#🔀┃art-asset-workflow

1 messages · Page 38 of 1

limber field
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if you are using 'material', then you should just be able to get the reference that particular instances material, and it should only change that one instance

pseudo jungle
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...I see

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the "Base" material is the plain white texture I mentioned

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@limber field sorry for the bother.

limber field
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so this Variant script is on the thing you want to change the material proeprties on?

pseudo jungle
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correct.

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the Variant script's final purpose in particular is to make the end texture lighter or darker

limber field
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so I imagine in that public Material variable you are putting the actual material in the project

pseudo jungle
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the entire game use plain colors, and staring at endless tiles with the same exact color is annoying

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yes.

limber field
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so what you need to do is assign the material variable to the material that is on that particular object

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just make that variable private, then in Start() get the material

pseudo jungle
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Getcomponent<MeshRenderer>()?

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I only thought of using that.

limber field
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should be like GetComponent<Renderer>().material

pseudo jungle
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yea

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It only now occurred to me

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is that correct?

limber field
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then when you do the color push with SetColor on that material, it only should change that one instance

pseudo jungle
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a few moments. I need to add some RNG for the variance and I'll return with my results

limber field
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you just then need to find the parameter in the shader you want to change

pseudo jungle
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good news

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it is now* creating an instance of the material

limber field
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cool

pseudo jungle
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thank you

pseudo jungle
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After a brief reminder that script colors are 0 to 1 and not 0 to 255 I have made the Variant script to work

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Now looking at this map is not painful

limber field
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!

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congrats 🙂

pseudo jungle
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it sure does feel good to scratch a mechanic off the list

limber field
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so there is Color and Color32, Color is 0 to 1 float, Color32 is a 0 to 255 byte

pseudo jungle
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I see

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I had the no doubt classic "brightness" problem

glacial elm
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255 would ne the one that runs on rgb and makes most sene

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sense*

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cause i think it even includes alpha

pseudo jungle
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in which I tried to use 255s and got eye gouging white for all of my tiles

limber field
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they are both rgb, both should have alpha

glacial elm
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0 is black 255 is white. all you gota do is make a random num generator

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and plunge that in as a value

limber field
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for Color32 that is

glacial elm
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yea

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and for color shouldnt be much different. a float instead of a int and a range from 0 to 1.

limber field
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just more fidelity in Color, but Color32 is cheaper

gritty reef
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That's some awesome stuff!

ruby scarab
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Thanks Raccoon! Unity's rendering helps hiding how simple some of it is 🙂

gritty reef
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Yeah, the reactor looks fantastic ingame

celest steppe
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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..?

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I signed the texture to albedo channel twice ( albedo detail )
how to archive the sams visual fidelity shown on the website ..?

glacial elm
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xD

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@celest steppe

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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.

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first id suggest a proper hdri. proper post procesing

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and then making the object static. and then baking

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that should give you some GI

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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

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but yea. do what i said and it should work out

celest steppe
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@glacial elm thanks for your advice

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unfortunately nothing has change even with hdrp workflow

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The graphics atmosphere feels like 2010's games

glacial elm
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@celest steppe can i have the asset. Il try somestuff

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Oh yea man. Thats mostly unity for you. But its possible to achieve better with photoscaning,etc....

celest steppe
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I think unity team should do some shader specially for photogrammetry scaned assets

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I will share the link as soon as I find it

glacial elm
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Well there is a free one on the market. Its by quixel but it sucks

celest steppe
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yes but why tho ? , Wasn't photogrammetry ment to be the most accurate textures

glacial elm
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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

celest steppe
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maybe due to the software they using but still anyg game I can till its game engine rendering from gameplay footage

glacial elm
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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

celest steppe
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yes I have had done , even though I'm noob I got good acceptesble results fir the first try

glacial elm
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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

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so acceptable results are definatly possible

celest steppe
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Can't I visite the downloaded models from skechtfab

glacial elm
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not really. if you got that asset from sketchfab then there is your problem

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its not game ready. specially the textures are probably not ready for unity

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btw. heres another example. these are my results for the studio game in hdrp before adding any proper foliage or assets

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so as i said. depends on how much work you put in to it

celest steppe
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UnityChanBusy UnityChanHelp 😥😩 I thought photogrammetry going to be the big bang for my workflow easy & good results not have to model things by myself

glacial elm
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no where near true unless you bought quixel assets

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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

celest steppe
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agisoft is the one I used , technically its the best one for generating accurate model & textures ( the best one as said by professionals) & me

glacial elm
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no

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just no xD

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substance designer is for procedural generation of textures

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thats the best

celest steppe
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I know

glacial elm
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now for just quick b2m then you could try alchemist

celest steppe
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we talking about photogrammetry here not textures or pbr maps

glacial elm
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ok. if we're talking about photogrametry then i would advise meshroom

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its quick and easy, out of the box, and gives you great results

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all you gotta do is retopo

celest steppe
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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

glacial elm
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exactly

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then im not finding the issue here

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xD

celest steppe
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I never tried that but I know tge most accurate & reliable high quality texture ( in photogrammetry manner, agisoft is the best so far)

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😥Unity should do something

glacial elm
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well..... the thing is you're not wrong. but still i feel like its more for architecture

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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....

celest steppe
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yes but benefits both gaming industry and other artists like movies

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they develop something similar throughout book of the dead demo

glacial elm
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yea the book of the dead basically just used quixel

celest steppe
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Still Unity should have Plugin & play photogrammetry ready workflow

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maybe shaders ? I don't know much tbh but I hope this come easier & more fixable

glacial elm
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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

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this isnt too bad and its in unity

celest steppe
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for me it feels the same

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was this capture in unity render,

glacial elm
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i think so yea

celest steppe
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lol yes I can see that

glacial elm
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yea this guy for example got some good results

celest steppe
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yo I did this before

glacial elm
celest steppe
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I read thier documents book about their workflow

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not sure if this was before hdrp but they has used de lighting tool

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I read once about something like lit material but it still in preview

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I think I should give agisoft another try since I haven't used it in hdrp , pbr nor delighting

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meh , anyway I hope they got something quickly & not frustrated to close the gap between other engines

glacial elm
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true

fluid oak
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Damn, @glacial elm everything you show is so inspiring 😄

glacial elm
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@fluid oak my work?

fluid oak
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Yes.

glacial elm
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im not sure if your ironic cause im very not proud of those. but thanks man

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and merry christmas every one btw

fluid oak
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Merry christmas, and not irony at all- I have pretty much worked entirely in 2d and your work is really cool.

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I've done a few experiments with 2d,but very rudimentary stuff

glacial elm
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apreciate it. thanks

viscid sedge
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I just finished my boneworks inspired skybox shader! still could use some polish tho

glacial elm
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nice. good job man

viscid sedge
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thanks :)

hoary zephyr
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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 🙂

hoary zephyr
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Is this the only way, and thx for the suggestion 😄 @eager mist

eager mist
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@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.
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The answer was setting the Directional light Bias all to 0 OR selecting "Two sided" in a prefab's cast shadow setti0ngs.
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I set Normal Bias on the light to zero (it was at 0.4 by default) and the cracks disappeared.
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Different hints on what might cause the issue.

hoary zephyr
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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.

eager mist
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👍

split gale
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can blender have different lighting using cubemaps from unity

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like does it support cubemaps

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or no

teal owl
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A little shot from our customizer, merry christmas everyone 😄

sharp shoal
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is there any way to make unity not scroll so far in

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do i just need to get one of those smooth scrolling mice?

viscid sedge
quiet tiger
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@sharp shoal You could scale the object temporarily to look at what you need to look at and then scale it down again 🙂

sharp shoal
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That's so dumb lol

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Is there really no way to just scroll smoothly?

quiet tiger
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Not that I can find or know of 🤷‍♀️

obtuse oyster
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@sharp shoal hold alt and right-mouse drag

fluid oak
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@sharp shoal use alt+right mouse to zoom?

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ah, nevermind, vertx was on that

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I was scrolled up >.>

grand plinth
glacial elm
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very intresting

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good job

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@grand plinth

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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

grand plinth
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Alright, I'll use it in the future

glacial elm
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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

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damn

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now thats lighting. awesome man

latent dome
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@glacial elm what is yout pack that you use to make terrain ?

glacial elm
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Pack? @latent dome i make my own assets man

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Heres the latest thing i tried out in our game just to have something to look at while i program the directional combat system

latent dome
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Beautiful realy @glacial elm

glacial elm
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thanks man.

onyx bobcat
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looks like it lacks ambient occlusion though

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is that automatically activated or?

glacial elm
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@onyx bobcat it lacks a shit ton of stuff. this is just my cript testing map xD

vivid granite
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XD

nimble igloo
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@grand plinth i had same Hotwheels car when im 6 years old 😄

grand plinth
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cool, but I based it more on the movie

nimble igloo
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i kno

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car from movie look a little bit different than toy version

true knot
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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?

limber field
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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

sacred root
limber field
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looks solid, might help with some different color on it compared to the background though for us to see it better

fluid oak
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Hard to give an opinion without knowing what it should look like, though the low windows are a bit odd looking.

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Not bad at all, but could use more scale cues, I guess?

limber field
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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

sacred root
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@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

fluid oak
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The front view helps a lot.

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The first view just lacked cues of real world scale

sacred root
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ah

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I know the doorway might look a bit larger, only because its a choice I made

fluid oak
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nodnods

viscid sedge
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its a small project so i dont mind rewriting it but i would like if i dont have too

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upgrading hdrp did not work

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i will just rewtite

viscid sedge
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nvm the new unity version switched lumancy with lux

eager mist
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So.. about Substance Designer and Substance Painter.
Those software will help you a lot. @tawny bison

tawny bison
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What are they?

eager mist
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Substance Designer allows you to use a Nodal Workflow to create procedural textures

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Then you can save those procedural textures as ''Substance''.

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That means you can change 1 node, it changes everything else from A to Z (output)

tawny bison
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yeah... i hate nodes. Those images didnt use nodes

eager mist
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You need to make all your props red?

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Change the 1 node that handles coloring

tawny bison
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yeah... i can do it by changing model color XD

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material*

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and im used to blender.

eager mist
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What Im saying is you can setup materials with parameters

tawny bison
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i know

eager mist
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Anyway, Im not going to sell you SD. Im just saying it's the new Standard

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And you should know Nodal workflows

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It's a must

tawny bison
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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

eager mist
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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

tawny bison
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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.

eager mist
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Well you are bad at texturing because you..

  1. Arent using the right tools for the job
  2. Desperately think Blender will get the job done
  3. You indeed need to practice more 😛
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It's oky, we all been there

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😛

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Substance Designer and Substance Painter are NOW standard for BOTH games and films.

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📝 write that down

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For reasons

tawny bison
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nope... by bad i mean i cant beat a regular 5 year old at drawing cars on Gimp

eager mist
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Compared to any other paid 3D software, they are some of the cheapest ones

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You could texture all your stuff in blender, modo, 3ds max, maya, Material Editor in Game Engine ,etc

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But SD and SP are specialized tools for games

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Designed to help you save time

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a lot of time

tawny bison
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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.

eager mist
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My next question is... why do you want to get better at texturing?

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Are you making games solo?

tawny bison
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the project im making now will most likely have 4 total users, me included.

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im not rly trying to get better at texturing. XD

eager mist
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I know how to model, UV, bake, texturing, do high poly to low poly
And for my game Im not doing any of that

tawny bison
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in the code chat i mentioned that im bad at texturing, thats all

eager mist
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You dont need textures to have good looking game

tawny bison
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yup.

eager mist
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So my question to you is do you need to learn and spend time texturing?

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is that really worth your time?

tawny bison
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umm... im not spending time texturing...

eager mist
tawny bison
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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

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yes, but so smooth and freshish look for a battle tank wouldnt fit... Tank needs some damage.

eager mist
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Well you can definitely mix things up

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and add textures where it is required

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or add decals

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Would be weird to look at a tree that is just flat brown

tawny bison
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xd

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im so good at texturing i dont even know what decals are...

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i just change roughness of the texture so it doesnt look like applle tank which cant be used in battle...

eager mist
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Decals are just a mesh or a plane that you slap on top of your object

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with Alpha (transparancy)

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When you shoot a wall

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That's a decal showing up

tawny bison
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ohh.

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where do i get that easy decal? i need that... XD

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i tried to make bullet impacts by googling Bullet impacts, didnt find much use

eager mist
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so when you bake... you benefit from that extra geometry

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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.

tawny bison
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or even better, appear at all

eager mist
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It's just a tool that has its usage

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If it doesnt fit for your tank, use else

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You said you suck at texturing

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When you work in Substance Designer or Painter
You can use your normal map, curvature, etc

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To quickly create masks

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Such masks will then help you to quickly texture your object

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procedurally

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Texturing is.. just adding layers

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of details

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Start from the biggest to the finest

tawny bison
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yeahm but i really dont have a need to texture. atm what i have to do is just scripting.

eager mist
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👍

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Lucky you

tawny bison
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xd not rly XD

eager mist
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I'll be doing everything 😛 ...

tawny bison
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well, i use assets from a game, so i dont really need to.

eager mist
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I wont be doing that

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😛

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Doing my first game solo to break the ice

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with Unity and as an indie dev

tawny bison
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im solo too, but its a tool basically

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a bit more than a tool, its almost a remake of that game

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with tiny bit better lighting

eager mist
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The end goal is to..?

tawny bison
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is to edit some maps and play in them

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atm it has functional tank and map builder, gui is also working, i just need to put it all together.

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and make it online

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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.

high silo
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hey, how do I add a image onto a object?

limber field
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@high silo in general as a concept, or are you talking specifically how to apply a texture and material to a mesh in unity?

high silo
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how to add a image to a mesh

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@limber field

high silo
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Thanks

eager mist
limber field
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looks good, I'd play more with your roughness/smoothness values, what do your maps look like?

glacial elm
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nah looks fine. just lighting thats needed

eager mist
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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

eager mist
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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

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It's something like a topdown projection of the details, it creates an illusion of depth

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Low poly

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Baking the normal map, projecting the details of high poly -> low poly

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And then you texture...

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@eager mist
Does that answer your question?

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hm, seems complicated

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glad im just going with cubes

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You still have to UV that cube

eager mist
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@eager mist if u want to texture a cube its may seem complex but its nothing of the sort

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this will make it so ur ready to texture 🙂

eager mist
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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?

sacred merlin
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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.

deep siren
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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!

nocturne field
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looking for an experienced artist/leveldesigner to partner with. If you're looking for a project write me a dm

glacial elm
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@nocturne field as a quick visual colab project for art station or something. or as in a game?

nocturne field
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a game

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@glacial elm

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I have a project I'd like to complete, but from the artistic aspect I don't have the skills

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anyone who thinks he/she can do the job let me know : )

glacial elm
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the thing is i do. but i dont like to add side projects that are games

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only visual environment renders

nocturne field
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@glacial elm can you add me as friend to discuss it?

glacial elm
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im litulary saying i dont have time to work for full new environment art for a game

nocturne field
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alright got it

glacial elm
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so if you where a 3d artist

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i would recreate something like this with you xD. but wont work for game models,etc...

nocturne field
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: )

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Also I don't have a deadline. The project could be done with little time effort over a long time period

eager mist
glacial elm
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called bridge edge loops in blender

eager mist
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It's not a bridge. It's a patch

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Close hole

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as long as the topology around it works

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It will fill the hole with Quads

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There is a Grid Fill in Blender
Left Ctrl + F -> Grid Fill

glacial elm
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@eager mist just f. but yea i know what your on about

nocturne field
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anyone here with decent artist skills interested in a partnership (doing level design and some art) ?

glacial elm
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😂 "and down to earth people" goes ahead and links his email "CEO@...."

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no offense just kinda funny

eager mist
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That video is legit the F tool but u just have to connect verts from each side with J

glacial elm
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@eager mist ikr. xD

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i usually do that manually pretty fast tbh

eager mist
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damn cant get any good emotes without nitro

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but yeah lolll

gentle folio
lethal obsidian
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hey guys... how do I export a prefab file to fbx and keep all the textures properly mapped to the model (or obj format?)

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I used fbx exporter but what happens is it gets exported without the uv map I think

tidal temple
#

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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iron holly
#

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?

nocturne field
#

Looking for someone(experience artist/level designer) who wants to partner concerning a project

limber field
#

@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

rich torrent
#

Hi! Does anyone here know how to use a height map in shadergraph? Ive googled it but found nothing. Thanks in advance

limber field
#

you mean with tesselation?

stuck charm
#

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

rich torrent
#

@limber field tesselation. I know how to do it on standard materials, but I can't find where to connect my map within shadergraph

fluid oak
#

@stuck charm Can you be... more specific?

limber field
#

@rich torrent not sure if it exists yet as a node in shader graph, probably need to go the custom node route

rich torrent
#

Alright thanks!

limber field
#

@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

rich torrent
#

That would work

#

I'll try that!

#

Thanks!

limber field
#

experimental stuff

rich torrent
#

Thank you!

proud spindle
#

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

odd loom
#

Roll a ball

#

Classic, tried and true tutorial

#

@proud spindle

limber field
#

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

proud spindle
#

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

limber field
#

@proud spindle do you know or have any 3D software?

glacial elm
#

@proud spindle im a 3d environment artist. whats up

vagrant socket
#

quick question, what do you guys consider a decent poly count for a tree?

limber field
#

depends on the platform

vagrant socket
#

well say PC

glacial elm
#

@vagrant socket 6000

vagrant socket
#

oh yikes I went way over lmao

glacial elm
#

for first LOD if its realistic

vagrant socket
#

gotcha

glacial elm
#

ik why

#

your using speedtree?

limber field
#

5k to 15k and up to 20k, but it's very relative to the type of tree and it's use in the world

glacial elm
#

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

vagrant socket
#

no I'm using the sapling tree gen in Blender

limber field
#

depends on the tree

#

that's all I'll say

vagrant socket
#

just as a test run of the plugin as I've never used it before

limber field
#

saying it's bs is bs

glacial elm
#

relax xD

#

im a optimization enthusiast

#

i really OPTIMIZE

#

extremely

limber field
#

@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

vagrant socket
limber field
#

depends on the type of tree too, bushy trees are harder to do than things like douglas firs, etc

glacial elm
#

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

limber field
#

planes for branches and even some of the smaller ends is not that acceptable in AA or AAA anymore

#

so it's really relative

glacial elm
#

really?

#

i manage to get fairly realistic results cause i photoscan them

limber field
#

if you are talking everything but the trunk being cards, that falls apart close up very fast

vagrant socket
#

in my screenshot the tree is around 20K faces, but leaves make up 6K faces and the branches are all 3D modeled

glacial elm
#

no no

vagrant socket
#

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

limber field
#

@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

glacial elm
#

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

limber field
#

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

glacial elm
#

can i see some of your foliage work

#

kinda intrested

limber field
#

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

odd loom
#

Man you guys are getting so detailed with trees

limber field
#

I am a tech artist, I optimize trees not make them

odd loom
#

I just stick an ico sphere on a cylinder and call it a day

glacial elm
#

oh tech artist

limber field
#

the last game I shipped is The Outer Worlds, and we struggled with foliage

glacial elm
#

xD

#

my game is strugeling with goliage atm

#

foliage*

limber field
#

getting it to hold up at close up for the art directors and money people, but having the game run well on the xbox

vagrant socket
#

I hate ico spheres as leaves for trees

odd loom
#

You worked on Outer Worlds? That's pretty cool

limber field
#

foliage is one of the worst optimization tasks, next to things like lighting

glacial elm
#

ikr

limber field
#

@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

glacial elm
#

this goes against all the main laws of foliage

#

there are no below leaves on te tree. the entire thing is just very bushy

limber field
#

one trick I experimented with was parallax bump offset in unreal

#

but you can see through it, and it can cast shadows through it

glacial elm
#

that does wonders I've heard though

limber field
#

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

glacial elm
#

that sounds promising

#

xD

limber field
#

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

glacial elm
#

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

limber field
#

nice, I saw those a few times

#

and the Sequoias

glacial elm
#

i cant photoscan it since it mostly grows in northern california

limber field
#

check out how they did it with Battlefront 2

odd loom
#

Hey I'm in norcal

limber field
#

I am socal

glacial elm
#

nice

limber field
#

I think it was battlefront 2, were they had endor

glacial elm
#

im in the arctic xD

#

il look into battlefront 2 thanks

limber field
#

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

glacial elm
#

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

limber field
#

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 🙂

glacial elm
#

thanks.

limber field
#

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

glacial elm
#

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

limber field
#

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!

glacial elm
#

well you guys have good teselation

#

yet alone tesselation that works

#

lighting engine is 10 times better

#

quixel is now fully free

#

xD

limber field
#

tessellation is kind of an odd thing too, it's not that well supported on things like the xbox

glacial elm
#

the node system in unreal allows for more insane aproaches for complex designs and or textures

limber field
#

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

glacial elm
#

its only for hdrp

#

and guess what

limber field
#

lwrp too, or urp as they will call it soon

glacial elm
#

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

limber field
#

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

glacial elm
#

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

subtle zealot
#

socal represent!

limber field
#

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

glacial elm
#

yes

limber field
#

shadows too

glacial elm
#

shadows can be adjusted

#

lower res,etc..... post procesing microshadows,etc... kinda is easy to work around

limber field
#

yeah, over time it'll get good for sure

glacial elm
#

i personaly really wish unity will support tesselation soon

limber field
#

memory is usually a big issue too, especially for overworlds with streaming

glacial elm
#

that too yea

limber field
#

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

glacial elm
#

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......

limber field
#

but actual memory for models, sounds, animations, etc, CAN be breached and crash 😮

glacial elm
#

well textures take most memory

#

specially normals

limber field
#

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

glacial elm
#

understandable

#

idk. you got any redwood trees near you xD

limber field
#

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

glacial elm
#

ahhhh

limber field
#

up north is where all the pretty stuff is

#

though we have good beaches

#

where is 'the arctic' you said you were

glacial elm
#

scandanavia

limber field
#

ah cool, which part?

glacial elm
#

its complicated

#

kinda sweden kinda norway

#

bit complex depends on the person

#

xD

#

its a scandanavian thing

limber field
#

hah

#

well I like Sweden for it's music, I guess Norway with a-ha 🙂

glacial elm
#

xD. im more sweden yea

#

xD

limber field
#

I have like 12 bands that are swedish that are in my main rotation

glacial elm
#

is opeth one of them

limber field
#

yep

glacial elm
#

sabaton

limber field
#

not that one, I should check them out

#

the rest is mainly progressive rock

#

the only other 'metal' one is Dream Evil

glacial elm
#

i knew it xD

limber field
#

you know them?

glacial elm
#

offcourse im a metal head man

#

Dream theater, plini, thank you scientist, periphery

limber field
#

The Book of Heavy Metal is a fave

#

nice

#

Symphony X?

glacial elm
#

hell yes

#

paul gilbert

limber field
#

Porcupine Tree?

glacial elm
#

kinda

limber field
#

you ever hear Pomegranate Tiger? they are kind of djent and math metal

glacial elm
#

i love djent and math metal. but no idea who they are

glacial elm
#

in djent i like periphery, erra, etc.... and in math i like architects

limber field
#

we are going to get in trouble talking general in 3D 🙂

glacial elm
#

xD

#

ah i gota get back to work any ways so its kk xD

#

but that band was sick xD

limber field
#

the Tiger one?

glacial elm
#

yes

limber field
#

it's like one guy, it's wild

glacial elm
#

look up plini

#

also one guy

#

one of the best prog guys in the industry atm

limber field
#

I will

white karma
#

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 ?

proud spindle
#

@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

glacial elm
#

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

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

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

glacial vector
#

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

proud spindle
#

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

glacial elm
#

Well

stuck charm
#

guys i fix blender opengl problem but its soo laggy and its run in 10 fps how i can increase it

gritty reef
#

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 :/

pastel owl
#

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

ArtStation

"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...

gritty reef
#

That's an awesome character!

#

Imagine trying to Dark Souls roll with those candles on your back.

pastel owl
#

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 😅

eager mist
#

@glacial elm
lol..
Blender sculpting is great.

glacial elm
#

@eager mist ik but zbrush iis industry standard

limber field
#

mudbox is life

eager mist
#

sure
but the sculpting tools in blender are excellent

limber field
#

3D Coat!

eager mist
#

I used to sculpt in modo and had to retopo by hand.

blender with dynamic topo is gold

limber field
#

what is wild, is Unreal actually added sculpting abilities in the editor 😮

#

yeah, Blender is great

eager mist
#

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

limber field
#

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

latent dome
limber field
#

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'?

latent dome
#

I mean that I just have certain faces and sometimes that the edges

limber field
#

you mean in blender they look 'smooth' and in unity they have facets?

latent dome
#

photo with light

#

Yes you true in blender they look smooth

limber field
#

are you exporting bitangents and normals? I know in FBX that can help

latent dome
#

currently I export my project on unity (format .blend)

limber field
#

yeah, do you have any options with the export from blender?

latent dome
#

no

limber field
#

I don't use blender, so I don't know, but in fbx there are settings

latent dome
#

yes

#

currently I try with fbx

limber field
#

yeah, that would be interesting

latent dome
#

I think I made something wrong : I have nothing now on unity

limber field
#

scale is probably off

latent dome
#

I forgot to select my object

#

but I have the same problem with fbx

#

miss face

limber field
#

that is from maya, so it'll look different

#

also, show your model import settings

latent dome
limber field
#

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

latent dome
#

I make the test and that make a smooth sphere; so .. my problem is my model, I think

limber field
#

it might be

#

can you visualize the vert normals in blender, or know how?

latent dome
#

verts normals ? you mean point

limber field
#

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

glacial elm
#

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

latent dome
#

sharku xd

limber field
#

can you show that model without the wireframe drawn?

latent dome
limber field
#

I don't 'see' any facets, you could have unity compute the normals or smoothing groups

latent dome
#

I am going to try

limber field
#

if you have any more trouble and you want an outside test, you could send the fbx my way

glacial elm
#

@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

limber field
#

ah nice

#

what type of textures does that have, like does it have spec/roughness, etc?

glacial elm
#

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

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

glacial elm
#

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

limber field
#

something like that

glacial elm
#

il look into it. ty

eager mist
#

@latent dome
triangulate your mesh before exporting

#

all tris

latent dome
#

doesn't work @eager mist

limber field
#

yeah, it's a vert normal/smoothing issue

#

did changing the values in unity import for the mesh do anything?

latent dome
#

whitout succes 😦

limber field
#

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

eager mist
#

im sure it is a very easy fix lol

#

make the file available

#

i ll check it out later

latent dome
limber field
#

actually can you send me the fbx, I don't use blender

eager mist
#

why not

#

it is free XD

latent dome
eager mist
#

blender should be common 3d app to all game dev now

limber field
#

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

latent dome
#

But did you see all the face in the first image ?

limber field
#

in game, yes

#

you also have triangles facing the wrong way, but again I don't know if that's just the export

latent dome
#

oh ok

limber field
#

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

latent dome
#

where do you see mesh display on blender ?

#

I am going to try to make all like you 😂

latent dome
#

and maybe we will find the problem

limber field
#

yeah, you have a few honestly

latent dome
#

yes it is true I have a lot

limber field
#

link above

#

beyond that I don't know, I don't use it 😦

latent dome
#

yes thanks

#

thanks you so nice

#

I do like you to see the real facets

limber field
#

yeah, so your normals are all split

#

faces inverted, etc, can you see that model with backfaces culled?

latent dome
#

I don't have backface culling

limber field
#

you mean it's not on? If that box is unchecked, check it

latent dome
#

no I don't have the option backface culling

limber field
#

whoah

#

2.81?

latent dome
#

I check

#

yea

#

2.81a

limber field
#

maybe you have to be in edit mode, or maybe out of it, and it's under Overlays

latent dome
#

in all mode I don't have it

#

the sky is against me !!!

limber field
#

yeah, you'll need to find that

#

to know the true issues of your mesh and fixing them

latent dome
#

I redownload blender

limber field
latent dome
#

I redownload but i don't have backface culling 😦

limber field
#

which version did you dload?

latent dome
#

2.81.a

#

like you say all versions are differents

limber field
latent dome
#

YEAHH thanks you find !!!

#

I think that it is just that i am the dumbest xd

limber field
#

noo

latent dome
#

so now I have to find why some faces miss

#

ohh ok it is the orientation of the face

limber field
#

yeah, you need to flip the faces

latent dome
#

like you say

#

you never use blender but you find my problem with it . You are the best

limber field
#

been at this a long time 🙂

latent dome
#

@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!

eager mist
#

🙂

tidal temple
#

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...

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Guardian of...

▶ Play video
eager mist
#

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

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like I could see the faces I shouldnt see

#

as if it was two sided

#

so misleading

glacial elm
#

@tidal temple stop spamming that video please

formal kayak
#

Spam or not, you did pretty good dude.

last isle
#
ArtStation

I'm at this level of 3D design work that I started on January 1, 2019. The most exciting part is, I feel like I'm just at the beginning of the road, and I have a lot of things to learn! İf we're going to talk about design, yes, I'm aware that there are a few mechanical and l...

atomic mesa
#

can any one help me a bit

limber field
#

@atomic mesa what is the problem?

atomic mesa
#

See

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i added a script after adding dat one

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when i start me game

#

the hierarchy bugs (not loaded) and its blinking like

sullen plank
eager mist
glacial elm
#

good start man

eager mist
#

thanks 😄

fluid oak
#

Nice!

glacial elm
#

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......

fluid oak
#

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.

glacial elm
#

@fluid oak its interpolation yes

#

it looks much more natural than linear

dire ermine
eager mist
#

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?

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This is a blender model

limber field
#

@eager mist in blender make sure you are backface culling on your model, your normals are probably inverted

eager mist
#

Where do i modify @limber field?

eager mist
#

@rocinante#8524 thanks a bundle

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@rocinante#8524

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Oof

limber field
#

🙂

eager mist
#

But now i have another problem, the model got in well its just that the rig didn't come in with it

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So when i try to modify its movement it doesn't move just stays still

limber field
#

I imagine your mesh is rigged in blender?

eager mist
#

Yes

limber field
#

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?

eager mist
#

Yes

limber field
#

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?

eager mist
#

Nope

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It doesn't have the Rig system in it

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Wait ill screen shor

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Shot*

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@limber field

limber field
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expand chest

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expand that all

eager mist
#

ok

limber field
#

there are your bones

#

not sure about your hierarchy though

#

if you select neck and rotate, what do you see?

eager mist
#

nothing

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it just shows something invisble moving

limber field
#

so back in blender, when you move the neck you see it bend?

eager mist
#

not anymore

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it used to

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but thats before i made it cull

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now that its cull nothing happens

limber field
#

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

eager mist
#

backface culling

limber field
#

that should not have messed with the rigging/skinning

eager mist
#

very odd

glacial elm
#

this is the result i got from a bad photoscan i made quickly

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im playing around with a work flow to see if i could recreate textures from a photoscan

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the tree i modeled. but the texture

limber field
#

ah nice @glacial elm

#

I'd say to try and really pump up the normals to get that really flakey deep surface

glacial elm
#

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

limber field
#

@eager mist so I imagine when you flipped the normals you killed the history on the object, removing the skinning

eager mist
#

is there a way to fix that?

limber field
#

@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

eager mist
#

Are games these days really using tesselation???

limber field
#

not as much as you think

glacial elm
#

well why do you hate tesselation

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is it cause of performance xD

limber field
#

@eager mist try re-skinning one part and reexport/repimort and see if that part works

eager mist
#

yes

limber field
#

and the platforms you ship on

#

if you do it, it's mainly on terrain

eager mist
#

tesselation is good to use in substance designer to create normal maps, but in game... I dont think it is used much

glacial elm
#

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

eager mist
#

At the moment, tessleation looks like a cool thing for rendering

#

maybe not for real-time games

glacial elm
#

hmmm

#

well displacement in general is something i support and wish we could use more off.

eager mist
#

@limber field its fine i just needed to weight it again

limber field
#

there are two types really, parallax bump and pure tesselation

eager mist
#

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?

limber field
#

@eager mist ok, check to see why changing something like the normals would ruin your skinning

glacial elm
#

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

eager mist
#

Im just amused that you feel that you need it

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XD

glacial elm
#

i dont need it

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xD

#

i think we got a misunderstanding

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i just feel safe knowing it exsists

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lol

eager mist
#

@limber field uhh, well i have the culling active and i imported and im back to where i started

glacial elm
#

but i do how ever support tesselation with terrain materials in some small cases

limber field
#

@eager mist don't know what I am seeing there

eager mist
#

its inside and out again

#

just like before when i first asked for help

limber field
#

did you revert to some older file?

glacial elm
#

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

eager mist
#

no

limber field
#

do you have backface culling off in blender?

eager mist
#

i save it on thw same file

#

no

#

its active

limber field
#

@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

eager mist
#

ok

glacial elm
#

@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

eager mist
#

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

tidal temple
eager mist
#

@limber field how do i move the rig into the other model in unity?

limber field
#

@eager mist what other model?

eager mist
#

the model without the rig

limber field
#

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?

eager mist
#

yes

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the one with the rig is not

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or wait

#

the model without the rig has a mesh render

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the one with the rig does not

#

this is probably the problem

limber field
#

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

eager mist
#

o

eager mist
#

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

eager mist
#

Nvm

#

Still not fixed

#

Oof

eager mist
#

Good nuws

#

News*

#

Its fixed

#

I needed to apply its location scale and stuff

nimble flower
#

Where do I find this???

#

I need it to use an asset but can tfdind it in versions

barren crypt
#

Somebody would like to help us on a project called Eternal Adventure? It will be a sandbox game DM me

hidden whale
#

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?

limber field
#

@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

hidden whale
#

@limber field Thanks 🙂

limber field
#

tileset usage can be better for framerate too as the frustrum culling has smaller pieces to decide not to draw 🙂

hidden whale
#

I thought it would be bad to put all the pieces together in unity 😄

#

Me dumb 🙂 @limber field

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

hidden whale
#

Thanks again for the help means alot 🙂

#

For a newb like me 😉

limber field
#

np!

neon wedge
#

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?

limber field
#

@neon wedge what do you see wrong with it?

glacial elm
#

well send a screenshot

#

and it might be typology. usually is one of the biggest factors

neon wedge
#

@limber field @glacial elm Nothing, it looks good. Just wondered if there was anything else you guys would check.

glacial elm
#

well we never got a image to check but kk xD

neon wedge
limber field
#

@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?

glacial elm
#

i see some normal issues

limber field
#

that shading is due to the vert normals being smoothed, do you want a hard edge?

glacial elm
#

xD. beat you to it xD

neon wedge
#

@limber field Like that. I assume the off colouring is due to the material.

limber field
#

not the mat

glacial elm
#

no thats smoothing normals

limber field
#

do you want it to be flat shaded on all faces?

neon wedge
#

@limber field @glacial elm Ah. There is a thing then :).

glacial elm
#

xD. u made it in blender?

#

@neon wedge

neon wedge
#

@glacial elm No, scripted in Unity.

glacial elm
#

ahhh

#

can i see the script

neon wedge
#

Here's the normals, blue are normal to each face, yellow normal to each vertex (Mesh.normals).

glacial elm
#

unless you know how to shade flat it

#

if you do then you dont need me

neon wedge
#

I don't anything about shaders/materials/pretty much the rest of Unity.

limber field
#

we'd need to know what you 'want' it to look like, most likely you want a faceted mesh, like this?

neon wedge
#

@limber field Yes, exactly that. Like the default of the other 3D shapes when you add them.