It's a community standard πŸ€ͺ

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anyone wanna make a game with me

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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.

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Chris

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My hands are full mayte, sorry.

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any advice how to find people that our down to make a game?

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That's the question of the decade. πŸ˜›

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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.

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If people aren't getting paid, they tend to not stick around very long.

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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.

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oh crap

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If you wants to make games, I recommend (strongly) that you just take the time to learn how to do everything yourself.

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im as broke as a joke

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because im only 15

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It is going to take a bit of time to get there, that's true.
But it will be totally worth it.

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Exactly, you are young. 15 you got plenty of time

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ill make one by my self

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to test out

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what i can do

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By 17 you could be industry ready

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John Romero was coding for the military when he was just a teenager. He got addicted to coding games

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at a young age

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Wat the hell

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really

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Before he worked/started Id Software, he had made 40+ games already by himself

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Times are different now.

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You have Unity and Blender.

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And so many other powerful apps to make games

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i have

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unity

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and blender

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any good extensions for unity?

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that will make it better

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Do you need one?

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not really

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Learn the basics of Blender and C# programming.

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how do i add my own sprite

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Programming is intimidating at first, but gets clearer as you go.

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but

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im experienced

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I'm a First Person Shooter guy.... all the way.

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with blender

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ill do 2d

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cus it will be my first game

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do i make a character in like paint.neet

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or blender

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at first do i like put my game on places like itch?

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If I were you, I would start making the game first πŸ˜›

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XD

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David Lesperance used his 3D environment skills to create 2D sprites for his sidescroller game

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The game is very Metal

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there artist must of got PAID with lots of that PAPER

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chris

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how do i put my sky into the game

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drag and drop?

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just done

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it

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That game above... that's just 1 senior 3D artist.

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XD

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David is a monster

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wow

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do i use free music

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or make my own

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Those are the hard questions for yourself.

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What is more valuable to you?

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my own

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lol

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And what is most relevant to finish and sell your game?

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i aint selling it

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its free

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Your call.

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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.

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well

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it depends

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ill make it free for somepeople maby

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if it cost money will there be taxes

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If others find that your work as value, don't worry they'll buy

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And it's fair.

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And you'll get something in return to pay the bills.

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That's the whole point of offering services.

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ill make it free

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Making everything free, trust me, isn't going to help anyone.

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because its not gonna be top notch

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Those who do release free content, you need to understand, they benefit from it in other ways

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ill make it cost money once ive got a development team

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You should never publish something for free just for the sake of it

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and i make a Actaully good game

glacial elm
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#grammar

eager mist
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Tyla, what is your current background or skillset?

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Designer

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3d artist

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2d artist

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programmer

glacial elm
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choose one that you're best at

eager mist
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Or build projects that match your skillset πŸ˜‰

glacial elm
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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

eager mist
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Designer

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I'm a multidisciplinary developer as well, everything has its pros and cons.

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But I'll always be first and foremost a game designer.

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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.

glacial elm
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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

eager mist
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Smart

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But that gets way trickier with LinkedIn profiles

glacial elm
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i dont tinker with those. linked in is something i avoid

eager mist
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Everyone is looking for your headline ''Programmer'' or ''3D Artist'' or else.

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Mine is ''looking for new challenges'' or something along those lines XD

glacial elm
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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

eager mist
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Artstation is ''it'' for artists these days

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for portfolio

glacial elm
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yes

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this is what i got there atm

eager mist
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Nice. Thx for sharing

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help

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pls

glacial elm
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?

eager mist
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how do i add music

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It would be best to ask in the right channel πŸ˜‰

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@glacial elm
How long have you been doing 3D art?

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I don't like, personally, your substances too much.
However, I was tremendously impressed by your graphs and Im super glad you added them

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Meaning, you got the technical part down and that's the hard part to acquire.
The rest is layering

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hi

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i accidently

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clicked a tab of

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do you know which one im missing

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usually, you can always restore the Layout by clicking in the options located at the top of your screen

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i know

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i dont know which one im missing

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it doesnt mater

glacial elm
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@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

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@eager mist folder browser

eager mist
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Yeah, i understand NDAs

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you are doing good . You just need more stuff in the page πŸ˜›

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how do i code in unity

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In your Project folders
Right click, Create C# Script

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I recommend you download Visual Studio 2019

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already have it

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Good

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what do i use it for?

glacial elm
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we thought you're a programmer?

eager mist
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To write code and get help when coding thx to the visual interface

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i code in javascript

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and c#

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Business apps?

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web?

glacial elm
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scratch?

eager mist
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console apps?

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scratch

glacial elm
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thought so

eager mist
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What is scratch??

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From scratch?

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XD

glacial elm
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its a childrens programming language. kinda like a game that just helps kids understand basic logic in a way

eager mist
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oh

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no not that

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i was saying a code from scratch no tutorials

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lol?

glacial elm
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doesnt make sense

eager mist
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i dont use that scratch game

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@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

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In Unity you have a diagram that will help you get the big picture

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wrong chat

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Buster

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Now back to 3D...

glacial elm
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well..... any one here lives in cali?

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chris?

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california

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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

eager mist
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I live in the north

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πŸ˜›

glacial elm
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really. north california?

eager mist
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nah

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The North

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Canada

glacial elm
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north of earth?

eager mist
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Im from Montreal

glacial elm
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oh canada. the better version of america

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thats awesome man. love canada.

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every one is so progressive and nice. The US is just a bunch of rednecks

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starting wars in other countries for money

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xD

eager mist
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It's fine.

glacial elm
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btw. i just researched. canada has some redwood trees. but idk how close they are to you if you're intrested

eager mist
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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.

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I visited New York once, couldnt believe how cold people were and no one looked at each other in the street

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I found that really strange

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XD

glacial elm
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xD

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quick question. are any of these places near you: (Vancouver Island, British Columbia)?

eager mist
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nah

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that's the opposite side of Canada

glacial elm
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xD

eager mist
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Montreal is far in the Eat

glacial elm
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damn

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east*

eager mist
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Those are close to the ocean on the other side of the country

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Montreal and Vancouver are a bit like the two opposite big cities

glacial elm
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thought so

eager mist
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Montreal is huge for game dev

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Vancouver has the giant trees

glacial elm
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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

eager mist
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And apparently, it's raining all the time there

glacial elm
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yea ubisoft montreal,etc... heard about that

eager mist
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lolll

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nah man, Montreal now...

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is huge for games

glacial elm
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i think rockstar north is in montreal

eager mist
glacial elm
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bethesda is swedish

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i know that cause im from sweden

eager mist
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In your area you have amazing studios too

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Actually, Montreal and your area are quite similar

glacial elm
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how do you know my area? xD

eager mist
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CD Project Red, People Can Fly, MachineGames, etc

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You make great games πŸ˜›

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StarBreeze

glacial elm
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who?

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what area are you on about xD?

eager mist
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Sweden, Polland, etc

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that area

glacial elm
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you saw on my artstation (stockholm, sweden)? xD

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yea we have ubisoft massive, dice, EA, bethesda, snowdrop(engine),(the guys who made candy crush),etc..

eager mist
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I thought about moving there, I just don't like your architecture πŸ˜›

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XD

glacial elm
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yea but sweden is biggest for game dev. in that area. france is probably my favorite in all of europe though

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swedish architecture?

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the new architecture is just too modern, the average is just shit. but the old is very intresting

eager mist
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The cities I saw almost looked medieval πŸ˜›

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XD

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And the streets, walkways..

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rofl man

glacial elm
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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

eager mist
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The streets are super small

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Where CD Projekt Red is

glacial elm
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i think poland

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or skΓΆvde

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sweden

eager mist
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Warsaw

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in Polland

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I assume that I was just looking at an older city part

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so the streets were made smaller back then

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and now cars had to be parked everywhere on walkways

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Anyway πŸ˜›

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fun stuff XD

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Are you working on a game?

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Doing any 3D work for it?

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Personal work I mean

glacial elm
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im working on a game yes

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btw. this is one of our subways in stockholm

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and the architecture is similiare to renosaunce or (paris)

eager mist
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For a second, I thought your game was looking pretty good

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🀣

glacial elm
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@eager mist xD

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no thats sweden xD

eager mist
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The joy of rigging/skin weighting πŸ€¦β€β™€οΈ

glacial elm
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@eager mist u animate?

eager mist
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I'm currently making games solo. But this is my first solo project.

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So, the most painful one.

glacial elm
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but do you animate xD?

eager mist
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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

glacial elm
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are you good with animation?

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xD jk. im kinda working and dont wanna type more. but we are having some fun conversations so want to call instead?

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vc*

eager mist
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I think Im good with animation.

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It's one of my stengths.

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I would do that for a living ,but the jobs for it are too rare for my liking

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So I didnt pursue it

glacial elm
#

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

eager mist
#

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.

glacial elm
#

doging my question man xD. just a quick yes or no xD

eager mist
#

Clearly no. Im way too busy building my own business at the moment

glacial elm
#

wait. i litulary asked if you wanna chill in a VC? xD

#

not if you wanna work for me xD

eager mist
#

and Im jumping back and forth between daily tasks and my PC

#

XD

glacial elm
#

xD

eager mist
#

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 πŸ˜›

eager mist
eager mist
#

Prison cells from Unreal 1998

fluid oak
#

@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 πŸ˜„

glacial elm
#

that does seem like a nice side env project. not for a game but just visuals. like recreating a prison or something like that

fluid oak
#

Yeah. And that is a pretty classic game to use as a reference.

eager mist
#

I would like to see some remakes in UNITY 5x...

#

Or more FPS games.

rapid echo
glacial elm
#

@eager mist wanna do the prison idea xD. Just for portfolio purposes. Does sound fun??

wary eagle
gritty reef
#

TRAIN

#

That's a cool train

#

Hella cool stuff @eager mist

ruby scarab
#

Some of my fuse boxes.

gritty reef
#

Awesome!

dreamy shell
#

Hey guys, i need help with something, and i dont know where to post any ideas?

glacial elm
#

we gota know what you're trying to post first

dreamy shell
#

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.

glacial elm
#

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

dreamy shell
#

Okay fair enough

glacial elm
#

il give you a quick headstart (float for health, colliders for detection,etc....) should give you a basic idea

dreamy shell
#

Cheers i understand the basics of unity as i followed a tutorial on youtube and made a simple game

dreamy shell
#

Can someone help me with my projectile code? would be much apricated?

cyan adder
lime token
#

this is true art

eager mist
hidden stream
#

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?

fluid oak
#

Some basic properties can be transferred between programs, like material name and texture maps

#

But it will definitely look different, at least, in unity

hidden stream
#

okay

minor egret
#

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.

potent wraith
#

@minor egret are the white things on the face your problem?

#

What is it supposed to be in the first place?

minor egret
#

yes and the eyes

potent wraith
#

Looks like a mesh without texture...

minor egret
potent wraith
#

Oo

#

Is it a part of the whole model, or a separate mesh?

minor egret
#

i couldent tell you... all i know is its a 3d avatar that works with LIV and its of someone i like

potent wraith
#

Should probably try opening your model in blender or something to see what the heck is it.

minor egret
#

ok

potent wraith
#

The first screen is so low res I can't even have a proper look at it.

minor egret
#

sorry

#

i also... dont know how to use ether unity or blender.... was kinda hopeing someone knew a quick fix that wasint to complacated

potent wraith
#

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.

minor egret
#

give me a few mins to boot up vr again

wheat apex
potent wraith
#

Does it look like that in the editor too or only during runtime?

gritty reef
minor egret
#

@potent wraith thats as close as LIV will let me get to the vr cam

potent wraith
#

What's Liv?

minor egret
#

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

potent wraith
#

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.

minor egret
#

i got this modle from modelsaber if that helps any

potent wraith
#

Doesn't help a lot. You'd still have to open it in blender or have a better look in unity.

minor egret
#

ok

potent wraith
#

How does the asset look when you import it in unity? What hierarchy does it have? What components?

minor egret
#

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

dreamy shell
#

Hey im looking for some help, anyone available?

potent wraith
#

Just ask

dreamy shell
#

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

potent wraith
#

Well, you're moving the camera, not the fps controller after all.

#

*rotating.

dreamy shell
#

So how do i get around this, as i am very new to unity?

potent wraith
#

One way would be to parent your hands and gun to the camera.

dreamy shell
#

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?

potent wraith
#

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.

dreamy shell
#

oh right sorry dude:)

potent wraith
#

@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.

dreamy shell
#

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)?

potent wraith
#

Yep, that's the mesh filter.

#

If you open it up you'll see a field for the mesh.

dreamy shell
#

Yeah, now just have to get it to follow me and do damage and then, make a health bar-_-, Thanks for your help

eager mist
#

@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

light raptor
#

What sort of tricks this game is using to achieve this style?

#

The world map mountains seem to "pop".

eager mist
#

@gritty reef is that subD?

gritty reef
#

@eager mist blender actually

eager mist
#

@gritty reef no did u use the SubDivision modifier on it?

gritty reef
#

Oh, thought you meant the program lol

wary eagle
gritty reef
#

No, only modifiers i used were mirrors

wary eagle
#

WIP! πŸ˜ƒ

gritty reef
#

Very cool Simon!

eager mist
#

u could get the tip of the gun where those edges look jagged looking really good

#

im guessing u shaded smoothed it ?

#

where as without it

gritty reef
#

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

eager mist
#

u should try just shaded smoothing and then auto smooth ur normals

#

could fix it

#

otherwise gun looks good

gritty reef
#

Will look into it! I'm still nub with blender so i don't know all the tricks and tools just yet πŸ˜…

eager mist
#

better look at what SubD does

#

if done right

#

mess around with the modifers

#

id suggest using the bevel"angle" and SubD after that

gritty reef
#

Yeah, that smooths the edge really well. How does that translate to making assets since it pumps up you're poly count?

eager mist
#

u bake it via it being a HP version

#

onto the lowpoly

#

i had a building i did the other day

gritty reef
#

Ahhhh gotcha

eager mist
#

550k polys HP and lowpoly 60k and baked the HP onto it

#

turned out really well

gritty reef
#

Can you share? I'd love to see it

eager mist
#

was put into unreal engine 4

gritty reef
#

Ohh i remember you posting this before. Looks awesome!

eager mist
#

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

gritty reef
#

Yeah, that's my next step now that I'm more confident blocking out the models

eager mist
#

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)

gritty reef
#

Lol gotcha

eager mist
#

ur not new tho r u?

#

that gun looked like it was done well

gritty reef
#

Kinda new kinda not. I did a lot with 3ds and recently transitioned to blender

eager mist
#

from

gritty reef
#

I never quite made it to baking and texturing, but i can model pretty well

eager mist
#

what software did u use before blender?

gritty reef
#

3ds max :)

eager mist
#

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?

gritty reef
#

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

eager mist
#

gotcha gotcha, there are some realllyyyy good plugins for blender too

#

forsure ill be here lol

gritty reef
#

Yeah, I'm looking forward to digging into all the plugins and such once I'm accustomed to the vanilla program

eager mist
#

forsure

gritty reef
#

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

eager mist
#

exactly

gritty reef
#

If that makes sense haha

eager mist
#

100%

#

once u get a plugin, u like holy shit this makes "packing" my UV so much easierrrr

gritty reef
#

My end goal is to publish assets to the store. So I've got a ways to go, but I'm plugging along lol

eager mist
#

i feel lol

gritty reef
#

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 :)

eager mist
#

alright sounds good okhandbutflipped

hidden stream
#

Anyone here use Daz for character modeling?

gritty reef
#

Never even heard of it, sorry man

gritty reef
#

A lean-to off of a building across the street from my office. Got a little time over lunch break to whip this up.

pine trellis
#

guys any help on how connect an Displacement texture to the PBR master in the Shader Graph?

whole fog
#

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?

whole fog
#

uh did I mess something up? I went to the tool and workspace settings but I can't find the thing for stencil options

whole fog
#

does this look better?

whole fog
#

okay I managed to improve the lamp texture I think

eager mist
#

If you love 3d modeling
give a shot to Modo

#

Otherwise stick to blender

eager mist
#

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

whole fog
#

oh thats cool

#

it kinda makes sense really since it already has itegration with a lot of common game engines like Unity

eager mist
#

@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.

grim sequoia
#

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
#

@eager mist funny u say that cause my brother that’s 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

#

Can’t be free and a lot of updates

eager mist
#

also im not saying that 3ds max, maya, or modo are bad by any means... but u cant beat free

simple sonnet
#

You can beat free if what you're selling is better suited for particular buyers.

limber field
#

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

eager mist
#

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

gritty reef
#

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

eager mist
#

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

glacial elm
#

@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

wide rain
#

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?

simple sonnet
#

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

wide rain
#

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

simple sonnet
#

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?

wide rain
#

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

simple sonnet
#

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.

shrewd mortar
#

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 πŸ™‚

hallow root
#

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.

wary eagle
trail laurel
#

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

glacial vector
#

You wanna subdivide it @trail laurel. Select your face and righclick, subdivide is there

trail laurel
#

@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

tough dew
#

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)

glacial elm
#

did you study engineering or something like that?

#

@tough dew

#

cause thats usually why people use fusion 360 or inventor

tough dew
#

no I just 3d print stuff

glacial vector
#

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)

glacial elm
#

@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

glacial vector
#

I'd have to try the Painter implementation to say for sure. It's their own algorithm

sacred grotto
#

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

glacial elm
#

@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

gritty reef
#

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.

dire ermine
gritty reef
#

idek the project and I already love it

sacred grotto
#

@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

glacial elm
#

@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

dire ermine
#

@glacial elm Thank you. Yes will figure something out about the background. πŸ˜‰

wary eagle
vivid granite
#

are we okay to ask questions here

maiden tangle
#

Yep @vivid granite

3d related

vivid granite
#

Thank you

night socket
#

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)

vivid granite
#

Maybe too clean?

limber field
#

@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.

limber field
#

something like this, the resolutions are a bit low-ish, but this is the idea of breakup on the surface(s)

glacial elm
#

@limber field @night socket this seems like it would be a nice challenge. lets all try to recreate that scene

limber field
#

πŸ™‚

glacial elm
#

u on for it?

#

@limber field

limber field
#

@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 πŸ˜›

glacial elm
#

@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
#

@limber field what i got so far. very lazy but yea

limber field
#

@glacial elm nice

#

I just don't have the time right now to join in, but I will critique as everybody loves that πŸ˜›

glacial elm
#

kk xD

limber field
#

hide a ghost in there too

glacial elm
#

xD sure

limber field
#

what are you modelling that in?

glacial elm
#

@limber field blender

limber field
#

one of these days I'll give that a go, looks like it's very capable

glacial elm
#

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

limber field
#

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 πŸ™‚

glacial elm
#

@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

eager mist
#

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

limber field
#

@eager mist should just be an unlit shader to choose

eager mist
#

ooo tyvm! do you think the blender materials will translate or no?

limber field
#

that one I don't trust, when I import stuff I usually do things manually, material and texture wise

eager mist
#

ooo okay then, thanks a lot loving

limber field
#

@glacial elm you said you did pipeline stuff, did that include any scripting stuff, like for actions?

glacial elm
#

depends. what do you mean

#

by pipeline im talking more workflow

limber field
#

I think it's python right?

#

ah

glacial elm
#

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

limber field
#

yeah, I write my external tools in C#, I wish that language was more supported in art tools like Maya and Photoshop

glacial elm
#

definatly agree

#

but what really pisses me off is that unity is so behind on so many stuff

limber field
#

in which regards is it behind?

glacial elm
#

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

limber field
#

UE4 is a pain too if you aren't making exactly what UE4 is good at

glacial elm
#

true

limber field
#

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

glacial elm
#

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

limber field
#

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

glacial elm
#

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

limber field
#

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?

glacial elm
#

vexle

#

the website isnt done.

limber field
#

ah nice

simple sonnet
#

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.

glacial elm
#

dont switch. stick to the algorithimic latest update. dont switch to the updates which they released when adobe bought them

simple sonnet
#

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?

glacial elm
#

@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
#

@eager mist
I like the head/hair.
The rest, maybe a bit... lazy? πŸ˜›

eager mist
#

@eager mist you're not wrong πŸ˜… 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! catpat

ornate schooner
#

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?

limber field
eager mist
#

As a beginner to both Blender and Unity, I am super confused about the workflow and when to use what

#

I’m 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.

simple sonnet
#

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.

eager mist
#

Thank you πŸ‘

ornate schooner
#

@limber field Thanks πŸ™‚ and I will look into that!

twin mist
#

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.

β–Ά Play video
hidden whale
eager mist
#

It tells you to use Blender

#

πŸ€ͺ

hidden whale
#

LOL πŸ™‚

eager mist
hidden whale
#

?

eager mist
#

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

hidden whale
#

Trying that now

#

Nope doesnt work

#

Im done with shit builder

eager mist
#

🀫

#

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

hidden whale
#

Thanks for helping πŸ˜‰

eager mist
#

alignment

glacial elm
#

exactly

#

xD

eager mist
#

πŸ‘

glacial elm
#

he's runing away xD

#

πŸ˜‚

eager mist
hidden whale
#

Haha

limber field
#

I think probuilder is just a good greybox tool, for real stuff stick to the Blender/Maya/Max's of the world

glacial elm
#

hmmm..... kinda

eager mist
#

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

limber field
#

just tileset it all!

glacial elm
#

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

eager mist
#

My skillset is weird. πŸ˜›

#

I think what really really matters is to do what you were meant to do.

glacial elm
#

ik but with my realisim skills and your skills we can make something nice

eager mist
#

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
#

wanna give it a shot. would be fun

#

??

eager mist
#

XD

#

I need a full time job 50k

limber field
#

@glacial elm you ever finish that hallway?

eager mist
#

that's what I need

limber field
#

50k . .

glacial elm
#

well you guys didnt join in so i just stoped

eager mist
#

XD

limber field
#

yes, that other person never responded

eager mist
#

3d modeling isn't necessarily difficult

#

Ify ou have good refs

glacial elm
#

texturing isnt either

eager mist
#

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

glacial elm
#

and you want a 50k job

limber field
#

it's harder to do it performant, and without issues

glacial elm
#

for a job with that wage you gota at least do stylized

eager mist
#

3d jobs around here pay between 30k-110k

glacial elm
#

comic book would only land you like 12k maybe

limber field
#

where is 'around here'?

eager mist
#

Montreal

glacial elm
#

canada

eager mist
#

45k is considered entry level

limber field
#

yeah, depends highly on level too, senior, junior, etc

#

pretty low for where I am for sure, but that's southern california

glacial elm
#

southern california. thats where all then activision,blizzard,etc... studios are

limber field
#

yeah

glacial elm
#

youd get a steady 60k at least if you're pretty ok

limber field
#

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

glacial elm
#

im a env artist. talking from that prespective

#

but fr. lets not loose the conversation. any one up. fr it would be fun.

limber field
#

like props, structures, things like plants and foliage, doing terrain and world building?

glacial elm
#

yes

#

thats what i do

eager mist
#

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
limber field
#

yeah, you are in good company there

eager mist
#

yeah, if you can can jobs

limber field
#

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

eager mist
#

Im slightly ''over qualified'' and unable to get jobs. It's frustrating

limber field
#

outsourcing is a hurdle for sure, I hear the canadian companies are farms

glacial elm
#
stockholm:
  EA
  Dice
  Massive
  Bethesda
  Ubisoft
  King
  Snowdrop
  etc....
limber field
#

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

glacial elm
#

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

limber field
#

yeah, it doesn't suck πŸ™‚

#

but Sweden has the best music

glacial elm
#

avicci?

limber field
#

more like Opeth

glacial elm
#

hell yes

#

hell yes finally a metal head

limber field
#

and a bunch of cool progressive rock acts

glacial elm
#

well nothing up tops dream theater in prog

#

but yea

#

well plini is nice

limber field
#

The Flower Kings, Beardfish, Moon Safari, Karmakanic, Kaipa

#

I have to check out plini one day, I see it pop up here and there

glacial elm
#

oh its amazing

#

he is a god

limber field
#

Dream Evil is another Swedish metal band, more like Dio type stuff (hence the name)

glacial elm
#

thankfully you havent mentioned sabaton yet

#

meaning you dont see them as being the best. which i agree on

limber field
#

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

glacial elm
#

sabaton is like historic metal

#

i love black metal tbh. deafheaven

#

oathbreaker

#

behemoth

#

doom metal like amnera

limber field
#

Katatonia?

glacial elm
#

no idea

#

probably heard them before though

limber field
#

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?

glacial elm
#

well this is his work. you decide

#

very nice pistol

#

clean character art

#

a nice bow

limber field
#

yeah, good stuff, 51k πŸ˜›

eager mist
#

I'm just a designer.

limber field
#

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

eager mist
#

Technically, I'm primarily a Game/Level Designer

limber field
#

designer for art, you mean concept and stuff, you built and textured those models right?

eager mist
#

With... a background in art and programming

limber field
#

aah, that helps a lot to have some knowledge for the art (and programming side) as a designer

eager mist
#

Yeah it kind of does

#

I started as Technical Game Designer/Level Designer.
Added 3D art and programming over the years

limber field
#

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 πŸ™‚

eager mist
#

I was stupid enough to get 3 degrees, hoping it would give me somewhat a free pass

#

it doesnt

limber field
#

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 πŸ™‚

eager mist
#

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

limber field
#

yeah, we have a hard time finding any

#

and the ones we 'did' hire didn't pan out

eager mist
#

nobody understands what tech artists are supposed to do lol

limber field
#

exactly

glacial elm
#

houdini

#

worldmachine

#

basically the shit env artists do

limber field
#

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 πŸ™‚

glacial elm
#

?

#

there's a different software like houdini but for free?

limber field
#

probably free stuff that do parts, but not the whole

glacial elm
#

kinda

#

im a programmer so i can make my own procedural generators when needed ez

limber field
#

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

onyx bobcat
#

any way of detecting building edges in real time?

#

i was thinking of trying raycasting

limber field
#

I think games that do that actually have colliders built in to the chunks of building, then you detect those

glacial elm
#

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

onyx bobcat
#

hint as to the type of math you used?

glacial elm
#

well mostly vector space

onyx bobcat
#

using the building colliders or?

glacial elm
#

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

onyx bobcat
#

isnt that still colliders?

glacial elm
#

no

#

just raycast.

onyx bobcat
#

huh, i thought raycasting required colliders for hits to work

#

still new tho so idk

glacial elm
#

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

onyx bobcat
#

hm yes true

#

i have mesh colliders though

glacial elm
#

samething

#

works

onyx bobcat
#

ok that actually gives me a new idea

#

thx πŸ˜„

glacial elm
#

np

pseudo jungle
#

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.

limber field
#

@pseudo jungle are you modifying material or sharedMaterial?

pseudo jungle
#

I am declaring a public "Material" variable