#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 39 of 1

limber field
#

Sharku knows blender more than me, but you need to edit mode in blender and the Normal tab and harden the edges

glacial elm
#

ok. then its defintly that you want to shade it flat. but i dont think im too knowledgable with how to do that since your scripting it in unity and i have no idea what you really mean by that. there are many ways to script. so ima let the tech artist help xD

#

if it was in blender then just highlight the object and press t

#

on the left a menu should pop up. just click flat

limber field
#

then in unity, just make sure you import the normals, not recalculate them

glacial elm
#

@neon wedge got it?

neon wedge
#

@glacial elm I see your screen shot there.

glacial elm
#

k?

#

i mean did we fix your issue xD

neon wedge
#

@glacial elm OK, so it's literally a boolean switch.

#

I'm gonna try the Blender thing, then try importing the normals.

#

There's so much to learn.

#

@glacial elm Looks like Blender doesn't support .mesh files.

glacial elm
#

yea it doesnt

neon wedge
#

Can Unity export/convert? I'm assuming not, but it's worth a shot.

limber field
#

I think you can hack unity spitting back out an fbx if you are making meshes in the program, but why do you want to do that?

neon wedge
#

@limber field Just for fun. Actually it's because I know C# but don't know Blender and it looks big and scary whereas C# is nice and friendly.

limber field
#

@neon wedge are you doing procedural or script made meshes?

neon wedge
#

@limber field scripted. Nothing non-deterministic, just make the mesh and save it to the hard drive.

glacial elm
#

blender is very friendly trust me

#

if you want il just save you the trouble and give you the fbx of the mesh you want xD

neon wedge
glacial elm
#

I've made much more complex models, this is just a pyramid so you can have it if you want

#

paste the code on pastebin if you want to share it

neon wedge
#

Thanks @glacial elm.

glacial elm
#

want the UV like this?

neon wedge
#

@limber field That looks like it's ideal!

eager mist
#

did you just call Blender ''friendly"? ๐Ÿ™‚

glacial elm
#

๐Ÿ˜‚

limber field
#

I think there are mesh formats you can probably write to that are ascii also, but that'd way too fun ๐Ÿ˜›

glacial elm
#

i use maya too. so its fine i like them all. not sketchup though

#

that discusts me

neon wedge
#

@glacial elm I learned what UV is yesterday. Do the default bodies have a UV map?

glacial elm
#

i dont understand what your question is really

limber field
glacial elm
#

@neon wedge

limber field
#

@neon wedge yeah, the blender primitives have UVs

neon wedge
#

Amazing. Thanks @glacial elm!

glacial elm
#

np

neon wedge
#

@limber field Sorry, I meant the Unity ones.

limber field
#

they do too

glacial elm
#

@limber field Not really no. the blender main shapes dont have preset UV's

#

Unity does though

limber field
#

wow, really, maya does, that alone is worth the 300$ a month!

glacial elm
#

lol

#

well not really. its fairly easy once you practice and its not too annoying. plus there is smart UV so i could smart UV anything if its not for production and i dont care how its textured

#

at the end of the day you could do triplanar texturing in substance painter and just mask the parts which you want to be rotated a bit differently. xD. i dont advise it. but its doable

eager mist
#

3ds max? maya? what's that? autodesk? never heard of them

#

๐Ÿคช

glacial elm
#

u use modo huh

neon wedge
#

Microsoft 3D Paint FTW.

glacial elm
#

xD lol

eager mist
#

Turns out... I use Blender now.

glacial elm
#

?

#

is this a joke

eager mist
#

I do have a MODO 903 as backup.

limber field
glacial elm
#

xD

#

ewww... ๐Ÿ˜‚

eager mist
#

Whenever Im not happy with Blender 2.81

#

I use MODO

#

๐Ÿคฃ

limber field
#

I go back to Lightwave . .

glacial elm
#

blender 2.81 keep that away from me

#

i stuck to 2.79. i like it WAY BETTER for production

eager mist
#

You dont like random crashes??

glacial elm
#

๐Ÿ˜‚

#

i dont like that fact that layers have been turned to folders now

eager mist
#

Not even folders

glacial elm
#

i dont like the fact that some of the hot keys have been changed. and most of the plugins if used dont work on 2.8

eager mist
#

more like wtf is this

glacial elm
#

yes

#

i hate that

eager mist
#

Modo works with folders

neon wedge
eager mist
#

works great

glacial elm
#

i just dont like that folder layer system in blender 2.8

eager mist
#

I dont even know what to call that in blender

glacial elm
#

i like this more. this is how it is in 2.79

#

you just click one and there you got a new layer you can work on seperatly

#

and you can work on multiple at once too. same in 2.8 but not shitty folders

neon wedge
#

Can blender generate meshed via script?

glacial elm
#

yes

#

blender python

neon wedge
#

Cool. Next thing to build is an octahedron and I don't want to have to do it by dragging vertices with the mouse.

pallid lily
#

idk if i should ask in animation or here, so sorry if this is the wrong chat

glacial elm
#

thats a animation question

#

would copy it, delete it from here. and paste it in animation if you want a answer

pallid lily
#

alright thanks, doing rn

glacial elm
#

xD. np man

#

@limber field ๐Ÿ˜‚ i love how i told him that. and went straight to animation and answered his question lmao

limber field
#

oftentimes asking a question helps you figure it out

glacial elm
#

the thing is i knew what his issue was. but just wanted to answer it in animation not here cause some mods can be a pain

limber field
#

oh, you answered it

glacial elm
#

yes thats why i found it funny

#

xD

sacred root
limber field
#

retro future, nice

sacred root
#

Would be a nice building for Left 4 Dead

fierce eagle
#

that looks awesome though

#

needs a massive neon sign in front

sacred root
#

Defiantly

limber field
#

is that for a game? how do you plan on using it?

sacred root
#

Well, I've decided to make some renders of some models as I'm going to attempt to get a publisher or investor for my project

glacial elm
#

@sacred root nice. I actually have been thinking of just working on a environment showcase just for fun and to showcase on my CV. if you got experience too and got some time to spend for a hour or so a day. we could probably colab and put them out on our port folios.

#

would be worth it

sacred root
#

@glacial elm sorry for the late response.
If you are willing, I'd like to collaborate with you. I'm working on a game demo and I have the coding part covered by me, but my skills are lacking in modeling. So we can work together. I can use the models to help present the project and you can use your models for your portfolio.
DM me if you are still up for it

glacial elm
#

@sacred root oh. yea thats kinda not what i was thinking xD. I wanted another experienced 3d modeler so we could make something to showcase on ports like just a environment not a game. but would have done it if not i already worked on a game for a studio

sacred root
#

Ah, no big deal

glacial elm
#

like stuff like this

sacred root
#

I should take a few days off and learn modeling a bit more in depth so I can make stuff like this

glacial elm
#

this takes way more than a couple days to learn trust me xD

#

sculpting,baking,texturing,modularity. The foliage its self is a pain

sacred root
#

I know

#

I do have a quick question, where do you get your textures from?

glacial elm
#

@sacred root i makem

#

substance designer for making them. substance painter for making them if they are steel based or just texturing the materials i made. I even photoscan some time

sacred root
#

Alright, good to know

glacial elm
#

np

eager mist
#

Depends

#

Everyone is different.

#

Some people will take 30 years to get good at something that someone else can get good at in 1 year.

#

As much as I can do my own concepts, I'll never be as strong as Tor Frick (who design 3d stuff on the fly directly in his 3D viewport) or specialized 2D/3D concept artists.
My brain just isn't wired that way.

#

And it's important to know and acknowledge what you are naturally wired for.

#

I think it's totally possible to learn how to reproduce the image above. It's not a difficult task if you have references.

#

That's very different from recreating similar scenes totally from scratch

wide elk
#

Hey guys, not sure if this is the place for my question, but is Probuilder intended for prototyping only? From a performance point of view

limber field
#

@wide elk I'd say yes, or at least for a base of geometry that you could add detail models to

rotund karma
#

wanna know something sad

wide elk
#

@limber field I'm wondering what the production workflow is - modular level pieces in a modeling package exported into Unity and then build the level that way?

limber field
#

for structures that is a smart way doing tilesets, build things out of pre-fabricated 1 to 4 meter chunks

#

for reuse, better culling and instancing, and better variance for less memory

wide elk
#

@limber field thanks, that makes a lot of sense. I'm basically tossing up different ways of making levels with a focus on performance, I'm looking at this approach, Probuilder and also 3rd party CSG plugins (RealtimeCSG) I'm not sure how well the rest play with occlusion culling

amber walrus
#

@regal light Might need to set the texture in material settings

regal light
#

where the fuck is material settings

amber walrus
#

Material Properties

limber field
#

it's all there out in the ether

amber walrus
#

Unless you run 2.8 ๐Ÿ˜›

limber field
#

oh haha

#

man, versions ๐Ÿ˜ฎ

regal light
amber walrus
#

Press the round thing on the base color

regal light
#

aight

#

now what

amber walrus
#

Image texture

regal light
amber walrus
#

Ffs look at my screenshot

limber field
#

yeah, this is going well ๐Ÿ™‚

regal light
#

I added the material

#

but like

#

material needs the texture right?

amber walrus
#

Indeed

regal light
#

where is image texture

amber walrus
regal light
#

oh it worked

#

thanks!

#

now to get it into unity..

#

export as .abc right?

limber field
#

I am your personal search engine

regal light
#

ok object is imported

#

new problem :)

#

the light surface hella reflects

wide elk
#

So does anybody use any CSG plugins for production? Or just export modular blocks out of Blender?

amber walrus
#

Tried Probuilder?

wide elk
#

@amber walrus yes, but I think it's more suited to prototyping, not production. I've read some threads about it not playing nice with Unity's occlusion culling

amber walrus
#

My understanding was that you could produce clean stuff with it

dense blaze
#

does someone know a good engine for 3d modelling? I want to make a crawling ghost

#

a easy one

wide elk
#

@amber walrus I think there's an open ticket with Unity at the moment about an occlusion culling issue with Probuilder

dire ermine
#

๐Ÿค”

spice lion
#

Hey, I am importing my model from 3DS Max, and it has 138 vertices, when I import it to unity it jumps to 188 vertexCount anyone know what is happening?

limber field
#

unity can count verts in different ways, things like UV shells, split normals (faceted edges) etc, I wouldn't worry about the #'s unless you see a visual artefact you don't like

keen ermine
#

is there a more efficient way of making the collisions for this except just pasting box colliders and adjusting the size and location

limber field
#

if you really need to have physics objects go through the slats and bounce around, yes

keen ermine
#

alright

#

any way to make this tidier? like have it one folder or something like that

limber field
#

one folder?

#

there are no compound colliders in unity, though there is one in the asset store

keen ermine
#

and what would be the efficient method?

limber field
#

that is as efficient as it should be if you want that kind of physics action

#

what do you want to happen?

keen ermine
#

what i want to happen is i want to have rigid bodies on the shelves and then a cube can push the shelf over and the boxes inside the shelf also fall out etc

#

the box colliders made it work basically perfectly i was just wondering if there's a more efficient way of getting a collider for such an object

limber field
#

you have it right then

#

the only think you 'couldn't' do with that set up is script a collision on it, as you can only have one collider of each 'type', and making child gameobjects is a mess

glacial elm
#

@limber field Hi. So my team thought that it might be a good idea to give unreal engine a shot and try to decide if we need to switch to reach our goals,etc.... but there is this wierd error we got. The animator isnt here today so thought i can ask you. Unreal is saying: multiple roots have been found, unreal only supports one root bone. (Im trying to import the character mesh)

limber field
#

@glacial elm sorry, not that experienced with the character or skeletal mesh stuff, we have a separate team for weapon and character rigging. What does your hierarchy look like though?

glacial elm
#

to be honest i think i should wait for him. Its not my job either but he isnt here today. Shouldnt waist my time on it. And neither should you. thanks for wanting to try though

limber field
#

but try stuff with the hierarchy, maybe names are weird, etc

glacial elm
#

true. il see what i can get going

limber field
#

yeah, sometimes there are non existent visual gaps, do you see them in game?

hidden whale
#

Yep

limber field
#

isn't probuilder pretty nailed to the grid when you place things and move faces around?

hidden whale
#

Im not using probuilder

#

Made the door / wall in blender

limber field
#

ah, maybe have them clip into eachother a bit, not sure

#

thought that icon bar on the top left was probuilder

hidden whale
#

Thats progrids

eager mist
#

โšก Daily challenge
Post a lamp

glacial elm
#

i can see many parts you could just bake for optimization xD

eager mist
#

Is that the finished typo for that lamp?

tidal temple
#

Lunar Pillars from Terraria in 3D (made in Blender, textured in substance painter) https://www.youtube.com/watch?v=k5vSMpa_HOU

Lunar Pillars in 3D, which shows how horrifying Terraria would be in Real Life.

Skip to 3:46 if you don't want to watch me make it

๐Ÿก† New? Subscribe: https://www.youtube.com/channel/UCv07KD2HKHRKD80hcsu9LOA?sub_confirmation=1

๐Ÿ”” Enable Notifications So You Don't Miss a...

โ–ถ Play video
dawn ember
#

My first time using pixel-art in 3D!

spice lion
#

@limber field you said unity can count verts in different ways (UV shells, split normals etc), I edit the mesh using a point cache I loaded so I need the point cache to match the model vertices, how can I found out what unity does in order to prevent them/doing the same thing for the point cache(?) or maybe something else that could help me

#

If anyone could help me too that would be great, this is the original question:
Hey, I am importing my model from 3DS Max, and it has 138 vertices, when I import it to unity it jumps to 188 vertexCount anyone know what is happening? (I am trying to animation a model using point cache, but there is a vertices mismatch)

eager mist
#

no it wasnt a game asset
just a high poly lamp ๐Ÿ˜œ

dense blaze
#

where do you guys make materials and textures?

limber field
#

@spice lion what are you trying to do here in unity with this model?

willow nebula
#

@limber field Two ways to have the same number of vertices in your 3D soft and Unity :

  • split ALL the triangles in the soft
  • No hard edges and no uv stiches
minor escarp
#

Hope this is the right channel, but i'm new to Unity and i'm using the Polygon Starter pack from Synty and.. i hope this isn't a stupid question but how do i pose a model. They are pre rigged and everything i believe, i just want to pose it so it would stand still. It's stuck in a T pose now

limber field
#

@willow nebula this doesn't test out, I have a a sphere with no hard edges and no UV splits (planar) and the vert #'s are different, could be different in other packages, have to test

#

there might be settings to match them, unsure

wary eagle
#

Starting low poly tomorrow

willow nebula
#

@limber field also double check to disable "generate lightmap uvs" in the mesh import settings

limber field
#

@willow nebula ok

#

unchecked @willow nebula

glacial elm
#

@limber field btw. I think we did it. We've switched to unreal xD

#

๐Ÿ˜‚

limber field
#

@glacial elm so when do you get kicked off this Discord ๐Ÿ˜›

glacial elm
#

Thats exactly what i was thinking ๐Ÿ˜‚

limber field
#

@willow nebula my settings which are not changed from default on my version 2019.2.15f1

willow nebula
#

Okay, something else must be happening here ๐Ÿค”

limber field
#

I can check blender too

glacial elm
#

but to be honest i do like both. I just like ue4 a lot more for graphics cause of the better lighting engine mostly. And unity cause i used it a lot and i enjoy c# more than blueprints. but honestly its impresive how quick blueprints are. a player movement script i make in c#, which i've optimized a 100% completly i believe. That script is about 40 - 50 lines. blue prints took 4 nodes

#

@limber field btw about your issue. dont worry about it. tris is whats important at the end of the day. Your tris (polies) are perfectly fine

limber field
#

@glacial elm yeah, blueprints can be helpful and are great for design level stuff like some interaction stuff, you'd just need some c++ to add nodes and to expose stuff the designers need

glacial elm
#

true

limber field
#

@glacial elm actually verts are what it's about when doing point cache stuff

glacial elm
#

oh your thinking of drawcalls?

#

and stuff like that

limber field
#

no, he was doing some point cache stuff I guess and noticed the #s were different in the verts from 3D app to unity

glacial elm
#

hmmm. i think i know whats wrong

#

quads get split into triangles. So each vertex count increases by *3.

#

And it happens even more often when you have stuff like lighting involved. Thats cause of normals being calculated

limber field
#

even with smoothed it's the same, it's probably the way the mesh is stripped is different

glacial elm
#

Are you using any modifiers?

limber field
#

no

#

I've noticed this in the past, but it was not a big deal as I was manipulating the mesh in unity not trying to match, things from 3D app to Unity. But if they want to do blendshapes unity will handle it all and it should be fine, not sure why you'd want the #'s to match anyways

glacial elm
#

@limber field did you try exporting another file format even though it doesnt make sense

#

But to be honest. it's just that unity counts verts defirantly

limber field
#

what else does unity accept, obj?

glacial elm
#

yes

limber field
#

I was going to try blend later

glacial elm
#

doesnt work really

#

it does but i dont see the point

limber field
#

thought maybe it's an fbx thing, but I really just think it's the way unity processes incoming meshes

eager mist
#

You are supposed to triangulate meshes before export.

Always.

#

In most apps, there is a tool for this.

limber field
#

that won't affect verts

#

the vert# is the one that is different

eager mist
#

If you dont triangulate yourself before export, the game engine might flip edges in an undesired direction. That is all...

limber field
#

yeah, not talking edges or triangles, talking verts

eager mist
#

I know. for hours

#

๐Ÿคฃ

limber field
#

nice and helpful

eager mist
#

more like... 3d apps and unity arent the same. yep. it is true ๐Ÿ‘

limber field
#

well a person on this channel asked a question of why that was happening, I answered, don't know why this is an issue

eager mist
#

it isnt

#

for hours was an observation.
not a complaint

#

jeez

#

๐Ÿคฃ

#

If this server is active.
im good

limber field
#

well anyways, it's probably a format thing like this https://en.wikipedia.org/wiki/Triangle_strip

A triangle strip is a series of connected triangles, sharing vertices, allowing for more efficient memory usage for computer graphics. They are more efficient than triangle lists without indexing, but usually equally fast or slower than indexed triangle lists. The primary rea...

rapid yarrow
#

Hi everyone, I have a question for you, I bought a 3D asset from the Unity Store, mainly 3D weapons. I want to use them in a commercial project and now I wonder if they are legal copies at all. I asked the seller of the assets the same question and he gave me the tip not to use the official names and that such assets (3D weapons) are often copied and it is tolled.
What are your experiences when you create 3d assets and these are similar to existing items. How do you deal with it, do you get legal advice and what do you do when you sell them?
What would you advise me to do?

idle halo
#

@rapid yarrow ask a copyright lawyer, and google copyright law is the best advice i can think of. If some one creates something to be a replica of a copyrighted work, let say 'micky mouse', Disney could have legal grounds to enforce their copyright. However, if the model looked 'similar' and was named 'Ricky Rat', then you can differentiate on the grounds of 'parody' or an 'original work'. The unity asset store allows a customer to the downloaded assets into unity for their game project without issue, however, it doesn't grant permission to resell the assets in another package, or on another store, pretty much just to 'use in game'. My advise is to create original stuff to cut down on the risk of having to deal with copyright infringement.

#

an example of the differentiation, take a look at knock off sodas and products at the super market. they walk a fine line.

eager mist
#

it is case by case

#

imagine if everything was copyrighted
would be ridiculous. how would you make games, films and 3d films

#

cars and guns
something to worry about

#

Fun fact. Epic Games got troubles for the copied dance moves in Fortnie

eager mist
#

but apparently you cant own dance moves

violet swallow
#

hi all; I just tried to import a fairly basic blender model into a new unity scene
It seemingly totally lost an individual surface, isn't properly importing the materials / textures, and is culling some wall meshes
it appears to be a total disaster and I don't even know where to start fixing this.

limber field
#

hi @violet swallow, can you show the model?

violet swallow
#

Sure! here are comparison pictures.

#

This is the model in blender

#
  • lighting (which is fine if I lose)
#

Note that the cone surface is completely lost

limber field
#

so some areas are inverted? or just not there, like those back walls, are they facing the other way?

#

do you see it in wireframe view?

violet swallow
#

they're there if I turn the camera

#

how do I swap to wireframe view in unity

limber field
#

yeah, you need to flip them if you want them facing in, your walls are all facing out

#

make sure in Blender you always have backface culling on

violet swallow
#

so from that camera angle in wireframe view I don't see those walls

#

but if I spin it I do seem them

limber field
#

yeah, you need to flip those faces

#

unity by default culls backfaces with the materials, which is something you want to do

#

so in blender you need to turn on backface culling and flip those faces

violet swallow
#

@limber field okay cool, I'll work on that

#

what about the materials / textures just totally being messed up

limber field
#

so in wireframe do you see that cone at all?

#

for the textures and materials, I honestly just do my own, I tell unity to only give me the mesh, don't import anything else, then I make my own materials and import the textures, set those up, etc

#

somebody here might have a better plan for getting unity to always get those right, I just don't have any luck

violet swallow
#

@limber field nope it doesn't exist at all. for instance

limber field
#

oh, I see, that is strange, export it on it's own for a test

#

what kind of objects are those 'Light' ones, do they come into unity as lights?

violet swallow
limber field
#

oh, maybe that isn't supported, you might need to bake it down to a mesh

#

if you make a new blender scene and import that FBX you made, do you see that Surface object?

#

can you show also your Import settings for the asset, click on the 'stockroom' object in the project (not the one in the scene) and on the right show this

violet swallow
#

@limber field yeah it'll be a minute sorry, got caught up in something

spice lion
#

@limber field I am trying to animate a mesh with point cache animation, so my point cache animation has 138 points each frame, but the mesh after importing it to Unity comes to 180-198 depends on the import settings (and believe me, I tried them all)

willow nebula
#

@spice lion Random question : did you try using the alembic format ?

spice lion
#

I did, this package is lacking features I need and it is only used in the editor rather at run-time

#

@willow nebula From my experience with the package you can't load an external alembic file

eager mist
#

Guys I want to buy gpu which gpu is good for 3d and render fast

junior stone
#

nvidia rtx 2080ti

eager mist
#

Does anyone know how to use the project settings input, please

willow nebula
eager mist
#

no

#

I am getting these problem where it deletes a command I put in.

#

someone please help

#

heres what happens, look at Jump and positive Button

#

I then press enter

willow nebula
#

And by typing "space" ?

eager mist
#

is when I type anything or anywhere in these setting.

willow nebula
#

does it also disappears when you type "space" full lower case ?

#

iirc, those fields are case sensitive

eager mist
#

oh, ok

#

thanks

#

do I delete those images

willow nebula
#

Also, this discussion doesn't really fit to this channel ๐Ÿ™‚

eager mist
#

oh, then where does it fit

willow nebula
eager mist
#

ok

#

thanks

eager mist
#

Does anyone have rtx 2060

#

?

hidden whale
unreal raptor
#

Ok I have a problem Iโ€™d love help with, if anyone knows what to do, Iโ€™ve tried writing some really basic codes to start off with, and nothing I write is going through to unity, I have been saving all my work as well

#

I saw on YouTube something about external script editor and when I went there I saw this

#

Anyone know what I should do?

#

Do I have to download one of those to make it work?

limber field
unreal raptor
#

Thank you, Iโ€™ll look into it...I really know nothing about this stuff so Iโ€™m excited to find all this out

hallow rover
#

Hey I would need a hand, I want to make invisible walls around a track (image) and i tried using blender but i didn't manage (used a plane that follows a bezie curve)

glacial elm
#

@limber field

#

Hi man. what do you think about this redwood tree material i just finished. realistic?

#

i feel like something is missing

#

@eager mist

glacial elm
unreal raptor
#

Finally got visual studio to work and tried a simple code to make it say โ€œhelloโ€ in the console and still completely unresponsive

#

Any help?

glacial elm
#

wrong chat

unreal raptor
#

Where should I go?

glacial elm
unreal raptor
#

Its on the 3D thing so I thought Iโ€™d was ok here, thank you sharku

glacial elm
#

its fine man

#

no truoble

limber field
#

@glacial elm looks good, what kind of maps you got plugged in there?

harsh crag
#

Hi! I've a quick question. ๐Ÿ™‚

#

I've got a camera that's sending data to a render texture.

#

The hope is to take a sprite and plop it right in front of the camera, one that would ostensibly take up the whole screen

#

(it's to be an overlay)

#

So, to that end, I made a sprite that's 428 x 240 (roughly 16:9), and placed it in the same spot as the camera. I then set the camera's clipping plane to a distance of 0, and set it to be orthogonal

#

The render texture is also 428 x 240

#

I also set the size of the orthogonal camera to 1

#

The problem is: the sprite seems like it's too big -- it clips off the edge of the screen

#

.... how should I go about fixing this?

limber field
#

how are you overlaying it?

harsh crag
#

Oh! I am using a script I found on a tutorial that is doing the heavy lifting there

#

that one

limber field
#

ah, not familiar with that

harsh crag
#

no worries. ๐Ÿ™‚

#

I have a workaround for now -- I set the size to 1.2 for the camera, but ... I don't know why it works and it bugs me

eager mist
#

Getting 50 fps

violet swallow
#

@limber field hey so you were right about the surface normals

#

@limber field last night. Also, I updated unity, and it did manage to import the conic surface that was totally missing last time

limber field
#

@violet swallow you got it worked out, or still some work?

#

nice, so it accepted that special surface

violet swallow
#

@limber field finally, the materials did transfer; the problem is that the lights that my modeler made in blender were insanely bright in unity, and blocked the textures / mats

#

if I click the scene lighting button in the "scene" tab I can actually see the textures

#

like by turning scene lighting off

#

when I run the game, it goes back to being black and white, but I haven't actually deleted lights. That's the next step: deleting or modifying the lights. It won't let me right now because apparently the full .blend is a single prefab

limber field
#

ah yeah, always another step ๐Ÿ™‚

#

bit that's great you are getting a process down

violet swallow
#

and it says "children of prefab instance cannot be deleted or moved, and components cannot be reordered"

#

"you can unpack the prefab instance to remove its prefab connection"

limber field
#

yeah, what I usually do is build my own prefab from the parts, so I unpack them

#

but it'll break the connection from blender to unity

violet swallow
#

what exactly does that maen?

#

mean*

limber field
#

you mean to unpack the prefab?

#

or you can open up the prefab by double clicking the one in the project, then you should be able to edit the contents

glacial elm
#

@limber field i got base color,metalic,specular,roughness,nirmal,ambient occlusion, height map thats connected to paramaters of flat tesselation.

#

One issue though. It feels plasticy

junior stone
#

plasticness is mostly an issue with the brightness of the texture i think

glacial elm
#

@junior stone well does this image feel plasticy?

junior stone
#

Maybe a little. Have you used real life reference to compare? That might help to decide

#

might also help if you look on a tree model instead of a cylinder. you could have a bit of a biased vision

glacial elm
#

@junior stone hmmm.... i got one of my colleagues at the studio to photospurce a red wood tree and i tield it,etc.... so its based of a real bark image

#

I did think if it might look different on a tree. So i made a quick block out of a tree to try it out.

#

This was the result with the block out

junior stone
#

I think it looks weird. but that might be because the bark texture is too perfect

#

there are mainly 2-3 colors on it. light and dark brown and black shadows.

glacial elm
#

Needs more damage?

junior stone
#

pretty sure that would look good. unreal shaders should be able to help with a bit of an overlay

glacial elm
#

This is a photoscan to refrence from.

junior stone
#

yeah you need a bit more detail in your mesh and add some moss

glacial elm
#

Well my plan was to later when im using speedtree il add a noise map to have more of a 2d displacement feel on the tree so it isnt just a smooth cylinder. But im trying to set up the material first

junior stone
#

you can see the color being in different layers on the trunks as well

glacial elm
#

Yea but those are photoscans. I could maybe create multiple instances with slightly different noise seeds if i add noise and some different color layers.

junior stone
#

you should probably do the speedtree step with the material together when you get some kind of forest. now you are just blindly staring at a tree. I assume you will have more than one

glacial elm
#

Yes

junior stone
#

it ll give you a more representative view of a forest if you do the speedtree step before the materials

glacial elm
#

Ight. Il try that first then. Goina be annoying. Redwiid trees are complex. Specially the clusters

#

Thanks though

junior stone
#

interesting geomtry and a good unwrap are the first step to get a nice looking mesh ๐Ÿ˜„

#

i usually make a clay view of my geometry and check based on that if it looks interesting and readable

#

if its just a blob of meshes, there is a problem and you need to check your level design

glacial elm
#

Hmm.. il give that a shot. If it wasent for optimization then it would have been easy. But i need to use plane images effeciently so the models would be cheaper with out loosing detail and realisim

junior stone
#

you are using LODs right?

glacial elm
#

@junior stone yes

#

but whats the point if i have 10 trees in very short distances which each is about 20k. too much. so im thinking a average of 8k

junior stone
#

that really depends on the target platform, I cant answer that

glacial elm
#

@junior stone pc

#

it can handle more. but the studio wants people with standard pc's to be able to play it. so around a gtx 1060 to run it fairly smoothly

junior stone
#

should you really be optimising before you even get most things in the scene tho?

#

having said that, are you making this for a game or video? I can tell you are doing it in UE which is fine. but I do wonder

glacial elm
#

@junior stone game. i work at a studio and switched engine very recently

#

i usually optimize as much as possible now. so later when everything is done. i can focus on polishing more than reoptimizing all models.

limber field
#

8k for only 10 trees close to you isn't much, I'd invest in more triangles near the base to get more shape, make a few sub materials that have different coloring, moss cover and some different size on the grain, use some vertex blending to get some variation on the surface

glacial elm
#

kinda what im thinking of doing atm

limber field
#

you can mask it with a texture too, either way

#

what does your roughness look like btw?

#

also, look into some subsurface scattering for trees, while they aren't 'skin' or something, they have a lot of flakes on the micro surface and you can do some cool stuff with it looks wise

glacial elm
#

i had one. but i felt like it wasent really proper. so i added a constant instead

#

this is the image i made tile

limber field
#

ah, roughness can be hard to dial in

#

you keeping your spec at .5?

glacial elm
#

no for spec im using a map

#

id say this is more like .7

#

sorry i ment .3

#

just from the greyscale of the map

limber field
#

a constant of .5 is usually good, from what I understand spec is one of those things you don't mess with

glacial elm
#

ive heard of that too yea.

#

Its just that unreal shaders are fairly different so still getting used. But sooo much better results its insane.

limber field
#

some values from their site, but it's really up for debate, but the idea is you don't want to stray too far from .5 or you'll get weird lighting or none at all

glacial elm
#

no offense to unity. I still used it before and im part of the community. but they're kinda like apple now. very late on tech

#

specular works as the opposite of roughness. so white for roughness means rough. and dark means not so rough. offcourse depending on scale of grey. but lighter is stronger basically. while spec works the complete opposite. so the map im using should be around .3 or .4 just by looking at it. but sure il add a scalar paramater instead on spec and try that

#

might even re enable my roughness map. what do you think?

limber field
#

I'd stick to .5 for spec, and add a mult on the roughness map to mess with it until you like what you see

#

you can mess with the contrast on the roughness too, just to get a few hotter spots to help the lighting really make it pop out

glacial elm
#

il do that and screenshot to get some more opinions

limber field
#

I think the big thing is the variation you were talking about, and some more detail on the bottom of the trunk with it's 'roundness'

glacial elm
#

hmm. thats also another part but i feel like that can be achieved at any point so im not too woried about it atm. trying to see if the texture works good as a redwood texture or ima have to source from more images.

limber field
#

you can do some color/luminance variation in a few ways in the shader, for the moss that would be good source to get mossy bark

glacial elm
#

ive made procedural moss materials before in designer i could probably use one. or you think i should photosource moss too and everything nature related

#

as a env artist i feel maybe going down the photosource path for nature might be better

#

and faster for production

limber field
#

yeah, do procedural moss to get it going with either vert color layer blending, or some mask driven layer blending

glacial elm
#

actually. if i can add a color overlay to the tree in 3d space not as a entire material tile with in the same shader. then i could probably achieve different colors on the bottom trunk very easily

limber field
#

yeah, use Blend Overlay node and some mult and offsets

#

and definitely dirty up that roughness surface and play with contrast on it

glacial elm
#

yea. even some noise would work fine i think to mask overlay. but how would i addem to tree in world space not in UV tile space

#

hmmm....... thats a tough one xD

limber field
#

why?

glacial elm
#

well i have no idea how to add textures to tree world space in ue4

limber field
#

not world space

glacial elm
#

loca

#

local*

#

sorry i messed up xD

limber field
#

not sure what you mean

#

it's a texture mapped to the UV's of the mesh

#

you showed it to me

glacial elm
#

yes. let me explain

#

well. a material tiles. i dont want the couple of different color overlays on the bottom trunk at the start to be tiled all up the tree

#

so to do that. i have to add those textures to the tree from the bottom to a specific range. so it doesnt tile with the rest of the material

#

does this make sense to you?

#

@limber field

limber field
#

that is why you use masks

#

you can do a height based masks, but your textures would still use the UVs of the mesh

glacial elm
#

you suggest using masks would be better.

limber field
#

or vert blending

#

vert blending is cheapest

glacial elm
#

vert blending might be better for performance

limber field
#

it'll just add verts

#

but it's a tradeoff

glacial elm
#

ima have to decide on this one. i might try this function i just found. localalignedtexture

limber field
#

a lot res mask can be better for tri counts, but you are adding a sampler and memory on that end

#

yeah, give it all a try ๐Ÿ™‚

glacial elm
#

๐Ÿ‘Œ ight let me just see if the spec and roughness worked out first though xD

#

@limber field

limber field
#

roughness should clamp to 1, and with 1 it's going to not have any roughness at all, just matte, I think you should have some shininess

glacial elm
#

@limber field its multiplying. so technical 4 isnt the actualle value

#

you said to re enable the roughness map so thats why

#

i can make it a constant again if you want

limber field
#

oh, it's a mult

glacial elm
#

yea

limber field
#

make sure to clamp the value out of that mult

#

or saturate it

glacial elm
#

il try to clamp. only issue is that the map isnt consistent strength. so its not really clampable

#

but from trial and error. i noticed that 3 is where roughness stop doing anything.

limber field
#

just use a saturate node

glacial elm
#

so if i devide the map input by 3 then run it through a clamped multipled it should work

limber field
#

the idea is you don't want your math to take any value out of 0 to 1

#

or you can get weird results

#

mult is cheaper I heard ๐Ÿ™‚

glacial elm
#

this should work. dividing by 3. later multiplying. with a clamped value

limber field
#

what are you dividing?

glacial elm
#

the input from the roughness map

#

cause i noticed that at 3 it locked. no more changes

limber field
#

nah, just roughness into the mult A

glacial elm
#

when i did that. 3 was 1 in strength

limber field
#

then just mess with the roughness value, just saturate after the mult

#

sorry, confused ๐Ÿ™‚

glacial elm
#

well. from trial and error i noticed that from just pure mult i got 3 as the max value

limber field
#

mult of 1 should do nothing

#

then you go down or up to modify the existing roughness texture

glacial elm
#

so if i devide the source image strength by 3 before runing it into a mult. then i got the strength of the roughness map by 0.1

#

meaning if i clamp the value to 1. then 0 is = 0 and 1 is max range

limber field
#

give it a try, just make sure that you bake your changes into the roughness map so you can nuke that math in the shader

glacial elm
#

il make sure to go full kim jon ung on that math xD

limber field
#

do it!

willow nebula
#

Hey aren't those screenshots from Unreal ? ๐Ÿ˜„

glacial elm
#

yes

#

xD

#

@limber field slight error but worked. i had to devide by .3 not 3. now it works

#

0 is 0 in roughness and 1 is 1 in roughness.

#

MATH

#

there

limber field
#

petrified!

glacial elm
#

xD

limber field
#

so now dial in time

#

but don't be afraid to mess with the contrast on the actual texture too

#

sometimes having a bit more range on the roughness can help a lot

glacial elm
#

gona add a slider for that now

#

but i feel like .75 was a good roughness value tbh

limber field
#

look at it with differently lighting angles

#

your surface is generally pretty bright, so it might be hard to see

glacial elm
#

@willow nebula is it a problem if we discussed unreal too xD. i just noticed your staff. if it is then we can stop but we usually discuss just about everything in this 3d part of the chat tbh xD

limber field
#

uh oh, we are in trouble

glacial elm
#

xD

#

i doubt it tbh. he seemed chill.

#

if it was one of the annoying staffs then we would have been in trouble. but remy is a chill guy. if we're doing something wrong he'll just tell us and not just kick us

willow nebula
#

No problem at all, it was a pun ๐Ÿ˜›

glacial elm
#

xD there we go. thanks man

limber field
#

some of us use both!

glacial elm
#

yea. mostly just me and u though xD

limber field
#

I am sure there are many that use other software professionally and hobby in unity

#

though I have done a few 'tests' in unity professionally

glacial elm
#

yes. but im talking about who are active

#

i was working with unity professionally but lets be honest. for most work that needs up to standards market ready games with a tight budget or tight deadline. ue4 is more set up for that so far. unity seems to be making a comeback but its very slow

limber field
#

unreal isn't some magic elixir though, depends on the game you are making

#

I think if you don't need to dig too deep into the source or anything, unity is better as it just has more things that are easy to modify by users than unreal, unreal is much more of a black box

glacial elm
#

from my experience as a env artist. I felt like ue4 had a much better lighting engine

#

the hdrp engine is better than the old unity lighting engine but its still in preview

#

I feel like the multithreading in ue4 is better than the job system

#

and personally. i do enjoy the unlimited creativity we get as artists in ue4 compared to unity. Both are perfectly good for any job. But still feel more comfortable with ue4 for realisim since it doesnt require completly new pipelines or buying very expensive assets to get similiar results.

#

thats my opinion though.

limber field
#

yeah, I was talking more general dev, but for getting assets imported and easily looking good I think you are right unreal offers a more simplified path

glacial elm
#

well unreal gets a shortcut of a path yes. it doesnt expect you to reinvent the wheel for fairly standard results. they supply you with what you need to get going and anything else you want you can still make but the basics that dont have to be redone every single time for every game are already there for you. I've achieved decent results with unity. But as i said. much more work for barely similiare results

wary eagle
eager mist
#

hello

#

how do i properly import a map?

#

well more like the textures of the map

glacial elm
#

@eager mist well. not like that xD. look up splatter maps. thats the best way in my opinion.

#

If you used world machine then it should be fairly easy

eager mist
#

?

#

what is that also I already got my map

#

i just want to import the textures

#

but it has like 6

#

can anyone help?

limber field
#

is your 'map' just a big mesh?

eager mist
#

it is a MTL file

#

SO YE

#

caps*

#

here is how it looks with no textures

limber field
#

so is it 4 materials?

eager mist
#

i have all of the 6 textures

#

?

limber field
#

when you click on the mesh, how many material slots are there

eager mist
#

where do i see that

#

and this was made on blender or something

limber field
#

click on the mesh and look in the inspector on the bottom

eager mist
#

it just has this default material

limber field
#

click on the mesh, not the parent transform

eager mist
limber field
#

do you have the mountain prefab in the scene?

eager mist
#

hm?

#

this is my first time using unity srry

glacial elm
#

@eager mist @limber field hold on

#

why the hell are you using a mesh

eager mist
#

cause

glacial elm
#

and why does it feel like you (rocinante) are trying to make using a mesh some how ok.

eager mist
#

why not

limber field
#

@glacial elm what do you mean, I just want him to get what he has working

#

maybe it's a distance mountain or a facade

#

you don't know

eager mist
#

no

#

it is a map

#

as i said

limber field
#

ok, then use terrain gen

glacial elm
#

see. he is proving against you ๐Ÿ˜‚

#

god damn it man, chill

#

im very triggered at pseudo though acting as if its not a big deal

limber field
#

who are you talking to now?

glacial elm
#

well the chill was to you

limber field
#

ok, you need to stop talking to me like that

eager mist
#

what

glacial elm
#

do you feel like the word relax would have been better?

eager mist
#

ok what is going on

glacial elm
#

if so il gladly say that instead. im trying to just understand. Why under any situation we who already got experience would want to give some one that said they need help as a beginer bad habbits.

#

using mesh instead of terrains means no sort of proper culling

#

the texture map can not possibly be high res enough to fill the map properly

#

he cant use the foliage brush or wind properties in any way.

limber field
#

getting his mesh he wanted to be texture right is one thing, using the proper procedures for world and terrain is another

glacial elm
#

its fine. im sorry if i offended you. we good now?

#

im just trying to emphesize a part you might have not noticed. he wants it as a map

limber field
#

doesn't matter really, you can lead him to the proper way

glacial elm
#

its fine. you can do that too cause i know that you know. it was just a misunderstanding

#

@eager mist how did you make that mesh.

#

world machine?

eager mist
#

no just found it on sketchfab

glacial elm
#

..........

#

are you serious now?

eager mist
#

?

glacial elm
#

you took some ones model of sketchfab?

#

and you're trying to use it for your game?

eager mist
#

what..

glacial elm
#

you donwloaded some one elses mesh

eager mist
#

ye what is wrong with that

glacial elm
#

and you're trying to use it for your own game

#

?

eager mist
#

no

#

development only

glacial elm
#

just learning?

eager mist
#

yeah kinda, i can use the mesh though

#

in the license it is under

#

it says that i can use it

#

if i give credit

glacial elm
#

im not talking about license.

eager mist
#

?

glacial elm
#

how will you learn proper procedure if you're just trying to fit parts that have nothing to do with each other to try and learn. im not being a jerk. Im just very confused by the way you got to this. Here's what i think you should do to properly learn. loop up world machine. learn how to use it from YT.

#

export a height map in to unity

eager mist
#

i am more interesting in programming

glacial elm
#

and then because you took the proper way of making a map. you will end up with a better looking map

eager mist
#

not creating maps

glacial elm
#

ok. again. opinion. use a plane to start programming on. or. il generate a quick terrain for you now and send you a link to a vid to learn how to import it

#

and then you can focus on programming

eager mist
#

this is for like a code jam at school

#

so

#

the map is supposed to look good

glacial elm
#

so it is for a game

eager mist
#

eh

#

i guess

#

ye

glacial elm
#

xD. still. try to understand what im trying to tell you. using a mesh will not even get you close to good results

eager mist
#

how come

glacial elm
#

unity comes with a set up terrain system which give you proper resolution so it doesnt look all glitchy.

#

texture painting

#

and foliage (tree,grass,etc...) placement brush. using a mesh.

eager mist
#

i see

glacial elm
#

is like fliping unity off and it ends up giving you no proper texturing cause you need way too high res images

eager mist
#

the game is basically a wave based zombie killing game

glacial elm
#

Im still very sorry if i offended you. but i get very easily mad when i see inproper procedures with no reasoning behind it @limber field

eager mist
#

so ill need an open terrain

#

and

#

i won't need to add any contents

glacial elm
#

im a env artist with a team to handle any ways so i loose tempers some times. hope we're still good man

eager mist
#

i just want a big map

sullen plank
#

@glacial elm Please don't force your opinions as facts. This isn't constructive discussion.

limber field
#

@glacial elm it's fine, he's new so just learning how to get a mesh properly in the engine is important and a good first step

glacial elm
#

im not forcing. im telling him facts

#

@limber field well i dont disagree but honestly, using a mesh is just way too complicated for any one starting off in my opinion

#

there are way too many problems to run in to. while the terrain is much simpler.

willow nebula
#

Adding my own opinion here :

  • if you don't care about AAA graphics and want to prototype, use the mesh. Else learn how to use the terrain system in unity.
  • You can already start prototyping with this mesh (add a mesh collider)
  • From what I see in your screenshot, there seems to be missing informations here or something, as apparently the mesh needs 5 materials to apply the 5 textures (or it is using some udim tricks, and then you need to write a shader ๐Ÿ™‚ )
glacial elm
#

import height. and paint. done. not much more than that for a person just starting to enjoy them selfs for a while

#

@willow nebula also. unity has a limit to how big objects can be too. so a huge mesh like that could have disapeared at any time if he over scaled it and then that would have been a hole new problem to try and figure out on forums if we didnt know now that he is using a mesh.

#

@eager mist read what remy said. I agree with that

#

personally. and you decide.

#

if you want to use a height say so, or to use a mesh, say so too. and if mesh then rocinante can get back to helping you or something,

#

he's a tech artist. he probably would know the problems you might run in to if you use a mesh

eager mist
#

hm

#

i am still looking for a good map actually

limber field
#

is world machine free or have a free version?

eager mist
#

looking for a medium sized one which is not that opens o zombies can't spawn in the air like magic, they will have to get to you throw entering somewhere

limber field
#

seems kind of fun, and you can import the height map for terrain if you want

eager mist
#

ill def. check wm

glacial elm
#

@limber field yes wm has a free version where you can do anything but can only export 513 by 513

#

not much of a issue in unity since unity terrain size is seperated from terrain res.

limber field
#

513? weird number

glacial elm
#

513px yea wierd

#

ue4 is a mix of both but kinda more like each pixel is a meter

eager mist
#

alr i generated a terrain

glacial elm
#

in wm?

eager mist
#

let me see how to export this to unity now

#

ye

glacial elm
#

great. just look it up on YT. there are plenty of vids

eager mist
#

this is not what i want ill look for some other models

willow nebula
limber field
#

terrain party, nice name

eager mist
#

wait what

#

that is interesting

glacial elm
#

hmmm. lazy way out i guess xD

#

good choice though.

#

geotopology is intresting

eager mist
#

idk if I am going with the right choice of game though which is frustrating

junior stone
#

is there a big performance difference between having 100 large meshes (single object export) from blender or a lot of meshes that are combine to get the same effect but in a prefab?

#

Essentially 100 meshes, or 100 prefabs with the same polycount but split into lot of objects in the hierarchy

limber field
#

@junior stone prefabs with instanced meshes are a good way, especially if there is a lot of reuse, save on memory and if you batch the draw calls would be decent (you'd hope, if they are static too).

#

combined meshes can be less draw calls, but they don't cull as well as individual objects, and will cost you an arm and a leg with memory loading and streaming them (if you stream).

junior stone
#

thats a good point, I hadnt considered culling and drawcall batching. I do plan to have them change at times when events happen, in which case it would have to replace the entire thing with a new mesh

limber field
#

totally, you can keep only the ones you need to 'move' non-static too

junior stone
#

since it can be the butterfly effect more or less, something you do can affect a scifi model to turnj it into a medieval one

#

so a scifi lab can become a magic workshop kinda deal

limber field
#

just make sure they have good LODs and inexpensive colliders, and prefab it up

#

@junior stone yeah, I think there are instance replacers for that too

#

or you could write one for your prefabs

junior stone
#

Should I replace the meshes or the prefabs?

#

cuz i can keep a reference in an SO on a mesh that handles the swapping, its just a matter of what is the best efficiecy wise

limber field
#

meshes are easy, though you'd need to update the collider if it's not a box or something primitive, or at least check to make sure they update, maybe meshcollider will update itself if you swap out a mesh in the meshrenderer

#

or meshfilter

#

give that a try, sounds like that'd be an easy way to propagate things fast from style to style

junior stone
#

the game is more in the style of a choice based adventure, it wont be that heavy on colliders.

#

Wondering if I should be preloading the meshes that could need to be swapped in when a choice is made similar to pooling

#

thx for the help, time to make some meshes to get myself started with level design

limber field
#

@junior stone yeah, I do pooling like that for a dungeon game of mine, where I build the mesh, but the same idea I guess could be done

#

though I don't know if the old meshes would go out of memory fast enough or not cause a glitch, loading new ones, etc

junior stone
#

hmm. would I need to clean those meshes up before I assign a new one to the gameobject? or will the GC handle that is the question. however thats hard to speculate. I ll need to test that

limber field
#

yeah, honestly that doesn't sound like a good idea

primal scaffold
#

is there a way to make Terrain smaller?

glacial elm
#

@primal scaffold yes.

primal scaffold
#

this is as small as i could make it

#

but i need it smaller

glacial elm
#

alright. So. when it comes to terrain. You typically wont use the scale tool

primal scaffold
#

oh

glacial elm
#

yea i noticed you used it xD. its fine. il tell you how to scale the terrain properly now

primal scaffold
#

should i delete this and put a new one?

glacial elm
#

or just set scale to 1

junior stone
#

resetting the transform should be sufficient

glacial elm
#

yea. set scale to 1 on all of the axis

#

All you gotta do is go to the settings of the terrain in the inspector

#

and then scroll down and change width and height

#

thats where the setting are for the terrain. the button on the far right

primal scaffold
#

mk

#

AH

#

FOUND IT

#

thank you :D

glacial elm
#

๐Ÿ‘Œ you're welcome

junior stone
#

I never actually used the unity terrain

#

how does it hold up compared to stuff like gaia?

glacial elm
#

@junior stone Well. Gaia is nice for some generation and stuff like that. But the unity terrain is fairly good if you use it with terrain generators like World Machine and take time to make good splatter maps to assign textures properly,etc... But personally i do think that Gaia offers some very nice features that the Unity terrain doesn't really offer. But as I'm trying to say, if your question is can it make decent results. Then yes it can definatly give fairly decent results.

primal scaffold
#

how do i get rid of fog?

#

or is this not the right area for that

junior stone
#

I got gaia sometime with humble bundle and used it since then. mabe I should look what unity terrain can do on its own as well

#

seems appropriate channel, there is no world building room. so this would be closest I think

primal scaffold
#

ok

glacial elm
#

@primal scaffold lighting settings

junior stone
#

having said that, isnt fog under global illumination settings?

glacial elm
#

Its fine. I can show what I've gotten done with just the unity terrain before if you want examples

#

@junior stone its in the lighting settings yes.

junior stone
#

that d be nice, im currently looking on youtube as well

#

im also tempted to use probuilder

#

so many packages to try, so little time

glacial elm
#

its really just intresting for block outs and stuff like that. Would'nt use it for production personally

junior stone
#

yea, i ve heard that before.

#

oh also I found a neat little tool for 3d asset management, not sure if you ve heard of this before

glacial elm
#

Never eard of it no

#

seems intresting

junior stone
#

its basically a browser for 3d models and textures and such

#

but with previews

glacial elm
#

that might be good for my work at the studio. Level designer would have a better idea of what to import

junior stone
#

I have all my assets in this thing. when i need smt I have a database to pull from. its rly nice when I am doing level design

#

you can even make custom thumbnails and stuff.]

#

make renders and use them as thumbnail

glacial elm
#

ima check it out today

#

btw

#

here is a prototype in hdrp

junior stone
#

even has blender and 3dsmax render tools xD

#

oooh

#

now the real question, is that swaying grass? xD

glacial elm
#

i made a shader for it yes xD

#

but not with wind tools

junior stone
#

I knew it!

#

yeah wind is a bit unprredictable I would say

glacial elm
#

thats why i never kept going with making it work in unity hdrp and ended up switching back to standard and now we're on UE4 final decision

#

its ok results. But way too much work to get ok results.

junior stone
#

I do need to make renders for like 3000 assets for my library. so thats not a fun one xD

#

fair enough

#

ooooh hang on. I can just use the unity generated previews and assign those to the mesh previews

glacial elm
#

true

tidal flax
#

Can anyone help me out with a blender->Unity question I have

junior stone
#

I need to make some environments for my portfolio again, need to save some time on that xD

#

what you need blender to do?

glacial elm
#

@tidal flax ask. don't ask to ask

#

xD

tidal flax
#

So, I'm having an issue where one of my animations on a character is not saving to the FBX file.

junior stone
#

bit of a bad habbit i ve noticed on many help-desk ish discord servers lol

glacial elm
#

ikr

#

@tidal flax when exporting check on the left settings if you're exporting animations too

tidal flax
#

I am, I have 5 animations in total

#

4 are saving and 1 is not

glacial elm
#

you're exporting 5 animations in one file?

junior stone
#

hmm. I dont usually do this so idk. I make a skinned mesh and make my skeletal animations separate. afraid I cant help here

tidal flax
#

How do you export animations seperate?

glacial elm
#

I had to help my animator a lot with things like this back when we used unity so i got some experience xD

junior stone
#

you make one animation per file

glacial elm
#

@tidal flax by making them in seperate projects. or. when exporting. Select one animation in blender then export. and in the settings. click selected object only check box

junior stone
#

I usually have them in the same project for blending, but export them separately

glacial elm
#

yea. exactly what i tried explaining xD

junior stone
#

I did not get that lol

glacial elm
#

its fine. I didn't explain too well

junior stone
#

hehe, it got the point across tho

#

hmm these renders might need some more work. just the unity view isnt that good

#

I need them a bit higher quality xD

#

might need to do some scripting in blender for it

eager mist
#

So... little mythbuster here

#

SETUP
Camera shader = Vertex Lit
All materials for both examples = Vertex Lit
1 directional light in the scene

RESULT
13 materials (flat color) per character (51K millions tris / 70K verts) = 57 fps
1 texture per character (51K trtis/ 33K verts) = 32 fps
I was genuinely surprised

#

Compared to...

#

Same UV map for both

#

Posting this because most people assumed that 13 materials on 1 character (same mats for all chars) would significantly drop performance compared to using just 1 texture for all of them

#

In both scenes... there are like 1,035 characters on screen

limber field
#

I guess the 13 materials one is batching well since they are the same material, and the one texture sampler added for the 1 material version is the framerate eater.

#

the double verts on the 13 materials is interesting though, I guess that happens to be the submesh math

eager mist
#

I can't say. I assume that the materials I use are so light, they made this technique more relevant. But if the 13 materials were heavier, the opposite would occur.
Maybe with more lights in the scene as well, the end result would differ.

junior stone
#

I would love a little extra input on a question I asked yesterday. Related to generating mesh previews, where would be the best location to render them to get the best result. Should I take a rendertexture from the camera in unity or do I render a preview of my 3d objects in modelling software (3dsmax, blender, substance painter etc...)

#

I tried using the assetpreviews and storing them, but they are kinda low rez and I dont have much control about how it is rendered

grizzled sorrel
#

How do I make it so the gun stays in the same spot when i look up and down

junior stone
#

please dont cross post the same question in different channels... Im already trying to help in the coding channel

eager mist
#

thoughts on the milicrate? gunna be an ammo crate in this project im working on

#

1k polys

#

one 2k texture UV map

junior stone
#

is this just a diffuse texture?

eager mist
#

a lot of height on it

#

and bakes

junior stone
#

height or normal?

#

or both

#

pbr workflow as well i assume?

eager mist
#

both

#

also Orm

junior stone
#

hmm, was going to say that your case looks a bit bland

#

wherever I look on it, it looks the same

eager mist
#

to save UV space I mirror a lot of things, put on something like this the dents and such are completely different

#

i did the mirroring in the modeling phase to get higher texel density

#

but i get what u mean

junior stone
#

save uv space? are you doing more than one mesh in that uv?

#

I usually just hit the magic unwrap button n 3dsmax, works well enough to bring into substance painter

eager mist
#

theres around like 9 meshes in that object?

#

i used blender and they have the smart UV unwrap but i perfer to do it by hand now cause i tend to get seems in the middle of bad spots

#

this is the LP

junior stone
#

thats one way of doing it, you could also leave a bit of space in between and make textures slightly larger than the actual uv-islands

#

did you doa high poly bake on this for the normals? or is that not what you want in terms of details

eager mist
#

yeah i was gunna lower the texel density on the bottom to make it even more HQ on the top bits but i havent decided if it gunna be static in the game or moveable

#

oh

junior stone
#

(not familiar with orm btw)

eager mist
#

i bake my HP onto my LP forsure

#

this is the HP

junior stone
#

did you drop it off the stairs lol

eager mist
#

its just a different way it exports the AO Roughness and Metalic

#

loll yeah

junior stone
#

those lines are kinda wonky

eager mist
#

they are being smoothed and and auto smoothed

junior stone
#

ah right

#

maybe what you could try. but its a pretty big time investment... is adding splits in the wood

#

so its not a flat surface

#

in the sense that someone took an axe, or a crowbar and tried to open it

eager mist
#

i think ill try that with a on new project, cause i would also have to fiddle with the LP and make it so its also split enough for the HP to have an affect

#

yeah i gotcha

#

still learning how to make the HP look good on the LP without risking poly count

junior stone
#

be mindful of polycount, but dont overthink it

eager mist
#

tbh i rather have a 1k box that looks pretty good then a 3.5k box that looks great

#

yeah forsure

junior stone
#

character models sometimes have into the millions of polys

eager mist
#

yeah HP tho

junior stone
#

still 300k or smt low poly

eager mist
#

the HP of the crate has 1.9m

junior stone
#

as long as it looks pretty its all good

eager mist
#

HP doesnt really matter poly count wise, all that matters is the LP and if it will look okay

#

exactly

junior stone
#

if you are doing a HP bake to LP make sure you champfer even in low poly

#

a 90 degree angle is hard to smooth

eager mist
#

true, something ive realized with this

junior stone
#

i like taking a look at existing models, refernece for good wear and tear.

#

dont copy tho ๐Ÿ˜„

junior stone
#

so yea

raw sedge
#

yup

junior stone
#

also less clutter from others here lol

#

it did that

raw sedge
#

so setting origin wont move the object

#

huh interesting

#

there must be more geom on the left side?

junior stone
#

it moved the origin to a bit of a weird place

raw sedge
#

try center of mass

junior stone
#

yeah

#

front side is more detailed

#

I think center of mass is correct

raw sedge
#

yeah so to illustrate what is happening

#

here

junior stone
#

ah right, polygon density

raw sedge
#

anyway so center of mass isn't weighted on verts, it is weighted on volume

#

should be better off for you

#

so as I was saying

#

blender's UI is just a GUI for its API

#

so literally all of this is stuff you can trigger in the API

junior stone
#

wow

#

that is dope as hell

raw sedge
#

as much as you can, you want this to be a "hands off" procedure

junior stone
#

love open source projects xD

raw sedge
#

so centering on center of mass, that's braindead simple and now means when you set the transform to 0,0,0 (press N and clear out the locations -- type 0 while hovering over them) it should be fairly central

junior stone
#

its halfway through the floor if I do that. makes sense since we centered the pivot

raw sedge
#

yup

#

it should be

junior stone
#

I need to only center what i assume is y-up so x and z

raw sedge
#

z-up

junior stone
#

that the same as unity?

raw sedge
#

welcome to not unity land :P

junior stone
#

oh damn

#

maybe i should add a bit of code to export it 90 degree rotated lol

raw sedge
#

anyway, it doesn't really matter about it being below z-0

junior stone
#

tho unity can do that on import so meh

raw sedge
#

because there isn't really a floor there

junior stone
#

fair

raw sedge
#

and the framing and vertical position is more up to where the camera is

junior stone
#

I do need the pivot to be fixed on the meshes as well... so yeah thats another thing I might do

raw sedge
#

pivot?

#

some are facing the wrong way you mean?

junior stone
#

most of the tileable things arent centered

#

they are on the corners

#

cuz snapping of tiles

raw sedge
#

oh are these renders going to need to be precisely positioned so the images themselves will work as textures or something?

junior stone
#

lemme just kinda go through what exactly I am trying to achieve

raw sedge
#

I was envisioning some garry's mod prop thumbnails tbh

#

(even though that did it in realtime if I recall correctly)

junior stone
#
  1. Import the mesh (1 by 1)
  2. Center pivot in x and y (vertical axis remains on ground)
    3 move pivot to center of world
    4 align camera
    5 assign material
    6 make render (like 250x250 or so idk)
    7 export mesh with new pivot
    8 remove mesh from scene
raw sedge
#

pretty much

#

now, center pivot is what I'm wondering about

junior stone
#

thats what I am going for, but 3000 times xD

raw sedge
#

is this like, pixel perfect?

#

for exported-image alignment purposes

#

or is this "make the thing fit in frame"