#🔀┃art-asset-workflow
1 messages · Page 38 of 1
...I see
I know this is wrong, can you explain me why please?
the "Base" material is the plain white texture I mentioned
@limber field sorry for the bother.
so this Variant script is on the thing you want to change the material proeprties on?
correct.
the Variant script's final purpose in particular is to make the end texture lighter or darker
so I imagine in that public Material variable you are putting the actual material in the project
the entire game use plain colors, and staring at endless tiles with the same exact color is annoying
yes.
so what you need to do is assign the material variable to the material that is on that particular object
just make that variable private, then in Start() get the material
should be like GetComponent<Renderer>().material
then when you do the color push with SetColor on that material, it only should change that one instance
a few moments. I need to add some RNG for the variance and I'll return with my results
you just then need to find the parameter in the shader you want to change
cool
thank you
After a brief reminder that script colors are 0 to 1 and not 0 to 255 I have made the Variant script to work
Now looking at this map is not painful
so there is Color and Color32, Color is 0 to 1 float, Color32 is a 0 to 255 byte
255 would ne the one that runs on rgb and makes most sene
sense*
cause i think it even includes alpha
in which I tried to use 255s and got eye gouging white for all of my tiles
they are both rgb, both should have alpha
0 is black 255 is white. all you gota do is make a random num generator
and plunge that in as a value
for Color32 that is
yea
and for color shouldnt be much different. a float instead of a int and a range from 0 to 1.
just more fidelity in Color, but Color32 is cheaper
That's some awesome stuff!
Thanks Raccoon! Unity's rendering helps hiding how simple some of it is 🙂
Yeah, the reactor looks fantastic ingame
umm the upper one is from skechtfab ( no post processing) the second one in unity rendered ..
idk why but the rendered model from the website is far more realistic than unity any clue ? ( This has nothing to fo with pbr because the website doesn't has one ) thought could be the import settings or perhaps might be due to light settings..?
I signed the texture to albedo channel twice ( albedo detail )
how to archive the sams visual fidelity shown on the website ..?
xD
@celest steppe
yea. its unity lighting engine and baking. with unity, nothing is out of the box really. for realisim you have to spend days if not weeks and months to achieve proper realisim.
first id suggest a proper hdri. proper post procesing
and then making the object static. and then baking
that should give you some GI
making it look better. after that its mostly lighting and other tweaks to make it better. when hdrp is done the results should be a bit better since the lighting engine was rebuilt from scratch for HDRP
but yea. do what i said and it should work out
@glacial elm thanks for your advice
unfortunately nothing has change even with hdrp workflow
The graphics atmosphere feels like 2010's games
@celest steppe can i have the asset. Il try somestuff
Oh yea man. Thats mostly unity for you. But its possible to achieve better with photoscaning,etc....
I think unity team should do some shader specially for photogrammetry scaned assets
I will share the link as soon as I find it
Well there is a free one on the market. Its by quixel but it sucks
yes but why tho ? , Wasn't photogrammetry ment to be the most accurate textures
Not really. Photogrammetry is more for realistic foliage,etc.... it depends on whos doing it and how much experience you have with photoscaning to get the best results
maybe due to the software they using but still anyg game I can till its game engine rendering from gameplay footage
well. as i said. with unity you just need to spend a lot of time to achieve stuff that are out of the box in ue4 for example
yes I have had done , even though I'm noob I got good acceptesble results fir the first try
this is as good as ive managed to make it look in my studios game before adding any proper foliage,assets, or even lighting on normal RP not even HDRP
so acceptable results are definatly possible
Can't I visite the downloaded models from skechtfab
not really. if you got that asset from sketchfab then there is your problem
its not game ready. specially the textures are probably not ready for unity
btw. heres another example. these are my results for the studio game in hdrp before adding any proper foliage or assets
so as i said. depends on how much work you put in to it
😥😩 I thought photogrammetry going to be the big bang for my workflow easy & good results not have to model things by myself
no where near true unless you bought quixel assets
and dude. dont be one of those guys who just want to make a game with out learning anything. just install a shit ton of assets and call it a game and think they did something great
agisoft is the one I used , technically its the best one for generating accurate model & textures ( the best one as said by professionals) & me
no
just no xD
substance designer is for procedural generation of textures
thats the best
I know
now for just quick b2m then you could try alchemist
we talking about photogrammetry here not textures or pbr maps
ok. if we're talking about photogrametry then i would advise meshroom
its quick and easy, out of the box, and gives you great results
all you gotta do is retopo
and I know game development isn't easy even if you got tools you have to learn workflows and many things , even if these tools are good enough you have to have artistic skills & work hard for implementation & optimization
I never tried that but I know tge most accurate & reliable high quality texture ( in photogrammetry manner, agisoft is the best so far)
😥Unity should do something
well..... the thing is you're not wrong. but still i feel like its more for architecture
and what should unity do. thats not a problem. the real problems they got are HDRP being in preview, not having wind, tesselation in general,etc....
yes but benefits both gaming industry and other artists like movies
they develop something similar throughout book of the dead demo
yea the book of the dead basically just used quixel
Still Unity should have Plugin & play photogrammetry ready workflow
maybe shaders ? I don't know much tbh but I hope this come easier & more fixable
to each his own. i was actually going out today to do some photoscaning for the game im working on with the studio. And i feel like before doing something like that, then they should fix there main issues with the engine. more out of the box for the main aspects needed. photogrametry out of the box can come later when they achieve the main aspects. cause every one will be making terrains,etc.... not every one will do photogrametry
this isnt too bad and its in unity
i think so yea
lol yes I can see that
Almost more of a Twitch stream than a proper tutorial, here's a full run down of me creating my second ever photogrammetry model. Bit long winded but I'm really pleased with the result.
Covers everything from the initial scan in Meshroom to basic clean up in Meshlab, texture...
yea this guy for example got some good results
yo I did this before
Download the Unity beta: https://ole.unity.com/photogrammetrybeta
In this video we will explore the process of utilizing assets created using a photogrammetry workflow in Unity. This includes using Unity's De-lighting tool to remove naturally occurring lighting to allow you ...
I read thier documents book about their workflow
not sure if this was before hdrp but they has used de lighting tool
I read once about something like lit material but it still in preview
I think I should give agisoft another try since I haven't used it in hdrp , pbr nor delighting
meh , anyway I hope they got something quickly & not frustrated to close the gap between other engines
true
Damn, @glacial elm everything you show is so inspiring 😄
@fluid oak my work?
Yes.
im not sure if your ironic cause im very not proud of those. but thanks man
and merry christmas every one btw
Merry christmas, and not irony at all- I have pretty much worked entirely in 2d and your work is really cool.
I've done a few experiments with 2d,but very rudimentary stuff
apreciate it. thanks
I just finished my boneworks inspired skybox shader! still could use some polish tho
nice. good job man
thanks :)
Hey 3D designers - Merry Christmas btw. I'm currently working on a project and I'm designing my map right now, and I'm experiencing light leaks even tho I have snapped the vertices together properly (Using Blender and I've tried the probuilder aswell) Does anybody recognize this problem and did ye' fix it. Happy mapping 🙂
Is this the only way, and thx for the suggestion 😄 @eager mist
@hoary zephyr
I'm not an expert in lighting at all, but this is a bit common in multiple apps.
https://forum.unity.com/threads/indirect-light-leaking-through-walls.439169/
I think the only way to fix it is to increase the resolution to 4-6 or so, and fiddle with custom "Default Parameters".
Thanks for the tip about the Light Parameters. I found that adjusting 'Modelling Tolerance' to about .3 prevents the indirect light from leaking through the walls.
The answer was setting the Directional light Bias all to 0 OR selecting "Two sided" in a prefab's cast shadow setti0ngs.
I set Normal Bias on the light to zero (it was at 0.4 by default) and the cracks disappeared.
Different hints on what might cause the issue.
I Think that my problem is not about how the light setting is, but How my things snaps together. I think it is 2 different issues, where mine is that my builds is not perfectly alligned, even tho the transform section has the same values entered - for example. I Think it is caused by how the vertices interract with each other. May best guess would be how Unity handles when to object has blend, when they are right next to each other. But i really do appreaciate your help, pal.
👍
can blender have different lighting using cubemaps from unity
like does it support cubemaps
or no
A little shot from our customizer, merry christmas everyone 😄
is there any way to make unity not scroll so far in
do i just need to get one of those smooth scrolling mice?
i highly improved my screen shader thing
@sharp shoal You could scale the object temporarily to look at what you need to look at and then scale it down again 🙂
Not that I can find or know of 🤷♀️
@sharp shoal hold alt and right-mouse drag
@sharp shoal use alt+right mouse to zoom?
ah, nevermind, vertx was on that
I was scrolled up >.>
starting car for my racing game
very intresting
good job
@grand plinth
but tip. for the headlights. dont use a point light. doesnt look good. try some sort of high level emmision. or maybe a area light
sure but id really encourage you to fix it now since the scene has a very intresting style of art. havent seen a art style like this in a while. so definatly would want to fix that only problem
damn
now thats lighting. awesome man
@glacial elm what is yout pack that you use to make terrain ?
Pack? @latent dome i make my own assets man
Heres the latest thing i tried out in our game just to have something to look at while i program the directional combat system
Beautiful realy @glacial elm
thanks man.
@onyx bobcat it lacks a shit ton of stuff. this is just my cript testing map xD
XD
@grand plinth i had same Hotwheels car when im 6 years old 😄
cool, but I based it more on the movie
I'm returning to blender after several years of having used it, and this is my first time actually using it for gamedev, if I'm making a mesh of something, I've got the rough shape out, if I just keep a copy of this shape as it is can I use it as a collision mesh in Unity before I go adding detail? anything special I have to do?
you can just make a convex mesh in unity too based on the main model no matter it's resolution, but if you want to be really optimized, you try to use primitive colliders when you can, and if needed more you can model your own convex simple shapes in blender and import them as a mesh
Far from finished, but opinions?
looks solid, might help with some different color on it compared to the background though for us to see it better
Hard to give an opinion without knowing what it should look like, though the low windows are a bit odd looking.
Not bad at all, but could use more scale cues, I guess?
looks like a 2 story building and that is not a door but a stairway to an inset door, so it looks like there are short windows, @sacred root I would always have a dummy body in there to represent scale
@fluid oak I'm trying to create a coffee shop. The low windows on the side are suppose to be windows that reach the floor, but I might make them a bit taller and/or make them fill the side more.
@limber field Its suppose to be a single story building that set up higher than the street.
I did use a dummy cube that represents the height of someone I suppose around 5'6
nodnods
so i upgraded to unity 2019.3 and, help...
(HDRP 7.1.6)
its a small project so i dont mind rewriting it but i would like if i dont have too
upgrading hdrp did not work
i will just rewtite
nvm the new unity version switched lumancy with lux
So.. about Substance Designer and Substance Painter.
Those software will help you a lot. @tawny bison
What are they?
Substance Designer allows you to use a Nodal Workflow to create procedural textures
Then you can save those procedural textures as ''Substance''.
That means you can change 1 node, it changes everything else from A to Z (output)
yeah... i hate nodes. Those images didnt use nodes
What Im saying is you can setup materials with parameters
i know
Anyway, Im not going to sell you SD. Im just saying it's the new Standard
And you should know Nodal workflows
It's a must
blender is better than autodesk in most cases, but big companies still use autodesk even if its expensive, the workers dont have to learn new software
That said... Substance Painter is a 3D painting software. It allows you to use already existing substances and apply them directly in 3D with Photoshop- like layers
as i mentioned in #💻┃code-beginner , im bad at texturing. XD my models use some random metallic looking texture on my pc which i changed color of.
Well you are bad at texturing because you..
- Arent using the right tools for the job
- Desperately think Blender will get the job done
- You indeed need to practice more 😛
It's oky, we all been there
😛
Substance Designer and Substance Painter are NOW standard for BOTH games and films.
📝 write that down
For reasons
nope... by bad i mean i cant beat a regular 5 year old at drawing cars on Gimp
Compared to any other paid 3D software, they are some of the cheapest ones
You could texture all your stuff in blender, modo, 3ds max, maya, Material Editor in Game Engine ,etc
But SD and SP are specialized tools for games
Designed to help you save time
a lot of time
im not doing this as money-making thing or whatever. Someone asks me if i can help him, i do it and move on. So buying a license for aditional tools which wont pay back for themselves is kinda meh.
My next question is... why do you want to get better at texturing?
Are you making games solo?
the project im making now will most likely have 4 total users, me included.
im not rly trying to get better at texturing. XD
I know how to model, UV, bake, texturing, do high poly to low poly
And for my game Im not doing any of that
in the code chat i mentioned that im bad at texturing, thats all
You dont need textures to have good looking game
yup.
So my question to you is do you need to learn and spend time texturing?
is that really worth your time?
umm... im not spending time texturing...
I have ZERO textures here
the time i spend on textures to use in blender is literaly to open google, search metallic texture and download the first which comes up
yes, but so smooth and freshish look for a battle tank wouldnt fit... Tank needs some damage.
Well you can definitely mix things up
and add textures where it is required
or add decals
Would be weird to look at a tree that is just flat brown
xd
im so good at texturing i dont even know what decals are...
i just change roughness of the texture so it doesnt look like applle tank which cant be used in battle...
Decals are just a mesh or a plane that you slap on top of your object
with Alpha (transparancy)
When you shoot a wall
That's a decal showing up
ohh.
where do i get that easy decal? i need that... XD
i tried to make bullet impacts by googling Bullet impacts, didnt find much use
There are several modeling techniques as well
http://skilljutsu.com/views/gamedev-art-3d-modeling-techniques.html
One of them requires you to use Floating Geometry to enhance the normal map
so when you bake... you benefit from that extra geometry
In MODO you have a Tack Tool for this. Just select the object you want to stick to the geo, click on one of its poly... click click boom then click on your mesh.
It's just a tool that has its usage
If it doesnt fit for your tank, use else
You said you suck at texturing
When you work in Substance Designer or Painter
You can use your normal map, curvature, etc
To quickly create masks
Such masks will then help you to quickly texture your object
procedurally
Texturing is.. just adding layers
of details
Start from the biggest to the finest
yeahm but i really dont have a need to texture. atm what i have to do is just scripting.
xd not rly XD
I'll be doing everything 😛 ...
well, i use assets from a game, so i dont really need to.
I wont be doing that
😛
Doing my first game solo to break the ice
with Unity and as an indie dev
im solo too, but its a tool basically
a bit more than a tool, its almost a remake of that game
with tiny bit better lighting
The end goal is to..?
is to edit some maps and play in them
atm it has functional tank and map builder, gui is also working, i just need to put it all together.
and make it online
basically, u can make a room with a friend or something, make/load map, play on it, save if u want to keep the map, kill some bots on it etc.
hey, how do I add a image onto a object?
@high silo in general as a concept, or are you talking specifically how to apply a texture and material to a mesh in unity?
Thanks
looks good, I'd play more with your roughness/smoothness values, what do your maps look like?
nah looks fine. just lighting thats needed
How do textures work on a let's say cube? Is it applied on it as a whole or can you just apply to sides for example? I've never had contact with textures before
Check out the classic workflow then
http://skilljutsu.com/views/gamedev-art-intro-to-3D-modeling-for-games.html
The classic way of doing things is to create a High Poly Model. Such high poly model might have millions of polygons.
Can be modeled in Sub-D Modeling or 3D sculpting
And then you create a Low Poly model. You will have to create UV map.
And then bake down the details of the High Poly to the Low Poly with a Normal Map
It's something like a topdown projection of the details, it creates an illusion of depth
High poly
Low poly
UVs
Smoothing groups or vertex normals of the low poly model
Baking the normal map, projecting the details of high poly -> low poly
And then you texture...
@eager mist
Does that answer your question?
hm, seems complicated
glad im just going with cubes
You still have to UV that cube
@eager mist if u want to texture a cube its may seem complex but its nothing of the sort
https://i.imgur.com/kW6m0j1.png select all the points that need to be unwrapped, and or just smart UV unwrap ur props, its easier for beginners
this will make it so ur ready to texture 🙂
https://i.imgur.com/pA3fPDD.jpg with good quality textures
Hey, I'm using Blender 2019.2 and trying to use FBX Exporter to export prefabs as an FBX for Blender, but in Blender, the shape keys aren't showing up. What should I do?
Hey all wondering if anyone cant help me out... when i try to subtract the cylinder from the sphere shape using the ProBuilders Experimental Boolean tool I get an error. The Error has been included in the screenshot. Any help would be much appreciated. Totally new to unity. Please let me know if this is normal or if there is a fix that I can try applying. Thank you in advance.
Hello everyone. Im not sure if this is the appropriate place to post this, but I am looking for someone who might be interested in some 3D level design contract work. I have most/all of the 3D assets already acquired, and am looking for someone who is talented at arranging them in aesthetically pleasing and functional scenes. The project is in Unity and the assets are primarily low-poly. This would be paid work, probably not revenue share. Send me a dm if you are interested. Thanks!
looking for an experienced artist/leveldesigner to partner with. If you're looking for a project write me a dm
@nocturne field as a quick visual colab project for art station or something. or as in a game?
a game
@glacial elm
I have a project I'd like to complete, but from the artistic aspect I don't have the skills
anyone who thinks he/she can do the job let me know : )
the thing is i do. but i dont like to add side projects that are games
only visual environment renders
@glacial elm can you add me as friend to discuss it?
im litulary saying i dont have time to work for full new environment art for a game
alright got it
Breakdown: https://80.lv/articles/complex-interior-environment-design/
Allegorithmic Interview: https://www.allegorithmic.com/blog/substance-art-sungwoo-lee
This is a project(For Action Game) that I started last year and stopped for some reason.I just reopened today and too...
so if you where a 3d artist
i would recreate something like this with you xD. but wont work for game models,etc...
: )
Also I don't have a deadline. The project could be done with little time effort over a long time period
Big time saver if you have a tool like this in your 3D app
https://youtu.be/bwMmHJpOOhE
This video takes a quick look at the Fill Quads command in MODO, which attempts to fill any open holes within a mesh with only quad polygons.
called bridge edge loops in blender
It's not a bridge. It's a patch
Close hole
as long as the topology around it works
It will fill the hole with Quads
There is a Grid Fill in Blender
Left Ctrl + F -> Grid Fill
@eager mist just f. but yea i know what your on about
anyone here with decent artist skills interested in a partnership (doing level design and some art) ?
😂 "and down to earth people" goes ahead and links his email "CEO@...."
no offense just kinda funny
That video is legit the F tool but u just have to connect verts from each side with J
I am using the cycles renderer in blender 2.81 and in a transmissive sphere I am getting these weird shadow artifacts. How would I go about solving this?https://cdn.discordapp.com/attachments/438388342976151570/661651647637749780/unknown.png https://cdn.discordapp.com/attachments/438388342976151570/661652064266616863/unknown.png
hey guys... how do I export a prefab file to fbx and keep all the textures properly mapped to the model (or obj format?)
I used fbx exporter but what happens is it gets exported without the uv map I think
What would a Real Life Brain of Cthulu look like? B.O.C 3D Model!
Any Subs are appreciated :)
https://www.youtube.com/watch?v=MdsSFN_u9lE
What do you see when you imagine a 3D Brain of Cthulu? Does it look like this?
Skip to 7:31 if you don't want to watch me make it
🡆 New? Subscribe: https://www.youtube.com/channel/UCv07...
🔔 Enable Notifications So You Don't Miss a Video!
🎵 MUSIC 🎵
Guardian of...
Is an empty scene endless? i made an object increase its x position and made the camera follow it and it seems to go on forever, does this actually go forever or is there a limit?
Looking for someone(experience artist/level designer) who wants to partner concerning a project
@iron holly there are limits, floating point precision gets wonky and you'll start to see some bad tings like vert warping and flickering, it'll usually say under the transform whether a gameobject is far enough away for that to happen
Hi! Does anyone here know how to use a height map in shadergraph? Ive googled it but found nothing. Thanks in advance
guys any one here know how to make ghraphics like tabs or any easy stuff like this and what software should i use for this
@limber field tesselation. I know how to do it on standard materials, but I can't find where to connect my map within shadergraph
@stuck charm Can you be... more specific?
@rich torrent not sure if it exists yet as a node in shader graph, probably need to go the custom node route
Alright thanks!
@rich torrent but if you just want to push the verts around using a height map, you can do that
but you'd need the verts enough to support it
experimental stuff
Thank you!
Hello guys, today I downloaded unity and want to start learn do 3d environment, from what should I start?
I dont want to do mistakes or somethin later and thinking with what should I start :I
well if you just want to learn the design and art aspect of making a 3D environment, it's a bit different, you don't directly need coding experience or anything for that, just experience with the editor, how to import stuff, set up materials, textures, lighting, prefabs, etc
Yea, Im not here for coding etp. I want to learn C# but not now, Im fully 3d graphic designer and want to try create some enviro, But not sure what to do in 3d software and what to do in unity, I saw unity have some options etp. I turned it on but I just dont get whats goin on tbh. Do you know any tutorials that might help? Im gonna check this roll a ball
@proud spindle do you know or have any 3D software?
@proud spindle im a 3d environment artist. whats up
quick question, what do you guys consider a decent poly count for a tree?
depends on the platform
well say PC
@vagrant socket 6000
oh yikes I went way over lmao
for first LOD if its realistic
gotcha
5k to 15k and up to 20k, but it's very relative to the type of tree and it's use in the world
cause if you are. ima go ahead and asume you created twigs out of 3d branches,etc... instead of using a plane image
rocinante. you can get a perfectly realistic tree with a average of 6000
anything higher than 10 on a insanely complex tree is bs
no I'm using the sapling tree gen in Blender
just as a test run of the plugin as I've never used it before
saying it's bs is bs
@vagrant socket depends too on the style, depends on how dense your foliage is, depends on how much you cull based on distance, depends on how agressive you are with LODs, imposters, etc
I am a tech artist, I know optimation
gotcha, I'm going for a low poly pixel texture look https://cdn.discordapp.com/attachments/561000843600723999/662469184797802506/e11ab79868b8756ec548c46d56ca99ca.png I know that screenshot is a bit far but hopefully you can tell
depends on the type of tree too, bushy trees are harder to do than things like douglas firs, etc
ok. then you can agree that if you're going for realisim. you can definatly achieve a perfect tree with about 6k. if you use planes as twigs,etc.... and you make use of the noise textures. that is if you're using speed tree which i advise
planes for branches and even some of the smaller ends is not that acceptable in AA or AAA anymore
so it's really relative
if you are talking everything but the trunk being cards, that falls apart close up very fast
in my screenshot the tree is around 20K faces, but leaves make up 6K faces and the branches are all 3D modeled
no no
as I said though, just a test run to see what kind of trees I can get quickly, but due to my game not being realistic I'll probably just do twigs and leaves as planes
reduce amount of planes for the leaves
@vagrant socket yeah, that tree is pretty sparse too, if you want this type of tree especially if you want to look up into and through it, drop good shadows, it'd be higher
thats definatly nothing id do. but use a trunk add branches,etc.... and then use planes for twigs and smaller branches. and then images for leaves on those planes
it's a constant fight basically to how high these should go, if you want a sparse forest with trees with dense dense foliage, you are kind of doomed as you won't get too much culling from it, lots of overdraw, etc
the trick is to mix and match differently authored trees, hide things with terrain and other blockers, if you have a dense forest you can fog it and cull faster, LOD like a mofo, etc
Man you guys are getting so detailed with trees
I am a tech artist, I optimize trees not make them
I just stick an ico sphere on a cylinder and call it a day
oh tech artist
the last game I shipped is The Outer Worlds, and we struggled with foliage
getting it to hold up at close up for the art directors and money people, but having the game run well on the xbox
I hate ico spheres as leaves for trees
You worked on Outer Worlds? That's pretty cool
foliage is one of the worst optimization tasks, next to things like lighting
ikr
@odd loom yeah, the last 3 years
@glacial elm I am not saying you are wrong with 6k, I know a lot of trees I see come down the pipe that are way higher than that and CAN be 6k for sure
but trees like this can sometimes be a nightmare with it's canopy density
I hated trees like this 🙂
the pines and stuff were easy
this goes against all the main laws of foliage
there are no below leaves on te tree. the entire thing is just very bushy
one trick I experimented with was parallax bump offset in unreal
but you can see through it, and it can cast shadows through it
that does wonders I've heard though
it can for sure
one trick I did, or found out after the project 😮 was to thicken up the alpha IN the shader
so the leaves that are sparse or tiny don't mip away
that in my experiments allowed for way more aggressive LODs
one thing that can also add to vert count is vert painting to get some effects 😦
and with speed tree, they use 8 UV channels on the trees, really bloats the vert count
to get decent vert painting effects you need a decent density of verts/tris
one of the foliages we're making at our game is redwood tree
but honestly. the material is very complex. so making it in substance designer wont give as realistic results as photoscaning
i cant photoscan it since it mostly grows in northern california
check out how they did it with Battlefront 2
Hey I'm in norcal
I am socal
nice
I think it was battlefront 2, were they had endor
they did some good stuff with detail maps to get close up detail
and those are good trees for opt honestly as they aren't as dense and the leaves are so high up you can really keep them simple
but redwood trees btw have very special and complex "leaves" so i have to photoscan it there is just about no other way cause there isnt enough refrence
I preach to the art design team, to design things that are easy to render 🙂
more aspens, less oaks
that is my advice, don't design yourself into a corner as far as optimization, be pragmatic about it all because gameplay is the king
sounds like you are good with the pragmatic part, we need more of that at my office 🙂
thanks.
artists can be fussy and jealous of other studios that have either better engines, better tech or just more time to really iron it all out
well its understandable. but i dont think its anything to be jealouse about. more so a subject to be a bit tidiouse about since you have to do double the work to get similare results (cough: unity)
so its more so knowing what to do then naging about why you dont want to do it
yeah, we use unreal too, but unreal is really kind of weird as if you aren't building exactly what they build, for instance Fortnite, you need tech people to iron out the tools and issues if you want gameplay or mechanics they don't do out of the box
so don't think it's THAT much better in unreal land!
well you guys have good teselation
yet alone tesselation that works
lighting engine is 10 times better
quixel is now fully free
xD
tessellation is kind of an odd thing too, it's not that well supported on things like the xbox
the node system in unreal allows for more insane aproaches for complex designs and or textures
so the trouble is you have to shoot for your lowest platform, as you don't want any of them to look bad, so you have to limit some tech in that way
yeah, the shader editor is sweet, as is the shader graph in unity now
lwrp too, or urp as they will call it soon
im talking realisim atm xD
hdrp doesnt have support for grass or wind. so any sort of grass has to be 3d but t doesnt react to any sort of wind unless you create a entire shader for it that i find isnt as effecient.
speedtree doesnt support hdrp yet
so useless
yeah, third party stuff is rough to work with
always update issues, etc
we find though, the shader cost is not that important in the long run
half of my job is third party. i got the team to finaly switch back to unity standard than HDRP even though hdrp has a way better lighting system
socal represent!
I mean you don't want 500 instructions all the time
@subtle zealot where are you?
@glacial elm but the big issues are draw calls, overdraw, triangle count, etc
yes
shadows too
shadows can be adjusted
lower res,etc..... post procesing microshadows,etc... kinda is easy to work around
yeah, over time it'll get good for sure
i personaly really wish unity will support tesselation soon
memory is usually a big issue too, especially for overworlds with streaming
that too yea
thought it did, but you have to make a special custom node
I spend most of my time organizing streaming parts to not ever go over budget, texture pools are static, meaning you can't go over it, when you are close it'll just stream/mip down your textures make things look bad
i use it very often to lower my poly count. i make a material in substance designer,etc..... and then use it to teselate my model. less polycount. but unity just ignores all sort of sense and makes the colors go crazy and roughness make no sense,etc......
but actual memory for models, sounds, animations, etc, CAN be breached and crash 😮
that is if you count shadow and lightmaps
meshes (especially skeletal meshes, character), sounds, animations, collision memory, HLODs, terrain, it adds up so fast
we generally didn't have to baby the texture resolutions too much, the textures that we had to clamp down on were the UI honestly
yeah, we'd have a full screen image of some splash loading screen, it wouldn't be a power of 2, and set to not compress at all
not where I am, I am in orange county, boring
ahhhh
up north is where all the pretty stuff is
though we have good beaches
where is 'the arctic' you said you were
scandanavia
ah cool, which part?
its complicated
kinda sweden kinda norway
bit complex depends on the person
xD
its a scandanavian thing
I have like 12 bands that are swedish that are in my main rotation
is opeth one of them
yep
sabaton
not that one, I should check them out
the rest is mainly progressive rock
the only other 'metal' one is Dream Evil
i knew it xD
you know them?
Porcupine Tree?
kinda
you ever hear Pomegranate Tiger? they are kind of djent and math metal
i love djent and math metal. but no idea who they are
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in djent i like periphery, erra, etc.... and in math i like architects
we are going to get in trouble talking general in 3D 🙂
the Tiger one?
yes
it's like one guy, it's wild
I will
hey guys can anyone help me on shadow settings on mobile because ı have only 10 cubes on my scene when ı turn on shadows fps decresing 60 to 50 immadiatly how can fix that ?
@limber field I use Blender 3d
@glacial elm Hello, I downloaded unity and trying to get into my first impact with software, want to create some maps, some terrains and thinking what should I learn, What tutorials are confirmed, ya know
Well 3d envieonment art is the most demanding job in 3d
So you have to master blender completly. Be able to do anything in it. With good typology. And optimized models
Later you need to learn substancr painter and substance designer. And then also learn zbrush so you can learn how to bake high poly models on to your low poly models
@proud spindle
Actually I working in blender 3 years and Im feeling good with it, I tried to learn painter but its ehh, very non intuitive software. I also know Zbrush but trying to sculpt in blender, 2.82 update with sculpting is cool
@glacial elm
Nah screw sculpting in blender
Tick to zbrush
Stick*
But try to force your self to use substance painter.
There's really no better way tbh
Painter you need to learn, but depending on what you need I'd say ZBrush isn't critical. At work we only do a sculpting occasionally but all the modellers use blender for that purpose
ok, I try again with painter, I hope they give tutorials for new version of soft. Thanks for advies 🙂
Anyway, in only unity I should learn somethin except importing exporting, placing objects on scene? Sorry for retarded questions 😦 I feel like Im standing near cross to 30 roads and thinking which one is good
Well
guys i fix blender opengl problem but its soo laggy and its run in 10 fps how i can increase it
Sorry Billal, I haven't the faintest.
What's everyone been working on lately? I've been messing with code so I haven't had much time to do any 3d stuff :/
Hi guys, just wanted to share my latest 3D game model. Most of the work was made in Blender 2.8. HP details in Zbrush, texturing in Substance Painter and rendering in Marmoset. C&C are welcome 🙂 https://www.artstation.com/artwork/rRVx1G?commentId=3174143
"Dark Castle Warrior" was based on the amazing concept by https://www.artstation.com/ludongjun
I have created the HP Sculpt inside Zbrush. I have used Blender 2.8 for the modeling part, retopology, UV unwrap, rigging, skinning and posing.
Substance Painter for baking and tex...
That's an awesome character!
Imagine trying to Dark Souls roll with those candles on your back.
Thank you 🙂 Yeah, I was creating this guy based on this concept https://www.artstation.com/artwork/gJRovZ I`ve been kind of wondering how he handles those candles in a real battle but maybe he is just so bulky that he does not move around too much 😅
Merry Christmas guys!
Here is one Character Design for this holiday.
www.ludongjun.com
artstation.com/ludongjun
gumroad.com/ludongjun
facebook.com/lu.dongjun
instagram.com/russell_dongjun
dongjunlu.deviantart.com
@glacial elm
lol..
Blender sculpting is great.
@eager mist ik but zbrush iis industry standard
mudbox is life
sure
but the sculpting tools in blender are excellent
3D Coat!
I used to sculpt in modo and had to retopo by hand.
blender with dynamic topo is gold
what is wild, is Unreal actually added sculpting abilities in the editor 😮
yeah, Blender is great
The UI in zbrush 🤢
and navigation
...
not mine but this guy stuck with blender
and that is done with blender sculpting tools
from big to finer details
it does it well
yeah, this idea of industry standard being important only goes as far as what tools you are familiar with, not the final output really
you'll get hired as a zBrush sculpter even if you are only a blender sculpter, if your work is good enough
anyone know why on unity i don't have all the faces of my model? I used blender.
looks like your vert normals are split, can you visualize your vert normals in blender?
or add a light in your blender file to see the split vert normals?
oh wait, what do you mean 'I don't have all the faces of my model'?
I mean that I just have certain faces and sometimes that the edges
you mean in blender they look 'smooth' and in unity they have facets?
yes in blender they look here but not in unity
photo with light
Yes you true in blender they look smooth
are you exporting bitangents and normals? I know in FBX that can help
currently I export my project on unity (format .blend)
yeah, do you have any options with the export from blender?
no
I don't use blender, so I don't know, but in fbx there are settings
yeah, that would be interesting
I think I made something wrong : I have nothing now on unity
scale is probably off
maybe you need these checked in the fbx export settings
that is from maya, so it'll look different
also, show your model import settings
and what I would do as a test to make sure your settings are good, is to make a smooth sphere in blender and import that
I make the test and that make a smooth sphere; so .. my problem is my model, I think
yeah, I don't see the ability to see vert normals in blender 😦
they allow for face normals to be seen under mesh display, see what that looks like
i use blender too sometimes. but i taught my self to get used to zbrush and now im fine with using it. only reason i dont use it is it keeps on crashing on me xD
can you show that model without the wireframe drawn?
I don't 'see' any facets, you could have unity compute the normals or smoothing groups
mess with these 😮
I am going to try
if you have any more trouble and you want an outside test, you could send the fbx my way
@limber field
i just came back from taking photogrametry photos
and i pumped one into meshroom. the results are almost perfect
i was a idiot and forgot to turn off auto exposure,etc.... so they wheren't the best but they're fine
ah nice
what type of textures does that have, like does it have spec/roughness, etc?
yes
bump,etc....
the only thing im thinking about now though. is how can i extract the birch texture from the model and make it into a material?
i was thinking maybe baking on to a plane or something. maybe unwraping the trunk. not sure
got any ideas?
@limber field
blender right?
transfer maps or something like that, if you have your 'game' mesh with it's proper UV's, you could transfer the albedo from one to the other
well i dont mind any other third party software
i just want to extract a tilable texture and use it as a material on to any object
something like that
il look into it. ty
doesn't work @eager mist
yeah, it's a vert normal/smoothing issue
did changing the values in unity import for the mesh do anything?
whitout succes 😦
dang, if you want you can send the fbx and I can look at it, if not I would maybe try re-importing your export into a fresh blender scene, look at it as a test to see if the normals get jacked
actually can you send me the fbx, I don't use blender
blender should be common 3d app to all game dev now
definitely faceted in the fbx
this is the vert normal display in maya, so I don't know if this is in your blender file, or just in the export
to really see the facets, up the glossiness/specular in the material on the model in blender, it should show what I see in the first image
But did you see all the face in the first image ?
in game, yes
you also have triangles facing the wrong way, but again I don't know if that's just the export
oh ok
try this on your model in blender
and also put a more shiny material on the skier, see what you see
see you can see some of your faces are pointing in instead of out, that'll cause shading issues, separate thing, but worth noting
and maybe we will find the problem
yeah, you have a few honestly
My blender is like this. Where I can find mesh display ?
yes it is true I have a lot
yeah, so your normals are all split
faces inverted, etc, can you see that model with backfaces culled?
you generally want this enabled
I don't have backface culling
you mean it's not on? If that box is unchecked, check it
no I don't have the option backface culling
maybe you have to be in edit mode, or maybe out of it, and it's under Overlays
yeah, you'll need to find that
to know the true issues of your mesh and fixing them
I redownload blender
check this when you get back up
https://www.katsbits.com/codex/backface-culling/ heh, seems like every version is different 😮
I redownload but i don't have backface culling 😦
which version did you dload?
@latent dome
noo
so now I have to find why some faces miss
ohh ok it is the orientation of the face
yeah, you need to flip the faces
like you say
you never use blender but you find my problem with it . You are the best
been at this a long time 🙂
@limber field for 3 hours you answered my messages to help me and now it works. so thank you very much! and thank you for your patience!
https://www.artstation.com/artwork/N5ve0D just changed some screenshots but idk if i ever showed the homies this
🙂
What would a Real Life Brain of Cthulu look like? B.O.C 3D Model!
Any Subs are appreciated :)
https://www.youtube.com/watch?v=MdsSFN_u9lE
What do you see when you imagine a 3D Brain of Cthulu? Does it look like this?
Skip to 7:31 if you don't want to watch me make it
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If you are using BLENDER 2.81
I dont know who thought it was a great default setting to have it off
isnt backface culling off by default on 2.8 too??
yeah
like I could see the faces I shouldnt see
as if it was two sided
so misleading
@tidal temple stop spamming that video please
Spam or not, you did pretty good dude.
Here my last work! 😅
can any one help me a bit
@atomic mesa what is the problem?
See
i added a script after adding dat one
when i start me game
the hierarchy bugs (not loaded) and its blinking like
@atomic mesa Please clearly state your problem and use an appropriate channel #🔎┃find-a-channel
my first humanoid 3d model & my first time rigging a 3d model
good start man
thanks 😄
Nice!
btw. What do you guys think of leaving standard animations. and switching animations in game to bicubic procedural animations. basically integrating code and animations to one.
i would like to start this discusion with focus on performance, 3d aspects, fit to the environment,etc......
I dunno what you mean specifically by 'bicubic' since usually I see that as a form of easing/interpolation
But I really like procedural animation; I've done some experiments with it.
I finished making a model of a man and imported it into unity and it came out like this, its inside out, does anyone know how to fix this?
This is a blender model
@eager mist in blender make sure you are backface culling on your model, your normals are probably inverted
Where do i modify @limber field?
https://www.katsbits.com/codex/backface-culling/ @eager mist
https://www.katsbits.com/codex/flip-normals/ @eager mist
🙂
But now i have another problem, the model got in well its just that the rig didn't come in with it
So when i try to modify its movement it doesn't move just stays still
I imagine your mesh is rigged in blender?
Yes
not sure then, I haven't used blender in that way, does it 'try' to come in as a mesh with animations and stuff?
does it include the bones/rig in unity at all?
Yes
so you are saying the joints are there, they are in a hierarchy, but if you go into the prefab and try and rotate a joint the mesh doesn't follow?
Nope
It doesn't have the Rig system in it
Wait ill screen shor
Shot*
@limber field
there are your bones
not sure about your hierarchy though
if you select neck and rotate, what do you see?
so back in blender, when you move the neck you see it bend?
not anymore
it used to
but thats before i made it cull
now that its cull nothing happens
I don't know what you mean by cull, but if it doesn't move in blender it's not going to move in unity
backface culling
that should not have messed with the rigging/skinning
very odd
this is the result i got from a bad photoscan i made quickly
im playing around with a work flow to see if i could recreate textures from a photoscan
the tree i modeled. but the texture
ah nice @glacial elm
I'd say to try and really pump up the normals to get that really flakey deep surface
yea its fairly ok results for a badly taken photoscan image. i managed to edit it in photoshop to make into a tilable image and later made maps for it
thats the thing. i wanted more detail. so i tried unity tesselation.
heres teselation test. this is why i hate unity tesselation. never works properly
@eager mist so I imagine when you flipped the normals you killed the history on the object, removing the skinning
is there a way to fix that?
@eager mist not as familiar with blender, so I don't know how it handles history or stacks
modifier stacks, it could be that if there is a history or stack,the flip normals part is messing with the export
Are games these days really using tesselation???
not as much as you think
@eager mist try re-skinning one part and reexport/repimort and see if that part works
yes
tesselation is good to use in substance designer to create normal maps, but in game... I dont think it is used much
my game is shipping steam so pc. im good if i use tesselation usually. but i need a engine that supports it properly
yes i want to use it on terrain.
it does wonders usually. just not in unity
At the moment, tessleation looks like a cool thing for rendering
maybe not for real-time games
hmmm
well displacement in general is something i support and wish we could use more off.
@limber field its fine i just needed to weight it again
there are two types really, parallax bump and pure tesselation
it reset it so that i can modify with ease
All Im saying is you can make cool looking games... totally without that
thanks anyways : D
so why not?
@eager mist ok, check to see why changing something like the normals would ruin your skinning
paralax is ok to use on most platforms
well chris p im not denying that you can. but actually im kinda intrested. how would you replace tesselation and displacement
i dont need it
xD
i think we got a misunderstanding
i just feel safe knowing it exsists
lol
@limber field uhh, well i have the culling active and i imported and im back to where i started
but i do how ever support tesselation with terrain materials in some small cases
@eager mist don't know what I am seeing there
did you revert to some older file?
like if you want a near lake ground where there is a lot of small pebbles. then having a tesselation map does help @eager mist
no
do you have backface culling off in blender?
@eager mist so all of your faces are pointing out in blender? Export the model without any joints (just dupe and kill the skinning, etc) and import as another model but just a mesh, see what that looks like
ok
@eager mist are you really refrencing andreas rodriguez the legend of naughty dog
i never said i disagree. but i just like knowing that tesselation exsits xD
I just wanted to post a 3D scene with bigger shapes to finer shapes that didnt involve tesselation just to show that if you have good scene composition, you won't really need tesselation / displacement, etc
Not saying Uncharted 4 didnt use any
They probably did
Made the Stardust Pillar from terraria in 3D https://twitter.com/TheWorm48642111/status/1213546907512922112
@limber field how do i move the rig into the other model in unity?
@eager mist what other model?
the model without the rig
that was just a test to see if the model is ok, you can't outright transfer rigging/skinning info from one to another
is the model without the rig ok visually?
yes
the one with the rig is not
or wait
the model without the rig has a mesh render
the one with the rig does not
this is probably the problem
rigged assets are set up differently, there should be a gameobject in the rigged one that has something called a SkinnedMeshRenderer
probably not the parent of the hierarchy
o
I was messing around with the 3d sculpting tools in blender
Definitely possible to create a character with a 3D sculpting tools as long as you are using multiple meshes.
This one is getting heavy to work with
@limber field i think i found the solution, im using unity 2019.2 but the download didn't finish, cause i turned off my PC before the update finshed
So it could be that because of errors
Trying to load the model but not succeeding
Somebody would like to help us on a project called Eternal Adventure? It will be a sandbox game DM me
So i need to make a house for my game would it be best to make the entire house in blender or just make the floors / walls and put everything together in unity?
@hidden whale you could go the tileset method, where you make pieces and join them together in unity, that way you can build different types of structures out of the same limited pieces, it's better for memory that way, though if you do A LOT of those individual actors and aren't utilizing batching that well, it can be a draw call problem
@limber field Thanks 🙂
tileset usage can be better for framerate too as the frustrum culling has smaller pieces to decide not to draw 🙂
I thought it would be bad to put all the pieces together in unity 😄
Me dumb 🙂 @limber field
nah, that's a valid technique, you could make cool prefabs of different buildings, have lights and scripts for doors in it, props, etc
np!
Has anyone got any tips on checking the quality of a mesh? I have a tetrahedron mesh that looks OK.
I've added some rays showing the normals to the vertices and normals to each face and that looks OK too. Can anyone think of anything else?
@neon wedge what do you see wrong with it?
well send a screenshot
and it might be typology. usually is one of the biggest factors
@limber field @glacial elm Nothing, it looks good. Just wondered if there was anything else you guys would check.
well we never got a image to check but kk xD
SS
@neon wedge are you talking in general in the source package (blender, maya, etc), or the quality of it imported into unity
what do you want it to look like?
i see some normal issues
that shading is due to the vert normals being smoothed, do you want a hard edge?
xD. beat you to it xD
@limber field Like that. I assume the off colouring is due to the material.
not the mat
no thats smoothing normals
do you want it to be flat shaded on all faces?
@limber field @glacial elm Ah. There is a thing then :).
@glacial elm No, scripted in Unity.
Here's the normals, blue are normal to each face, yellow normal to each vertex (Mesh.normals).
I don't anything about shaders/materials/pretty much the rest of Unity.
Here're the normal helper scripts: https://gist.github.com/BanksySan/529b9a99256055f7a1d18504637a0002
we'd need to know what you 'want' it to look like, most likely you want a faceted mesh, like this?
@limber field Yes, exactly that. Like the default of the other 3D shapes when you add them.