#πβart-asset-workflow
1 messages Β· Page 40 of 1
yeah righto
so really what you'll want to do in order of, first manually doing this, and then scripting to do this...
i rly just need to figure out what the api calls are for the various functions I ve put in the list xD
- import fbx
- apply materials/textures as needed
- origin to center
- rotate if needed (assuming ALL models need to be rotated, e.g. 180 around Z)
- position camera in the one fixed location it'll be for all of these renders
- scale the object so it fits into frame (super huge things get scaled down, super small things scaled up)
- render
- delete, repeat
so the fbx import script is just the same as the obj one, so that other link I threw should cover that
oh yeah scaling seems easier than moving the camera back and forth lol
^saves perspective calcs
get bounds of object, scale so longest axis is < some hardcoded limit
aha so it ll be faster as well nice nice
nah not really, just simpler :P
fair xD
anyway
texture/materials may be piss or a little tricker, try doing it manually to see if the materials are all setup already
FBX should hopefully import them straight but ya never know
the fun thing is, I used a material palette
so they all have the same material, with different uvs
its just colored areas in the uv
neat, I wonder if the importer will re-use the material node then
if not you can choose to speed things up and do the re-use in your script
(and just disable texture import on the fbx importer)
anyway
go to Preferences > Interface and enable python tooltips
now when you hover shit it tells you the class and function name that the GUI button triggers
e.g.
they rly thought about the devs wth
mate, if the program has a built in python console and text editor with syntax highlighting, you know they aren't fucking around
anyway, combine hovering to get names for things to google
where is that preferences window?
rip just found it
can i copy the python command from the tooltip?
or do I need to type it manually?
(ctrl+c just copies the value itself, i.e. 1.2m or whatever you are aiming at, so copying the python stuff is ctrl+shift+c and ctrl+alt+shift+c)
hah the bounding box of an object is also just there on the "N" panel; "dimensions"
hmm it doesnt seem to be copying it, weird
bpy.data.objects["Cube"].scale[0]
ctrl+alt+shift+c while hovering over something that displays a python tip?
the tooltip needs to be showing, it should vanish when you copy
doesnt seem to be doing much
does it not work in the f3 menu?
huh it doesnt
interesting
is there a python tooltip?
it was the center mass one
just tried it there
i ll need to find it in the menus xD
oh
ctlr+c
just ctrl+shift+c worked for me
bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_VOLUME')
must be because it isn't a "value" field
oh y got it
pressing alt broke it i think
anyway yeah I'd suggest just searching for people doing similar things, guarantee someone has done each of those tasks (scripted).
yeah, its just a matter of combining the script calls and going afk when I know it works xD
if you keep the camera fixed, position it manually after sorting out the "import, texture, center" part of the script
oh and ", scale", can't forget that
then you don't have to bother about changing the camera at all in script
ezpz
ditto for lights
you mean position the camera manually right?
yep
ah I read it backwards
where are you?
oh fuck isnt that like 4 am?
eh close
well,
im in europe
8 pm here
i ll get the script up and running. if I get some progress by tomorrow I ll let you know. I might share it for people that would like to use it
yeah i'm sure it'd have some use as a "thumbnailing" script or similar
yeah for me its for my connecter app
asset management and previewing tool. its nice, but I need thumbnails
since I'm sure prior work exists for this you can reference
Hello all! Iβm putting together this OBJ Thumbnail Render Script Latest Version: v.0.4 (download the attached .zip) Usage (Windows, Mac, Linux): Open ThumbnailMaker.PY into a text editor and define the Blender path location (Default: C:\Program Files\Blender Fo...
holy damn
Hey all, Because of the quite horrid way Iβve come to naming and organising my blend files I though Iβd see if there was a way to have a preview of each file without me having to go into each one to remember what it was. After doing some snooping on google I found a pos...
that first one looks promising, I can just exchange obj for fbx probably
yeah
whether or not he intended it for bulk use
at least some concepts will be similar
I didn't click either, those were just the top two google results for "blender thumbnail generator"
yeah yeah, best of luck
i ll do some googling of my own as well. ty for the help!
I want to make a material in Krita which resolution do I need (height and width)
you mean the textures?
for textures anything you want, just make sure they are a power of 2 in resolution so they compress and mip well
thanks
just really don't go that high, like 2k is a good max depending on your asset, I'd author at as high as you want, then in unity set the max resolution
I cant draw anything in krita!
Why??
it says "It cannot use this tool with this selected layer type"
there's your reason
so ive got a strange issue. Made a blender shape key- works fine. Import FBX to Unity- shape key appears. Then I change the value and it does nothing. any ideas on why?
Guys i am playing around with 3d a bit
find it kinda hard to see how to move this lol
anyways i added a 3d model and now it has some weird lines
like there
on her legs
is there a way to fix this?
tbh i had to scale her up really hard that might be the reason
80x80x80
what do you see when you get closer to the legs?
How am I supposed to specify my own unity materials in materials I've assigned in Blender?
@tepid anchor After importing the model you have to copy models materials to be able to change their properties.
I just had to change the "materials" section on the renderer
I made a new 3d art in Blender. Thanks for viewing :)
https://twitter.com/FarrukhAbdur/status/1215917648644595712?s=20
I made a new #drawthisinyourstyle artwork based on a nice concept by @Weiliepew πΉ I hope you like it :) #b3d
Artstation: https://t.co/MicvP0ThKw
#blender #gamedev #indiedev #eevee #dtiys #sculpting #blender3d #realtime #polycount https://t.co/uMjU3la7Mu
Thoughts?
Not done by any mean with the textures, but i think the wood is in a decent place
It's pretty good looking ! The only problem is that we can see the seam of the flipped texture on all drawers but besides that it's very good !
Yeah thatβs due to me mirroring from the model, which increases the texture quality but gives that kinda mirrored texture affect, I can kinda mess with it and make it look more subtle but thanks !!
Considering the drawers are the focus element of that piece of furniture, I donβt think mirroring is the best solution there. Instead you could have two and two drawers on top of each other but one of them rotated 180 degrees so they donβt look identical
fmproductionsToday at 14:38
Has anyone tried to make a 3d character customizer so far? I'm not an artist, but I'm just curious how to go about it,
now I assume it would be useful to have one base model, with rigging for multiple possible clothes, and a lot of blend meshes? And to model everything else (clothes, hair - also including the bones) - should all be based on the one base mesh model bones or even be in the same file?
but aside from that, I plan to use UMA (Unity multipurpose avatar) and vroid studio for anime-esque models. They seem to have blend meshes, but I only tested the app itself, no exported models of it so far.
Does anyone have experience with any of those tools?
I'll try to export a vroid model and get it to work in unity today
yay its working, this is great
@eager mist are you asking for feedback or just sharing? Ima bit confused why you posted a pic without context π
for opinions
its just a 3d model it have no use
Ok so like, in my opinion the "sides" look too flat
let say to train my 3d modeling skills
Also what programm are you using?
its a low poly gun
Blender?
Ah lol, I would have said to smooth it but I didnt know it was low poly
have you heard of sketchfab?
3k is a lot in my opinion
not triangles verticles
Use Sketchfab to publish, share and embed interactive 3D files. Discover and download thousands of 3D models from games, cultural heritage, architecture, design and more.
1000 triangles
I mean.. I would make it smoother add more details etc. and then retopologize to get it under 500 triangles
But
It is a low poly so
π€·ββοΈ
you could, in theory do pbr... so bake a high poly. but that might be a little too much time consuming
thx
as a standalone model yes, given the polycount
will make arms i think
Thank you very much! @eager mist π
Reworked textures. π https://www.artstation.com/artwork/k46xLl
Very nice altough 15k tris is a lot
I would retopologize it to get it to a lower tri count
for a view weapon, it's not too bad for AA or AAA
for a world or prop weapon, yeah, way too high
In fact 15K is really low for a FPV gun.
how would i get stairs out of a cube
Just create it out of bunch of cubes and replace it later
Probuilder does have stair generator though
make a stair case out of cubes?
Gonna have hard time modelling if you can't build stairs out of cubes π
Although this is 3d, if you're unsure of what to do you could make pong in 3d. But I'd guess that isn't the direction your game is taking. (Just ignore the ranting)
(Suggestion was to inspire possible 3d objects to make)
is there a way to make a working gun unity itself?
usually just see blender videos
@wooden stirrup Your blender version is old. Might be a bit early to start making custom models for your game
I'm pretty sure when we said make a stair we mean just stack cubes in Unity Editor π That's what I thought at least π€
Gave my Demon Warrior i made in Blender and Substance painter an attack animation π https://twitter.com/TheWorm48642111/status/1216230320468480000
Gave my Demon Warrior an Attack Animation :D
#3D #3dartwork #3dart #3dmodeling #3dmodel #modeling #Blender3d #SubstancePainter https://t.co/n7oo3lXM7P
@tawdry glen I also plan to use UMA. I dont mind making 3d models and animate, but rigging is a pain especially with different body proportions.
I've made my own character equipment system before but it seems UMA (with further customization) can handle it all. But who knows, i never used it yet. Let me know how u go
Hi!
alright, but I think I put this feature or idea back for now, since I haven't done any modelling or rigging yet, so this would be a pretty lengthy process.
but from what I have seen with uma, I think if I had the customizable base model, it is exactly what I want to use, it really looks powerful in terms of features.
I tried exporting models from vroid studio yesterday - they have one base model for every sex that comes with all blend shapes necessary, but only internally in their app. If you export it, they still have many facial blend shapes in order to make convincing expressions and lipsyncing, but the body doesn't have the blendshapes.
I could imagine testing uma with one of the already available base models, just to prepare and integration for my game. a custom character could came (way) later maybe
Why does sculpting in Blender do absolutely, completely nothing?
It says that the object has 'no uniform scale', I tried applying the scale but still get the error
nvm, it's just kinda wonky
apparently I cannot 'remove' material from a default mesh
I have to first 'add' stuff and then remove it
maybe with a subdivision surface modifier? to get more vertices?
or just manually place new vertices as you see fit?
New renders online. https://www.artstation.com/artwork/4brQ2L
@rigid storm you can turn on dyntopo
in sculpt mode
or you can subdivide the cube a lot in edit mode before going to sculpting
don't go overboard with it, tho - it'll add up to a lot of geometry really fast π
can someone help me with fps controller script?
"Gonna have hard time modelling if you can't build stairs out of cubes"
π€£
@obtuse berry
You are going to have a lot of fun...
Brace yourselves, the pain is coming
It's not particularly difficult to write code.
But it is quite a challenge to code in such a way that doesn't cause any jittery, vibrating issues
And it's not the kind of issue that is easy to ''show off'' with Gifs or Videos.
You need to play and see it for yourself
It's a subtle issue
It's some kind of Ghosting
uhh aare you ok?
Why
Chris is right
You asked if someone could help you with a FPS Controller
sshit my bad forgot
you tryna help me?
ok
yea
Isn't this channel about 3d modelling/art?
Yes
But what good is art if the camera isn't right?
π€«
''Look at my vibrating world''
π€£
heh, fair enough π
@obtuse berry move to #π»βcode-beginner
I just asked you to move there so I can look at the code and see if this is something I can help you with
you kidding me>
XD
π€£
Greetings. I'm looking for some help with ragdolls, I'm not sure if this is the right place to post. Is this the right place?
I'm hoping this is ok. But this is what's going on;
At the moment I'm trying to get a ragdoll on my character in Unity. When I assign all the parts, it seems to calculate and work. BUT, the head on my character is M A S S I V E . The model is the right size, but the actual ragdoll caclulated head is just G I G A N T I C . Is there a fix for this?
The video I'm watching doesn't address any of this.
i've made a smoke particle system, but how do i get it to follow the player around without it looking too static?
Do you guys have any tips on getting better at level design?
make a bunch of levels π
I'm assuming you mean actual level design, "not make stuff look good" level design.
The skillset varies a lot between different game genres
so its a case of practice makes perfect. i am currently using my assets to make some dioramas
learning compositions
trying to make my environment tell a story, but its quite hard to do
@frosty glen I haven't touched ragdolls in a bit but in ragdoll there is a weight/mass option, just increase/decrease its number or Reimport the model and downlaod Ragdoll Copier(https://assetstore.unity.com/packages/tools/utilities/ragdoll-copier-114351) and try implementing it. Should do the work. Tag me if you reply to me here after if it works or doesnt please im new to discord and i get lost in convois very easily.
I'll have to let it rest for now. A bit tired, will show some pics here if i get the time tomorrow
hopefully I can get some feedback on worldbuilding π
I have about 2700 assets to use, so I can basically kinda ram them together to make scenes xD
synty studios has some proper nice assets π
Using the asset store when you're working with other people is a nightmare though.
yeah
You need to keep track of everything you use, because if you don't work on the same location with other people, everyone else needs to buy the assets as well.
The assets I have are partially synty studios, partially self created. BUt i cant find any license files on their website or in the packs
Found it, as long as the project is under my direct control. I haev a full license to use them. not restricted to a single user
If you bought directly from them then sure, I'm just talking about the Asset Store.
yeah, I am aware. I am using Odin inspector, which requires one license per seat
which might be more in term with what you are referring to
(sure, but "Site" license means on the same physical location, so for remote teams, it's the same as "per seat" licenses)
(in any case, I think I'm putting the channel off topic π )
not if you make everyone work together on a local network right π
Did I find a loophole? xD
Not really, it says physical location, not local network π
@charred crypt The only weight option I see in Unity when making a ragdoll is Total Mass when you Create Ragdoll.
I'll download the ragdoll copier. How would I implement that?
i made a smoke particle system. what's a way to have it follow the player without it looking static?
@tepid blade try asking that in #π»βcode-beginner. Particles have nothing to do with this channel.
When the Ragdoll is alsking for Left Arm or Right Arm what part of the rig is it referring to?
And it is a scripting thing as well.
Oh yeah u right I suppose they can be 3d as well.
Still. Scripting it is what you need, so try asking where the coders are for more success. Or ask Google. It will know
i'll ask after i'm done with my current dilemma
https://forum.unity.com/threads/how-do-you-make-particle-system-follow-a-game-object.324273/ top result on google
not what i meant but thanks
I'm getting so frustrated just trying to learn Unity. :c
there there
I just wish I was more adept at learning. I'm certain the things I'm trying to do are easily explained, but I just have a hard time finding these resources, or understanding if I come across something that might help me.
I mean, finding the information you need is a skill in itself. You get better at it eventually.
In the meantime, I'm sure people can point you in the right direction, either here or on the forums.
I hope I do get better, one day.
I should probably slow down a bit, since it's very late for me anyway.
I'll probably ask more questions around here starting tomorrow.
The best thing you can do is to change your environment to increase the speed to which you are learning
3D modeling, Unity, game dev in general, etc
It's complicated.
Not in the sense that it is hard to do, just that there is a lot to know and it takes time to get better at certain specific things
So, the best thing you can do right now... is to surround yourself with people that have done it. People you admire, people you aspire to be like or people who can and want to help you during your journey.
And often, there comes a time when you are the one giving back and helping the ones you once admired so much
It's pretty impossible to surround myself with people that have made games. At least in real life, this town has nothing like that. As for online, I've atleast come to communities like this to try to learn.
But it's still tough, limited responses, and differing approaches clash. It's still informative, but it just sort of gets in the way sometimes.
It's okay, people learn in different ways
It's 2020. By surrounding yourself with game devs, I meant online. Unless you happen to live in a place like... I don't know.
Montreal? π
There are game artists out there that have worked on many games and are available online.
They are quite active online.
Warren Marshall, Tor Frick, several Polycount users, etc.
And there are others who arent really into game dev, but can help such as William Vaughan who made tons and tons of tutorials for MODO.
There are like 600+ videos on youtube.
I speak to those guys weekly. It's a small industry. They hang out online in the same Discord servers.
Or Facebook.
Like I said... you need to learn how to use your social skills. It is a skill...
Networking.
have I stated any opinion? π€¨
you have, yes
where
hey there can anyone help m with a little problem i have? i just started out in unity
@oak spire ask away
All g think I figured it out ty tho
you know the game bendy and the ink machine?
Does anyone know where i can get a lowpoly / cartoony Humanoid arm with basic finger / wrist armature?
or any relative research i can look at to do it myself?
π€
@eager mist Looks pretty solid. My only complaint are no chamber/ejection opening and the ironsights aren't lined up so it'd be pretty hard to aim.
Barrel could probably be a little bit lower, but I think that's more artistic opinion than functionality related.
@thorny wasp Check out the asset store, they've probably got what you're looking for, and probably free, too. If not there, check other engine's asset stores like Unreal.
@dire ermine Hella cool little tomb/crypt thing π
@gritty reef Thanks π
@gritty reef theres nothing free on the unity asset store π¦
Rip. Check unreal and maybe see if cry has their own asset store?
I'm not sure who else to try...
Beyond that, ask someone here super nicely and see if they can give you something
I'm sure someone here has a file sitting on their hd that has what you're after. It's just finding that person.
yea, ill do abit of research and cant find anything, ill have a go at doing it myself
@frosty glen there's a easy tutorial with it
the ironsights are lined up
hey there. ive been a little out of the loop with the latest tools from quixel and allegorithmic. can anyone explain why would we need something like Alchemist or Mixer?
Would this replace the workflow in substance designer?
Must just be the perspective, then. The back sights look way lower than the forward sight.
Can I stretch the Capsule prefab without distortions to the rounded tops?
Just make a long boi in blender or something and import
how do you increase the size of a shirt from an UMA Avatar?
are UVs related to this channel?
how would you do something like the seeing glass from bendy and the ink machine?
oof
I don't know how to stop holes from appearing in the shirt
no, I don't think it can
Anybody want to have its own ?
#madewithunity #gamedev https://t.co/C37MRgkOWi
971
4460
how would you do the tenticle things?
Looks like procedural Ik animation- intro here https://www.alanzucconi.com/2017/04/17/procedural-animations/ Can make it easier to do by using Final Ik
@dire ermine That looks great, though the separated bricks around the doorway look kinda weird with that style
can somebody help me to understand why the UV cuts are so much visible?
Maybe because your mesh isnt stiched together? That looks like the same white as on the bottom right
The UVs are not aligned properly. Can you show the UVs?
So that won't tile perfectly of course. But the white line should be simple to remove, just give some more padding to your grass texture. It's bleeding into white at the moment it seems
wym by padding? more UV space?
No, make your texture cover a bit outside of your UV shell
so I will create another UV space right?
no, use this : https://www.youtube.com/watch?v=r9l8RfTvqyI
I wanted to help out those who are having problems with seams! This can be used by old and new mesh and texture makers! Really simple and a great time saver and headacher killer for all of us struggling with seams on our meah no matter how pretty our maps. Download here: htt...
"bleed" the texture pixels outside of the uv islands
The white that you see is due to the texture linear interpolation (pixel smoothing) between the colored pixels and the white background.
I'm using a blending mask (white and black) made on substance so I will try to solidify that
this is one of them
fixed
it was due to the mask color approximation, I had to manually extend the white space of the mask by a bunch of pixels
Did you fix the displacement issue you had ?
Looks a bit on the low poly side if it's intended to be used in first person (especially the back of it)
so I did end up getting blender 2.8 beginnerts guide for chirstmas
it will come in handy as a reference
since I have desired to do an N64 based platformer I have been checking out various N64 platformers like Banjo Tooie as a reference for art style
I tried exporting some assets using the FBX exporter
but it results in a mess like this
I guess this is a shader issue is there a way I can fix this?
Hello π
Not sure if this is the right place to ask, but, is there anyone who could answer a few simple questions about the process of creating a 3D model (either in Blender or Unity) from a DWG (or DFX) file?
@novel plank are you using LWRP or one of the other Render Pipelines, you most likely have to upgrade your older materials to that, there is an automatic way under like Edit, but it doesn't fix them all, if not just check the shader for errors
@hoary bone ask away Iβm sure someone can help
I didn't want to just put a huge wall of text, but here goes anyway. (Disclaimer: I have no clue about how Blender works, let alone AutoCAD.)
I have some AutoCAD files of some facility that I want to recreate in 3D. I assume these files contain some sort of data that can be used to automatically create walls in some software, like Blender. That's what I aim to do, and after that, export it to Unity.
The first question is, is there any specific steps I have to take in order to "correctly" make it a Unity object (e.g do UV stuff, or delete unnecessary faces)?
The second question is, since I have no clue if these files are even correctly designed, how would I know if they are? Is there a metric in Blender that tells me that?
The last question is, what are the steps of creating the walls? I've searched a bit and managed to do something with Geometry -> Extrude and Modifiers -> Solidify, but I honestly don't know if that's the correct way.
The first question is, is there any specific steps I have to take in order to "correctly" make it a Unity object (e.g do UV stuff, or delete unnecessary faces)?
Yes, if you want to use textures (UV) and it to perform well (delete extra faces)
I am designing a building system similar to what you may know from The Sims. However I am not sure about how to deal with it. Should I spawn a wall GameObject on each tile? Creating one and expanding its scale? (knowing that walls can be diagonal)
I just need your opinion
Creating procedural shapes would be the most optimal way to go.
Thanks, I started with this!
Is there any way of changing the origin reference on a prefab? Because when instantiating, the prefab gets spawned from the middle as on the screen, which is unwanted as I want it relative to the bottom of it.
I know we can make it child of a GameObject that has the desired reference but this adds complexity in something very trivial...
@charred lantern To move the anchor you will have to move all vertices in the opposite direction. ProBuilder can also "probuilderize" any mesh in order to be able to edit and you can move anchor with it.
@eager mist Looks very clean.
Perhaps someone can help me understand what's going on with speedtrees in standard render pipeline... Speedtree image looks nice and green thick leaves... But in Unity they all disappear after just getting a few feet from them (Still in LOD0). This is the tree inside speedtree
Here it is in Unity
If I go a few more feet, the leaves just disappear completely
(while still in LOD0)
Try adjusting the alpha clip value on your branch material @eager mist
@glacial vector None of the materials inside unity have an alpha clip values. That's one thing I did read earlier, but can't find it so figured that option was removed or something.
I click on the albdeo and the alpha is already up inside the Color and subsurface textures... (the image was the wrong material sorry), found the proper 2-sided one... But yeah, alphas are already all the way up.
"On the texture, make sure "mip maps preserve coverage" is enabled, and play with the cutoff value there. This will help the mipped opacity not go grey.!" try this
nice
@steep radish Make sure you're in Edit Mode and have Face Select active, then click the little Show X-Ray button
The dots should show up on faces
I may need to factory reset as it doesnt show
Awesome, I got it
Thanks so much haha
π
Do you know how to access specials? I'm in edit and pressing w but nothing
@gritty reef
Mine is bound to space. I don't know if that's the default bind or if I've changed it at some point.
darn. Blender is so hard. Following a tutorial and the blender part takes him 1 minute and me 1 hour
It's a learning process. Once you're accustomed to it you'll fly through it
@gritty reef They changed it to Merge Vertices -> By Distance
Ahh so that's what you were trying to do
Haha yeah. Maybe I should said how to delete duplicate vertices
Appreciate your help anyway π
No problem! I'm by no means a pro with Blender, but I'll try to offer help where I can π
where can i ask rigging question
Right here @prisma portal
about maya , how u guys do rig for weapon in a character , which also can do animation to the weapon
@untold edge
Have you looked up tutorials because they will be far better for explaining
Dang Simon, those are fantastic!
^^it's true
@untold edge cant find a specific tutorial in youtube btw
Thank you haha. βΊοΈ
Anybody know when Snaps HD will be updated for 2019?
Can someone explain to me why the capsule isn't walking on the bridge
Does your bridge have a mesh collider and is it marked at static?
I just added a mesh collider and marked it as a static this happend https://prnt.sc/qo8n66
I'm getting pushed by the bridge
Also I'm flying when I almost get half to the bridge https://prnt.sc/qo8ogx
I'm flying up and the scene is shaking when I walk on half of the bridge and I lose control
Hi all, I have a question regarding rendering. I'm making a platformer and to help myself I've tried to make a "ghost" gameObject to show me where a platform would move to. The problem is, I can't seem to figure out to stop this "ghost" platform from actually rendering during runtime. I just want to be able to see that specific gameObject in Scene.
Basically, I want the gameobject to not render during runtime. Anyone got any idea?
@viral ginkgo EditorOnly tag
Creating a Real Life KING SLIME! https://youtube.com/watch?v=MP_Y1S041d0&t=10s
Kings Slime in 3D, which shows how horrifying Terraria would be in Real Life.
Skip to 4:00 if you don't want to watch me make it
π‘ New? Subscribe: https://www.youtube.com/channel/UCv07KD2HKHRKD80hcsu9LOA?sub_confirmation=1
π Enable Notifications So You Don't Miss a V...
How can I best attach 1 object to another, if they're originally 2 separate objects? Like placing a brick on a rotating disc, and make the brick rotate when on top of the disc?
Actually, that wouldn't solve my problem. How can I increase the rate at which a collider checks the OnTrigger functions?
Hi guys
Im trying to use photoshop and im trying to get a stroke to look like this:
However using my tablet I cant reliably get those smaller ends everytime I make a stroke. Is there any way?
https://www.youtube.com/watch?v=xenW67bXTgM 25:10 if anyone can help me achieve this
Unity 2018 - Game VFX - Projectile Muzzle Impact Raycast Tutorial
This video shows you how to create a Projectile, Muzzle Flash and a Impact effect in Unity. We use Photoshop and Blender to create our elements and create some code, with raycasts, for the projectiles to move ...
@glacial vector oh wow thanks I never ticked that preserve value before. Thanks!
@steep radish you need to set the brush dynamics to use tablet pressure
Depending on your version there should be presets for that
@fluid oak I did select that but the brush strokes were not as defined as the picture above. Maybe I'm just not very good at using the tablet :p
You might need to switch brush shape, spacing, and feathering. Have you tried different presets or fiddled with the settings?
Hey guys, I'm new to bledner (all I've done is make a rigged human model) but how hard/long would it take to make a decent looking texture (like quite realistic but obviously nothing like those 4K videos online)
I'm wanting to make a tesla coil (and much more eventually) with a little control pannel at the bottom that has a lever on it. Trying to figure out if I should go for Unturned graphics (very simple block colours, or more advanced materials with like a good metal or something)
Thanks for any and all help, please @ me if you can π
Just keep practicing until you can produce the quality you desire.
You won't know until you try.
I guess so, mind if I ask you another question?
Sure.
Let's say I wanna make a building, do I make all the walls seperately and parts of the roof seperate (since it might be quite large and I'm guessing loading in a large model into unity as one may harm performance)
So for example I wanted a house, would I make all the walls and everything seperate?
I wouldn't want to play lego with assets. So I wouldn't but it depends on whats easier for you.
Well I'd rather not but should I then make every part of the house in blender all in one? Then play lego with the colliders?
I'm not experienced myself with asset creation I don't wanna give bad advice. Whenever I'm stuck I'd normally search youtube before coming to the discord.
This place to me is like a last resort.
Yeah I usually do, thanks for the help though, that's fair
Sorry I couldn't help.
nah it's cool man
Nice tutorial (VFX)
Hi everyone, i need a little help with something regarding blender to unity fbx export. In my game all units are on a hexagonal grid, I've been trying to align the blender sizes to be the same as unity sizes so i can have an easier time with animations. But for some reason, different models seem to import to unity at different scales. Even when i export them together.
When i export these two models together, their sizes are different in unity.
This is a single fbx, so the fact they have different scales in unity seems extremely weird to me.
Also, in this example i'm only exporting the mesh of the character. No armature
I'd appreciate any help, i've had no luck figuring this out
Note: Even when i completely separated the mesh from the armature, this happened
scales are all applied in blender as well
Can it be that the pose you have in blender has a scale applied to the root bone?
That would explain the size difference when you export the char mesh without armature.
yeah, i did that when i was trying to scale the model without breaking the armature
i thought applying it would be fine
turns out animation don't carry over either.
Could it be a problem with rigify?
i mean they do carry over they just dont work
thats probably because i didnt bake them tho
Can't be sure here, sorry, as I'm not used to rigify
np thanks anyway
@wide maple Exporting Rigify rigs to Unity hasn't really worked since Blender 2.78
this addon claims to do it, tho: https://blendermarket.com/products/better-fbx-importer--exporter
(not free)
this seems like a big limitation:
Does not support exporting multiple animation actions, but supports importing multiple animation actions.
hey can i ask a question about blender here, i would go to the blender server but no one is responding to me
ok thanks
so im trying to have my inset face to change scale in my animation but every time i try it just keeps it at the same scale
ive tried to look online for answers but i cant find anything
any answers @eager mist
I'm a little bit amused that you are trying to move vertices.
lol
Most animations are done either with Bones/Joints.
In games
Films, from what I understand, use deformers.
ok thank you
It seems that there are ways to do what you are trying to do.
But it's not something I ever tried to do
And Im new to Blender, as much as the new guy
π€«
But I did use 3ds max and Modo for a long time
So you can use matcaps in Unity... good to know
My frame rate likes it.
Gives me maybe... a 40fps boost
cool 3d model :d
I decided to create a higher poly model than what I normally create
waw super cool house
yo
nice
dang, that's pretty sweet
Hey quick question; I just started learning blender and was wondering if it is possible to copy render properties from one .blend file to another
Does that work @visual locust
that works with objects, but not with render properties i think
Also if anyone knows blender, I put a question in general-off-topic unity I could use some help with
at least i don't know how to do that with render properties
Ah not sure I just started myself
These two trees look a little too symmetrical for the theme when compared to the rest of the assets
Besides that hella cool. I love the brick wall things
π awesome
βΊοΈ
Working on the demo scene, (it's a screenshot from my phone remoting my PC sorry)
π€
Yum, that's a tasty looking tree. Better than anything I can do at this point, that's for sure.
@past plank π
looks like a willow tree from runescape :p
^^^^
How do I put color in blender on a cube?
If i put color in Texture paint and than go to object mode the color goes away
Does this look like a Speed camera? Im new to blender btw.
π
All I want to know is how you made the black outline
is it just a hull shader?
duplicating the mesh
and scaling it up a bit?
Probably this technique https://www.youtube.com/watch?v=D4T1cDJryOI
nope
@eager mist @solar moon
well part of it, but thats not what makes everyone ask me how i did it
if u wanna know how, made this character for a course just write me privat
and its ue4 bcs i implement it into ue4 with fully dynamic cel shading light
normal 3d lights with cel shading sss and everything else
...how does that help unity users?
it doestn but they asked
what do you need help with?
Anyone here that can help me with Unity/Blender gun animations? Please @ me, thanks! π
nhnkrnedjnf
i dont know who to make animations but i know how to make a cube rotate
on its side
Hi guys, I have a question regarding LOD. so i am making a game with buildings that can be upgraded to different levels. Each building level needs to be in the same position as the previous building level. I was thinking of using LOD to bake them all in the same position and just turn on and off the correct level of building when upgrade is done. My question is can i use LOD for that matter and if the answer is yes, will it work even if the sizes of the buildings are different (when baking)?
@shrewd mortar do you need why LOD's are used
cause i have a strong feeling you dont
I haven't used LOD, currently i'm placing the different levels of the buildings in a different scene and loading it in additive mode to my current scene but the problem is that the loading time is really slow
LOD:s are basically for optimization purposes. You dont use them for buildings. Now. It's very easy to make your idea possible. One script is all that's needed.
well that's because you are using a workflow that is completly not understandable and very very bad as far as i understand. Learn a bit about instantiating objects in unity. I think that will help you understand what you gotta do better
@glacial elm so would you bake the different levels in different scenes, making a prefab and instantiate them when necessary?
no what. why xD. you just one to have a building where you could use a sort of variable to say how many levels it should have
if the levels are just one piece. then litulary just instantiate that
who can help me with making my first game ( i dont know anything i tried watching tutorials but i just dont understand them (DM me if you want to help me ? )
Hi! I've been looking into making an effect like those old windows xp error window drags https://www.youtube.com/watch?v=wX2mbCo3LGk but I dont know where to start exactly. Could anyone give me a few pointers?
Experimenting with 3D at the moment!
Although it's kinda un-noticable in the clip, you can do SL0W-M0 by pressing the shift keys.
@eager mist its much easier than you think. use a raycast being sent from your cursor or find the cursors positions on screen if your in a 2d project. And just instantiate that one sprite object on that position
very easy. great result i would say if i understand what you want correctly
Good day everyone! has anyone tried or have experience with multiple UV sets on alembic imports?
@dense blaze yes it's look like a speed camera, but you can add some details
i have juste finish to model a speed camera too
Un cinémomètre fixe de type Mesta 210d - Radar Mesta 210d - 3D model by dsimplex62 (@dsimplex62) [85f9b77]
Try to post your message in the "programming" section π
Try to get answers
@cerulean timber your speed camera looks good. I cant model good. I am a beginner in blender and dont even know how to use it π
yes, but you can add some details with simples geometries to looks your speed camera more realistic
Uploading to the Asset Store!
Low Poly Landscapes - Level Design
Music: Getting Lost - Veritas - Veritas
Unity Asset Store : https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:30263
Twitter : https://twitter.com/SimonMczt
ArtStation : https://www.artstation.com/s...
Hey guys, just wondering if anyone has experience making their own 3D materials with semi realistic textures. Idk whether I should learn to do them myself or buy them online or hire someone to make custom ones
Think you need to use Unity Connect server for that @high quarry
I'm just getting into semi-realistic (at least not painterly like usual) textures myself and I think it's a fantastic time to get into it, Substance Painter is an incredible asset for quickly creating high quality assets, It's definitely an industry standard for most if not all modern studios I would think as it's that much of a time saver.
That being said, If you are looking to create a specific style I would definitely recommend learning the workflow yourself.
Substance Designer + Substance Painter are gems, maybe some photoshop mixed in somewhere for custom masks, but honestly you can get away with just using SP and their great collection of custom materials to play with to your liking (No I do not work for them haha..) @untold edge
If you are going for a more generic interpretation hiring an artist has it's perks as well though of course π
Woah that does sound great I'll make a note of Substance Painter rn, would you mind showing me some assets you've created? Not to copy obviously but just so I can guage what it would look like in a game
If not it's cool man
Definitely, I'm by no means an artist just getting into myself as I said but what I've been able to learn in just a week coming over from blender has been great, this is more stylized than realistic but that's just my thing π
and this one below is what a hired artist came up with, so the previous one I was able to do in about a day or so? roughly
style direction was early source games.. but anyway you can see ArtStation what people are doing with it, super inspiring stuff
woah that's amazing
it's exciting for sure, great time to be alive
I'll likely pay someone to go the character models however since I have about a week of experience in 3D modelling software total
but I wanna be able to make the walls and enviroment materials/textures
Which it just seems like you need to make a 2D tile of the texture and then do some special stuff with greyscale lmao
yeah exactly, that's what I've come to as well- models are done by the pro's and the actual textures themselves are a lot of fun to do
there are some "masks" for details but generally it's all included yeah
I've just never been great at art and I'm not sure where to start with say a brick texture (seems like the easiest one to do)
that or like bathroom tiles I guess
You can definitely get some ready-made materials you could then customize to your liking, but if you've got the suite you've also got designer at your disposal to make custom materials, brick/tile was my first one actually! Lot's of tutorials on youtube on the topic, once you get used to working with nodes it becomes a breeze honestly
Twitch Stream: 6/15/2016
In this stream, we looked at the process for creating a procedural brick material.
my god 2 hours xD Guess I'll save that too lmao
Didn't even notice haha of course shorter ones out there but you can get pretty intensive with the detail
yeah exactly
Though I need to make sure I don't go over the top and make my game unplayable
Another great thing about sp is you can scale up/down the res and you won't have to go back and redo anything, very time efficient when optimizing for lower end users.
Speaking of time, as you mentioned just wanting to do a simple wall or prop like that, they've included an auto-UV unwrap that's much better than blenders smart UV, great results just takes all the heavy lifting out
ofc manual is better but yeah, great resource probably wouldn't be into texturing without being able to do it as quickly as I am able to in substance honestly haha.
cheers bro good luck! π
thanks xD Still a while from making textures though, good luck with your projects!
I made a 3d Character with a rig in blender, but if i move any of the bones it scales the character and makes it look real weird
Anybody understand whats going on?
could be a number of things, I think with low poly stuff like this it will usually be the vertices in the "hotspot" areas like an elbow for example, if you've got a 4 vert box and you try to bend it in half without any support in the middle it won't turn out great.
Also like weight painting, I would find a detailed tutorial on it from start to finish so you don't pick up any bad habits and have to unlearn like I did haha :p
ok thanks
That scaling sounds wrong. If youβre modeling in Meyer scale thatβs the same as in unity
you mean meter?@glacial vector
Haha yes
xD
working on a character π€
it has 10000+ polygons than any of my models
@dapper rain It have subdivision on it. Will bake a Normal map and make it low poly
I have a question for anybody who makes low poly characters
how do you manage to make it so when you move the arms with a rig, it doesnt scale the entire body
?
(I've been working on a model all day and it keeps moving the entire body when i scale the arms)
i was going to say weight painting but im not sure
@quiet fjord wight painting
@dire ermine my last game had like 20 models, if you added all the poligons of each individual model , its probably under 300
@dire ermine what does weight painting do
alot
like what specifically
@quiet fjord Try to find in youtube fore some tutorials its hard to explane
but you're absoloutely sure that it would help me make it so it doesnt look weird like before?
i need to be sure because ive wasted my time a lot on this today
the messing up of it isnt the problem
wasting my time is
i just wanna be sure this will work
get used to it
lol
Wasting time is a thing u will do alot when modeling lmao
thats why i do simple stuff i can redo in less than 5 mins
@dapper rain it depends on the game, i think for a main character with clothes weapons its not bad to have 10k-13k polygons
i like to do a voxel ish style
@dire ermine
https://firebob137.itch.io/humanity-a-new-beginning like this(all modeled by me)
weight... (pun intended) so if i use more weight on a part of the model, it wont move as much?
the more weight it has the more it will move / deform
if its blue it wont move at all
if its red it will completly deform
sorry for so many questions, but how do i activate the weight paint
what version of blender are u on
in the corner where object mode is
did u select the mesh
yeah
ok
it affects the bone so yeah
oh
weird
when i move the arm it still moves the torso and neck
im messing with it
Does anyone know if the PBR validator is supposed to work with URP? I can't get it to display more than a wireframe
^ Read This ^
(But I wanna say thanks, ive been wasting all day doing this and you guys helped me out a lot, have a good day.)
The comparison page between the built-in and URP does not seem to mention the PBR material validator, and there are no posts in the URP forum about it.
Hey @dapper rain or @dire ermine
the weight paint isnt working on the legs
they are still deforming
make sure u dont have a random ass bone deforming it
as in..?
sometimes weight painting is weird and if u miss by an inch the bone starts deforming parts it shouldnt
r there any tips u got for painting?
cuz it keeps painting a lot around where im clicking
and the radius is low
I dont usualy weight paint , because its always awful to weight paint
but it usualy tries to stick to vertices and edges
lmao
wow
now the torso is moving bruh
the torso is pure blue so idk wtf is going on
B R U H
i made the entire body blue and the torso still moves
NVM
it works
ΠΡΡΡ ΡΡΡΡΠΊΠΈΠ΅, ΠΌΠ½Π΅ ΠΏΠΎΠΌΠΎΡΡ Π½ΡΠΆΠ½Π°)))
Wut
Anyone have an idea of why, cloth can cause the mesh to flip out?
https://gyazo.com/51a3a482a8cf80751def79b094e343c6
Does anyone know how to use blender?
I have made two cubes in blender, applied mirror to both, but when I transform a vertex to one cube, it affects the other
when I add a new cube to the scene it morphs the other cubes when moved
Fixed it: if anyone has the same problem, turn off Proportional editing, by pressing "O"

thank you thank you xd
boing
@eager mist I've just started using blender, female proportions are so hard to make natural
Iβve tried blender and it makes me cry. I canβt use it xD
Plus Iβm too lazy to learn
oh what do you use?
I did, I bought a base model (Iβll send in a second.) but I redid the textures, shader colors, I changed the hair in unity as well, added a ribbon, glasses
Original looks as so~
Then turned it into thus
Oh sick I love it
haha, I'm building a pc some time in the next few months, will then be able to play vrchat
want to experience what I saw in the golden ages of VRChat of ugandan nuckles
Played around with this
Oh I wish ahah
Itβs just toxic little teenagers and people like me who drink and dance
Have FullBody Tracking 
So you have a vr room?
Nope
Iβm in college
Lmfao
Have a tiny space in my dorm
My day consists of classes, design a model, then vrchat till sleep lmfao
When I finish my character, can I get constructive criticism from you?
its my first one so I need direction :p
If you wish to do so you may 
π
When importing 3D models ive made in blender into unity it crashes every time, What do i do? xD
Oh, it only freezes perminantly on FBX. takes a while to import a single .obj file though
Maybe not. i think its dead.
new feature
I dont know
I was a bit surprised too when I realized how long it could take to import new models
its normally instant
Hello guys, I want to make fps game with possibility of third person view. Also want to see legs in first person view.
I have some ideas about it:
- FPV - model without hands and head, hands attached to camera
- FPV - actual model, but without head
If you have experience in doing FPS games, can you say how did you make it?
πΏ
Kinda like in Minecraft(not cubic, but view like this)
Or pubg
Im still working on building a proper FPS controller
henlo i have problem
(why am i saying henlo everytime)
@eager mist I also want to do procedural animations

I was inspired by this video https://www.youtube.com/watch?v=lQWfWiSsaCA
Combat system inspired by games like DarkSouls/Witcher
Marketplace: https://www.unrealengine.com/marketplace/dynamic-combat-system-magic
Dynamic Combat System implementation video
https://youtu.be/ZXpCA1smAu8
Dynamic Targeting (included in Dynamic Combat System)
https://www...
Ooooo it only took 15 mins to import successfully (Yay)
Ive done proceedural content generation
but not proceedural animation
I know how to generate procedural maps
@restive lancegood luck
https://youtu.be/Tc3vo3Yc_W0
@thorny wasp Is that your video?
Yush
Add checking of placing possibility and i think it will looks better
i have done that, it was for my 3rd year uni assignment. proceedural things are funky and i dont like them. i got 78/100 on it so im alright with that.
i can do it with raycasts, they never work for me so i never attempted. i used rigidbody / physics for placing and proximity detection
Okay
hello
@eager mist Do you have special mechanics for your First person controller or something?
@thorny wasp Hi, How do u morth 2 models. lyk huk transformation.
@thorny wasp Hi, How do u morth 2 models. lyk huk transformation.
@olive skiff
i asked because i dont know what you said the first time π
@untold edge
basic stuff
cam and rigid bodies dont mix well
that is all
@thorny wasp π
Let's see how to get an FPS Character Controller up and running in no time!
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@eager mist what's wrong with this?
it is just a capsule?
π€‘
try using a fps cam and a rigid body and a character model
A proper FPS controller
without getting jittery cam issues
well it could be that the camera rotation is fully dependent on the actuall characters head and not just hypothetically manipulated in 3d space. So instead of rotating the camera, you're rotating the head which the camera is snaped to
which means when you look down. you have a bit of a mommentum going forwards than just rotating into its self downwards
Could also be achieved by having a offset on the camera in script and controling a empty object which the camera is snaped to
btw: by snaped to i mean a child of
@eager mist
@untold edge
The jittery cam issues comes from objects moving at a different time frame
the cam running in update moves as fast as the hardware can do it
rigidbodies run in fixed update and are all synced to run together
like a physics simulation
if you run the rigidbody in fixedupdate it jitters. you check interpolate and it is fine
but the character model doesnt have that option
I imported this model
into unity but it looks like this once it's in
any idea why?
Flipped normals. Recalculate your normals.
vertex normals also sefine the smoothness of the mesh
there are techniques that allows you to use a bit more edge loops and use a mid poly instead of high poly to low poly and baking
for game assets
I answered this not too long ago
In Blender, by default, I dont know why...
You can see polygons from both sides, even if normally... only 1 side would be visible
And you actually dont know and cannot see that actually... your polygons are on the wrong side and will appear as Invisible after you export
You need to check/uncheck the Backface Culling option
Does anybody know how to make the mirror modifier affect only one cube and not other cubes
in blender
dw found it out ):
I tried both with and without backface culling, still the exact same result. I'm going to take a break now.
I appreciate the help though
When I'm creating a model in character, is it ok today some parts of the character not connected together, eg. hair and legs? Will they stay in their relative positions when rigged?
model character in blender**
anyone?
if you have a skeleton system in place to keep them in place relative to their parent, then it should be fine
@fallow gate could you show us your import setting for your sword?
anyone know how to fix gravity in 3d so i dont fall through the floor
does your floor have a collider and make sure its not flagges as 'is trigger' ?
lol
Backface culling allows you to see flipped polygons. it wont magically fix anything
@fallow gate you still need to flip those polys
Hello, I am a programmer and have no idea how to do 3d properly but I hacked together in blender a skeletal animation and I am trying now to change the mesh in unity to have different characters use the same skeletal anim.
The problem is that one mesh is taller so instead of reaccomodating the bones as I did in blender unity makes my character super lanky.
The animations work, but proportions are messed up.
What am I doing wrong?
(In the screenshot, Left is the dummy mesh that has my skeletal anims, middle is what happens when I apply the model on the Right to the skeletal anims)
(side question: How do I keep my skeletal animations in a different file from my models and have a skinning system?)
@eager mist I recalculated both inside and outside normals, but maybe I didn't try both backface culling options at the time, I'll have to double check later.
@pine path If you import an animated object with the fbx importer and use the format charactername@animationname.fbx Unity will import just the skeleton using the avatar of the base object(the one that is just charactername.fbx)
And will add that animation to the original character
And to retarget the animations to differently proportioned characters, they need to both be properly set up mecanim humanoids
@fallow gate
what?
what I said is.. when you mode
polygons appear on 1 side OR the other.
for some weird reasons
blender 2.81 by default shows polygons on both sides.
it is wrong
if in unity some polygons are flipped
uncheck or check backface culling
select those poly and flip them so they appear on the right side
Oooh myyy gaaawd, I added the .blend to unity and it worked.
I thought Unity only needs the .fbx
Btw the polys already seem to be facing out as I showed earlier https://cdn.discordapp.com/attachments/497873833043296277/669365631090425863/unknown.png
I feel like unity doesn't need the .blend though.
Check your scaling. It should be 1,1,1
I just stuck with the default
Check Selected Objects
Also change Apply Scalings to FBX All
Make sure you have your sword selected in the viewport
Then export
It should be totally fine
Yeah man, you're right
No .blend
Dude what a beast
@cerulean timber I should've done that a long time ago lol
What??? So even when i go back to the original export settings and drag drop into unity, it still works in unity. Oh well, i don't care anymore.
Finished my Anime Druid game character today π€
neat
how do I know that if I import a blend file in unity that it has the correct size?
I was just wondering if anyone here that uses Maya for model knew any good tutorial videos or courses that are free to learn Maya im new to it and would like so help getting started
@dense blaze scale should be 1
You can do CTRL+A and type 1.
@dense terrace just search "Maya 3d tutorial"
Pick a beginner tutorial series.
I'd say Google for a Maya discord server as well.
3D Modeling/Rigging question (I am a coder and not a rigger/modeler; I wanted to ask how conceptually to do something like this, so I can talk with our 3D modeler about the topic):
Say I have a rigged 3D humanoid character, set up in Unity using normal rigging setup. Now, say I want to add an attachable complex structure to the character's body; Such as a pair of animated angel wings, or a cape; How would our team go about doing this?
From my understanding, we need to rig our humanoid avatar, and also create an additional rig for the wings/cape animations, right? How would this work/be implemented from the start of the modeling process, to getting it animating properly in the unity editor (general overview-wise)? Would the wings/cape be attached to one of the avatar's bones, and it would apply its animations to its own rig?
Sorry if I'm not the most knowledgeable about this stuff, I just want to understand the general process our team should go through to do something as complex as giving certain characters aesthetic wings(They could have the option of having the wings present or not present)!
You can have "Slots" as empty transforms you place in the joint hierachy to hold any additional objects- for example you could add a "BackItem" empty transform to one of the spine joints and then spawn the wings inside of that transform- you work out the position/rotation so the new object works perfectly at vector3.zero/Quaternion.identity to keeps things simple- As for the wings- just have the animators model/rig them as a separate object/hierarchy with its own animator/animations- spawn them inside the correct slot- add a script/class to them that controls the animations etc- when its spawned grab that script using getComponent from the spawned wings etc to control- them- just how I do things- hope its useful
@drowsy crescent That was very helpful, thank you!! π
Glad to help ^_^
@fluid oak Thanks!!
thanks @fallow gate
Anyone here recommend any series/courses for someone who has never modeled/touched a modeling software (for blender)
Im trying to find a series but so lost on the first episode
I mean @cursive sail its called practice xD
do you want to learn a modeling software, or pointers on how to model? characters? props? level design?
I want to learn how to make characters but also would like to do the other stuff so I guess specialize in characters but be a generalist in everything esle
@junior stone
i would start and looking at basic getting started guides for the actual application you want to use (blender in this case)
im sure there are some on the blender website
once you know like basic stuff, you can try to follow like a specific 'character tutorial' or something
For starters, characters are really hard... you need an understanding of general modeling as well as anatomical knowledge
Thats fine
just start with like cubes and boxes, rectangles and stuff
starting with characters is a bad idea, try getting some hard surface knowledge first and move on from there
What would you suggest I start with?
hard to say, something that interests you for sure. look around for something interesting IRL you can use for reference
maybe like objects you use in your levels?
could be a decent start, you can start out with like a super basic sword thats just a bunch of rectangles, then try to refine it further every time
Not really, im starting at a really bad place since I have never really drawn. Im a programmer from the start but taken interest in drawing/modeling
most important is just doing a lot, dont try to make your first model really high quality, just start out with a bunch of smaller low quality models and then try to learn as you go
Im probably really far behind since I canβt draw either
I could give you smt to do tbh
Awesome
was my first 3d assignment in school
Thanks π
