#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 40 of 1

junior stone
#

doesnt need to be perfect. as long as the meshes are discernable

raw sedge
#

yeah righto

#

so really what you'll want to do in order of, first manually doing this, and then scripting to do this...

junior stone
#

i rly just need to figure out what the api calls are for the various functions I ve put in the list xD

raw sedge
#
  1. import fbx
  2. apply materials/textures as needed
  3. origin to center
  4. rotate if needed (assuming ALL models need to be rotated, e.g. 180 around Z)
  5. position camera in the one fixed location it'll be for all of these renders
  6. scale the object so it fits into frame (super huge things get scaled down, super small things scaled up)
  7. render
  8. delete, repeat
#

so the fbx import script is just the same as the obj one, so that other link I threw should cover that

junior stone
#

oh yeah scaling seems easier than moving the camera back and forth lol

raw sedge
#

^saves perspective calcs

#

get bounds of object, scale so longest axis is < some hardcoded limit

junior stone
#

aha so it ll be faster as well nice nice

raw sedge
#

nah not really, just simpler :P

junior stone
#

fair xD

raw sedge
#

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

junior stone
#

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

raw sedge
#

neat, I wonder if the importer will re-use the material node then

junior stone
raw sedge
#

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.

junior stone
#

they rly thought about the devs wth

raw sedge
#

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

junior stone
#

where is that preferences window?

raw sedge
#

uhhh

#

Edit > Preferences

#

up the top

junior stone
#

rip just found it

#

can i copy the python command from the tooltip?

#

or do I need to type it manually?

raw sedge
#

(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"

junior stone
#

hmm it doesnt seem to be copying it, weird

raw sedge
#

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

junior stone
#

doesnt seem to be doing much

#

does it not work in the f3 menu?

#

huh it doesnt

#

interesting

raw sedge
#

is there a python tooltip?

junior stone
#

it was the center mass one

raw sedge
#

f3 is "search", so you might need to go one menu deeper

#

hmm good point

junior stone
raw sedge
#

just tried it there

junior stone
#

i ll need to find it in the menus xD

raw sedge
#

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

junior stone
#

oh y got it

raw sedge
#

bpy.ops.wm.call_menu(name="TOPBAR_MT_edit")

#

yeah it even works for the main menu lol

junior stone
#

pressing alt broke it i think

raw sedge
#

anyway yeah I'd suggest just searching for people doing similar things, guarantee someone has done each of those tasks (scripted).

junior stone
#

yeah, its just a matter of combining the script calls and going afk when I know it works xD

raw sedge
#

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

junior stone
#

you mean position the camera manually right?

raw sedge
#

yep

junior stone
#

ah I read it backwards

raw sedge
#

i probably wrote it backwards

#

it is bloody late

#

so I'm heading off

junior stone
#

where are you?

raw sedge
#

aus

#

tralia

junior stone
#

oh fuck isnt that like 4 am?

raw sedge
#

3 actually

#

friday tho

junior stone
#

eh close

raw sedge
#

well,

junior stone
#

im in europe

raw sedge
#

saturday

#

morning

#

nice

junior stone
#

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

raw sedge
#

yeah i'm sure it'd have some use as a "thumbnailing" script or similar

junior stone
#

yeah for me its for my connecter app

raw sedge
#

which is honestly uh

#

something you can probably look at too

junior stone
#

asset management and previewing tool. its nice, but I need thumbnails

raw sedge
#

since I'm sure prior work exists for this you can reference

junior stone
#

holy damn

raw sedge
#
Blender Artists Community

Hey all, Because of the quite horrid way I’ve come to naming and organising my blend files I though I’d 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...

junior stone
#

that first one looks promising, I can just exchange obj for fbx probably

raw sedge
#

yeah

#

whether or not he intended it for bulk use

#

at least some concepts will be similar

junior stone
#

yeha true.

#

but i ll let you sleep man xd

raw sedge
#

I didn't click either, those were just the top two google results for "blender thumbnail generator"

#

yeah yeah, best of luck

junior stone
#

i ll do some googling of my own as well. ty for the help!

dense blaze
#

I want to make a material in Krita which resolution do I need (height and width)

limber field
#

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

dense blaze
#

thanks

limber field
#

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

dense blaze
#

I cant draw anything in krita!

#

Why??

#

it says "It cannot use this tool with this selected layer type"

junior stone
#

there's your reason

dull lotus
#

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?

eager mist
#

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

limber field
#

what do you see when you get closer to the legs?

tepid anchor
#

How am I supposed to specify my own unity materials in materials I've assigned in Blender?

sullen plank
#

@tepid anchor After importing the model you have to copy models materials to be able to change their properties.

tepid anchor
#

I just had to change the "materials" section on the renderer

rapid echo
eager mist
#

Thoughts?

#

Not done by any mean with the textures, but i think the wood is in a decent place

vagrant snow
#

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 !

eager mist
#

Yeah that’s 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 !!

glacial vector
#

Considering the drawers are the focus element of that piece of furniture, I don’t 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 don’t look identical

tawdry glen
#

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

eager mist
junior stone
#

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 πŸ˜„

eager mist
#

for opinions

junior stone
#

what kind of style is this model used for?

#

and what platform?

eager mist
#

its just a 3d model it have no use

potent tinsel
#

Ok so like, in my opinion the "sides" look too flat

eager mist
#

let say to train my 3d modeling skills

junior stone
#

in that case it looks very half-life

#

as in, the geometry is a bit dated

potent tinsel
#

Also what programm are you using?

eager mist
#

its a low poly gun

potent tinsel
#

Blender?

eager mist
#

ye

#

3k verticles only

potent tinsel
#

Ah lol, I would have said to smooth it but I didnt know it was low poly

junior stone
#

have you heard of sketchfab?

potent tinsel
#

3k is a lot in my opinion

eager mist
#

not triangles verticles

potent tinsel
#

How many triangles?

#

Ah k

junior stone
eager mist
#

1000 triangles

potent tinsel
#

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

#

πŸ€·β€β™‚οΈ

junior stone
#

you could, in theory do pbr... so bake a high poly. but that might be a little too much time consuming

potent tinsel
#

It looks good, is all I have left to say

#

πŸ‘

eager mist
#

thx

junior stone
#

as a standalone model yes, given the polycount

eager mist
#

will make arms i think

eager mist
#

@rapid echo amazing artwork

#

love the lighting

rapid echo
#

Thank you very much! @eager mist 😊

wary eagle
potent tinsel
#

Very nice altough 15k tris is a lot

#

I would retopologize it to get it to a lower tri count

limber field
#

for a view weapon, it's not too bad for AA or AAA

#

for a world or prop weapon, yeah, way too high

wary eagle
#

In fact 15K is really low for a FPV gun.

wooden stirrup
#

how would i get stairs out of a cube

amber walrus
#

Just create it out of bunch of cubes and replace it later

#

Probuilder does have stair generator though

wooden stirrup
#

make a stair case out of cubes?

amber walrus
#

Gonna have hard time modelling if you can't build stairs out of cubes πŸ˜„

cosmic schooner
#

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)

wooden stirrup
#

is there a way to make a working gun unity itself?

#

usually just see blender videos

wooden stirrup
#

@cosmic schooner

#

my blender looks nothing like videos

amber walrus
#

@wooden stirrup Your blender version is old. Might be a bit early to start making custom models for your game

cosmic schooner
#

I'm pretty sure when we said make a stair we mean just stack cubes in Unity Editor πŸ˜„ That's what I thought at least πŸ€”

tidal temple
sacred grotto
#

@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

tawdry glen
#

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

rigid storm
#

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

rigid storm
#

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

rigid storm
#

How can I make cubes have verteces?

#

so that I can sculpt them

tawdry glen
#

maybe with a subdivision surface modifier? to get more vertices?

#

or just manually place new vertices as you see fit?

wary eagle
pallid fractal
#

@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

rigid storm
#

Okay, thanks a lot!

#

that dyntopo thing does exactly what I want

pallid fractal
#

don't go overboard with it, tho - it'll add up to a lot of geometry really fast πŸ™‚

obtuse berry
#

can someone help me with fps controller script?

eager mist
#

"Gonna have hard time modelling if you can't build stairs out of cubes"
🀣

#

@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

obtuse berry
#

uhh aare you ok?

eager mist
#

Why

iron flare
#

Chris is right

eager mist
#

You asked if someone could help you with a FPS Controller

obtuse berry
#

sshit my bad forgot

eager mist
#

I just spent a FULL WEEK doing just that

#

And it's not easy to fix

obtuse berry
#

you tryna help me?

eager mist
#

No. Warning you

#

XD

obtuse berry
#

ok

eager mist
#

What are you going to get yourself into

#

hhahahahaa

obtuse berry
#

yea

gritty grotto
#

Isn't this channel about 3d modelling/art?

eager mist
#

Yes

#

But what good is art if the camera isn't right?

#

🀫

#

''Look at my vibrating world''

#

🀣

gritty grotto
#

heh, fair enough πŸ˜›

eager mist
obtuse berry
#

noone wants to help either way

#

theres no point

eager mist
#

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

#

🀣

frosty glen
#

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.

tepid blade
#

i've made a smoke particle system, but how do i get it to follow the player around without it looking too static?

junior stone
#

Do you guys have any tips on getting better at level design?

gritty grotto
#

make a bunch of levels πŸ™‚

#

I'm assuming you mean actual level design, "not make stuff look good" level design.

#

The skillset varies a lot between different game genres

junior stone
#

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

charred crypt
#

@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.

junior stone
#

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 πŸ˜„

charred crypt
#

@junior stone hi ..ok...bye

#

@junior stone i would love to give feedback!

junior stone
#

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 πŸ˜„

gritty grotto
#

Using the asset store when you're working with other people is a nightmare though.

junior stone
#

how so?

#

you mean licensing wise?

#

@gritty grotto

gritty grotto
#

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.

junior stone
#

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

gritty grotto
#

If you bought directly from them then sure, I'm just talking about the Asset Store.

junior stone
#

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

gritty grotto
#

(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 πŸ˜› )

junior stone
#

not if you make everyone work together on a local network right πŸ˜„

#

Did I find a loophole? xD

gritty grotto
#

Not really, it says physical location, not local network πŸ˜›

junior stone
#

shhh

#

they cant check taht

#

πŸ˜„

#

Im kidding ofc, licensing has to be done right

frosty glen
#

@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?

tepid blade
#

i made a smoke particle system. what's a way to have it follow the player without it looking static?

junior stone
frosty glen
#

When the Ragdoll is alsking for Left Arm or Right Arm what part of the rig is it referring to?

junior stone
#

And it is a scripting thing as well.

tepid blade
#

particles are 3d are they not?

#

no wait they can be 2d aswell

junior stone
#

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

tepid blade
#

i'll ask after i'm done with my current dilemma

junior stone
tepid blade
#

not what i meant but thanks

frosty glen
#

I'm getting so frustrated just trying to learn Unity. :c

gritty grotto
#

there there

frosty glen
#

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.

gritty grotto
#

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.

frosty glen
#

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.

eager mist
#

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

frosty glen
#

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.

gritty grotto
#

It's okay, people learn in different ways

eager mist
#

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? πŸ˜›

#

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.

gritty grotto
#

I disagree with almost everything you said

#

but whatever

eager mist
#

have I stated any opinion? 🀨

gritty grotto
#

you have, yes

eager mist
#

where

oak spire
#

hey there can anyone help m with a little problem i have? i just started out in unity

gritty grotto
#

@oak spire ask away

oak spire
#

All g think I figured it out ty tho

tepid blade
#

you know the game bendy and the ink machine?

eager mist
#

opinions?

thorny wasp
#

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?

dire ermine
gritty reef
#

@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 πŸ˜„

dire ermine
#

@gritty reef Thanks πŸ™‚

thorny wasp
#

@gritty reef theres nothing free on the unity asset store 😦

gritty reef
#

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.

thorny wasp
#

yea, ill do abit of research and cant find anything, ill have a go at doing it myself

charred crypt
#

@frosty glen there's a easy tutorial with it

eager mist
#

the ironsights are lined up

twin nebula
#

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?

gritty reef
#

Must just be the perspective, then. The back sights look way lower than the forward sight.

neon wedge
#

Can I stretch the Capsule prefab without distortions to the rounded tops?

thorny wasp
#

Just make a long boi in blender or something and import

elder patrol
#

how do you increase the size of a shirt from an UMA Avatar?

pine trellis
#

are UVs related to this channel?

tepid blade
#

how would you do something like the seeing glass from bendy and the ink machine?

elder patrol
#

anyone know how to use UMA avatar generator

#

?

tepid blade
#

oof

elder patrol
#

I don't know how to stop holes from appearing in the shirt

thorny wasp
#

can a UMA file be imported to blender?

#

@elder patrol dm me

elder patrol
#

no, I don't think it can

tepid blade
#

how would you do the tenticle things?

drowsy crescent
fluid oak
#

@dire ermine That looks great, though the separated bricks around the doorway look kinda weird with that style

pine trellis
#

can somebody help me to understand why the UV cuts are so much visible?

random dirge
#

Maybe because your mesh isnt stiched together? That looks like the same white as on the bottom right

pine trellis
#

UV wise this is a cut edge

#

so theyre not stitched

#

but the geometry is attached

glacial vector
#

The UVs are not aligned properly. Can you show the UVs?

pine trellis
glacial vector
#

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

pine trellis
#

wym by padding? more UV space?

glacial vector
#

No, make your texture cover a bit outside of your UV shell

pine trellis
#

so I will create another UV space right?

willow nebula
#

"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.

pine trellis
#

I'm using a blending mask (white and black) made on substance so I will try to solidify that

pine trellis
#

it was due to the mask color approximation, I had to manually extend the white space of the mask by a bunch of pixels

willow nebula
#

Did you fix the displacement issue you had ?

pine trellis
#

yes, just badly connected nodes iirc

#

or an excessive multiplier

eager mist
#

opinions ?

gritty grotto
#

Looks a bit on the low poly side if it's intended to be used in first person (especially the back of it)

eager mist
#

ye its lowpoly

#

800 verts

whole fog
#

so I did end up getting blender 2.8 beginnerts guide for chirstmas

#

it will come in handy as a reference

whole fog
#

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

novel plank
#

but it results in a mess like this

#

I guess this is a shader issue is there a way I can fix this?

hoary bone
#

Hello πŸ‘‹
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?

limber field
#

@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

eager mist
#

@hoary bone ask away I’m sure someone can help

hoary bone
#

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.

gritty grotto
#

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)

charred lantern
#

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

sullen plank
#

Creating procedural shapes would be the most optimal way to go.

charred lantern
#

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...

sullen plank
#

@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
#

@eager mist Looks very clean.

eager mist
#

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

#

If I go a few more feet, the leaves just disappear completely

#

(while still in LOD0)

glacial vector
#

Try adjusting the alpha clip value on your branch material @eager mist

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.

glacial vector
#

"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

sharp valley
#

Working on this watercolor shader

glacial elm
#

nice

gritty reef
#

@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

steep radish
#

I may need to factory reset as it doesnt show

#

Awesome, I got it

#

Thanks so much haha

gritty reef
#

πŸ‘

steep radish
#

Do you know how to access specials? I'm in edit and pressing w but nothing

#

@gritty reef

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.

steep radish
#

darn. Blender is so hard. Following a tutorial and the blender part takes him 1 minute and me 1 hour

gritty reef
#

It's a learning process. Once you're accustomed to it you'll fly through it

steep radish
#

@gritty reef They changed it to Merge Vertices -> By Distance

gritty reef
#

Ahh so that's what you were trying to do

steep radish
#

Haha yeah. Maybe I should said how to delete duplicate vertices

#

Appreciate your help anyway πŸ˜›

gritty reef
#

No problem! I'm by no means a pro with Blender, but I'll try to offer help where I can πŸ™‚

prisma portal
#

where can i ask rigging question

untold edge
#

Right here @prisma portal

prisma portal
#

about maya , how u guys do rig for weapon in a character , which also can do animation to the weapon

wary eagle
prisma portal
#

@untold edge

untold edge
#

Have you looked up tutorials because they will be far better for explaining

gritty reef
#

Dang Simon, those are fantastic!

untold edge
#

^^it's true

prisma portal
#

@untold edge cant find a specific tutorial in youtube btw

wary eagle
#

Thank you haha. ☺️

eager mist
#

Anybody know when Snaps HD will be updated for 2019?

limber temple
glacial vector
#

Does your bridge have a mesh collider and is it marked at static?

limber temple
#

I'm getting pushed by the bridge

#

I'm flying up and the scene is shaking when I walk on half of the bridge and I lose control

viral ginkgo
#

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?

marsh tapir
#

@viral ginkgo EditorOnly tag

tidal temple
silent slate
#

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?

steep radish
#

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?

eager mist
#

@glacial vector oh wow thanks I never ticked that preserve value before. Thanks!

fluid oak
#

@steep radish you need to set the brush dynamics to use tablet pressure

#

Depending on your version there should be presets for that

steep radish
#

@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

fluid oak
#

You might need to switch brush shape, spacing, and feathering. Have you tried different presets or fiddled with the settings?

untold edge
#

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 πŸ™‚

eager mist
#

Just keep practicing until you can produce the quality you desire.

untold edge
#

Yeah but is it feasable?

#

feasible*

eager mist
#

You won't know until you try.

untold edge
#

I guess so, mind if I ask you another question?

eager mist
#

Sure.

untold edge
#

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?

eager mist
#

I wouldn't want to play lego with assets. So I wouldn't but it depends on whats easier for you.

untold edge
#

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?

eager mist
#

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.

untold edge
#

Yeah I usually do, thanks for the help though, that's fair

eager mist
#

Sorry I couldn't help.

untold edge
#

nah it's cool man

eager mist
#

Nice tutorial (VFX)

wide maple
#

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.

#

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

willow nebula
#

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.

wide maple
#

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

willow nebula
#

Can't be sure here, sorry, as I'm not used to rigify

wide maple
#

np thanks anyway

pallid fractal
#

@wide maple Exporting Rigify rigs to Unity hasn't really worked since Blender 2.78

wide maple
#

Oh

#

That sucks

#

Thanks, ill try out that link

pallid fractal
#

(not free)

#

this seems like a big limitation:

#

Does not support exporting multiple animation actions, but supports importing multiple animation actions.

static mortar
#

hey can i ask a question about blender here, i would go to the blender server but no one is responding to me

eager mist
#

This is the 3d channel
Yeah. This is the place to talk about Blender

#

πŸ‘

static mortar
#

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

eager mist
#

I'm a little bit amused that you are trying to move vertices.

static mortar
#

lol

eager mist
#

Most animations are done either with Bones/Joints.

#

In games

#

Films, from what I understand, use deformers.

static mortar
#

ok thank you

eager mist
#

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

#

🀫

#

But I did use 3ds max and Modo for a long time

static mortar
#

same

#

lol

eager mist
eager mist
#

My frame rate likes it.

#

Gives me maybe... a 40fps boost

eager mist
#

cool 3d model :d

sacred root
eager mist
#

waw super cool house

lunar cradle
#

yo

eager mist
#

nice

gritty reef
#

dang, that's pretty sweet

visual locust
#

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

untold edge
visual locust
#

that works with objects, but not with render properties i think

untold edge
#

Also if anyone knows blender, I put a question in general-off-topic unity I could use some help with

visual locust
#

at least i don't know how to do that with render properties

untold edge
#

Ah not sure I just started myself

wary eagle
#

More progress!

gritty reef
#

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

wary eagle
#

Yes true, in fact I've updated the 2 trees models you point this afternoon. πŸ˜…

gritty reef
#

πŸ˜„ awesome

wary eagle
#

☺️

#

Working on the demo scene, (it's a screenshot from my phone remoting my PC sorry)

dire ermine
eager mist
#

ice cream trees

#

best trees

past plank
#

Yum, that's a tasty looking tree. Better than anything I can do at this point, that's for sure.

dire ermine
#

@past plank πŸ˜‹

wind ice
#

looks like a willow tree from runescape :p

untold edge
#

^^^^

eager mist
eager mist
#

Anyone here can help with making a Cape?

#

With cloth material in unity

north parrot
#

tag me if u have questions πŸ˜„

dense blaze
#

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

dense blaze
eager mist
#

@north parrot Why does it say UE4? ...

#

🀫

solar moon
#

πŸ˜„

eager mist
#

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?

solar moon
north parrot
#

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

fluid oak
#

...how does that help unity users?

north parrot
#

it doestn but they asked

worn echo
#

hello

#

where do i go for help on unity 3d

untold edge
#

what do you need help with?

untold edge
#

Anyone here that can help me with Unity/Blender gun animations? Please @ me, thanks! πŸ˜„

calm drift
#

nhnkrnedjnf

#

i dont know who to make animations but i know how to make a cube rotate

#

on its side

shrewd mortar
#

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)?

glacial elm
#

@shrewd mortar do you need why LOD's are used

#

cause i have a strong feeling you dont

shrewd mortar
#

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

glacial elm
#

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

shrewd mortar
#

@glacial elm so would you bake the different levels in different scenes, making a prefab and instantiate them when necessary?

glacial elm
#

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

fast grove
#

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 ? )

eager mist
eager mist
#

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.

glacial elm
#

@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

loud kite
#

Good day everyone! has anyone tried or have experience with multiple UV sets on alembic imports?

cerulean timber
#

@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

cerulean timber
#

Try to post your message in the "programming" section πŸ˜‰

eager mist
#

Try to get answers

dense blaze
#

@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 πŸ˜„

cerulean timber
#

yes, but you can add some details with simples geometries to looks your speed camera more realistic

tardy pagoda
wary eagle
untold edge
#

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

untold edge
#

Think you need to use Unity Connect server for that @high quarry

maiden tangle
#

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 πŸ™‚

untold edge
#

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

maiden tangle
#

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 πŸ™‚

#

style direction was early source games.. but anyway you can see ArtStation what people are doing with it, super inspiring stuff

untold edge
#

woah that's amazing

maiden tangle
#

it's exciting for sure, great time to be alive

untold edge
#

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

maiden tangle
#

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

untold edge
#

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

maiden tangle
#

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

untold edge
#

my god 2 hours xD Guess I'll save that too lmao

maiden tangle
#

Didn't even notice haha of course shorter ones out there but you can get pretty intensive with the detail

untold edge
#

yeah exactly

#

Though I need to make sure I don't go over the top and make my game unplayable

maiden tangle
#

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.

untold edge
#

Damn okay let me save all this in my server before I forget πŸ˜‚

#

perfect

maiden tangle
#

cheers bro good luck! πŸ™‚

untold edge
#

thanks xD Still a while from making textures though, good luck with your projects!

quiet fjord
#

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?

maiden tangle
#

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

quiet fjord
#

ok thanks

glacial vector
#

That scaling sounds wrong. If you’re modeling in Meyer scale that’s the same as in unity

glacial elm
#

you mean meter?@glacial vector

glacial vector
#

Haha yes

glacial elm
#

xD

dire ermine
dapper rain
#

it has 10000+ polygons than any of my models

dire ermine
#

@dapper rain It have subdivision on it. Will bake a Normal map and make it low poly

quiet fjord
#

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)

dapper rain
#

i was going to say weight painting but im not sure

dire ermine
#

@quiet fjord wight painting

dapper rain
#

@dire ermine my last game had like 20 models, if you added all the poligons of each individual model , its probably under 300

quiet fjord
#

@dire ermine what does weight painting do

dapper rain
#

alot

quiet fjord
#

like what specifically

dire ermine
#

@quiet fjord Try to find in youtube fore some tutorials its hard to explane

dapper rain
#

it "controls" how the bone / squeleton moves a certain part of a mesh

#

or deforms it

quiet fjord
#

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

dapper rain
#

u can always make a backup

#

ctrl c + ctrl v lmao

quiet fjord
#

the messing up of it isnt the problem

#

wasting my time is

#

i just wanna be sure this will work

dapper rain
#

get used to it

quiet fjord
#

lol

dapper rain
#

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

quiet fjord
#

ill watch a vid

#

ive been working on this since 10

dire ermine
#

@dapper rain it depends on the game, i think for a main character with clothes weapons its not bad to have 10k-13k polygons

dapper rain
#

i like to do a voxel ish style

#

@dire ermine

quiet fjord
#

weight... (pun intended) so if i use more weight on a part of the model, it wont move as much?

dapper rain
#

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

quiet fjord
#

Oh shit

#

thankyou so much

dapper rain
#

usualy u only add weight where 2 bones connect

#

like elbow

quiet fjord
#

sorry for so many questions, but how do i activate the weight paint

dapper rain
#

what version of blender are u on

quiet fjord
#

.... 2.8?

#

i think

dapper rain
#

in the corner where object mode is

quiet fjord
#

ok

#

is it in editor type?

#

cuz i dont see it

dapper rain
#

did u select the mesh

quiet fjord
#

ok i figured it out

#

now one last question

#

will the weight work in unity?

dapper rain
#

yeah

quiet fjord
#

ok

dapper rain
#

it affects the bone so yeah

quiet fjord
#

oh

#

weird

#

when i move the arm it still moves the torso and neck

#

im messing with it

fluid quiver
#

Does anyone know if the PBR validator is supposed to work with URP? I can't get it to display more than a wireframe

quiet fjord
#

^ 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.)

fluid quiver
#

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.

quiet fjord
#

Hey @dapper rain or @dire ermine

#

the weight paint isnt working on the legs

#

they are still deforming

dapper rain
#

make sure u dont have a random ass bone deforming it

quiet fjord
#

as in..?

dapper rain
#

sometimes weight painting is weird and if u miss by an inch the bone starts deforming parts it shouldnt

quiet fjord
#

r there any tips u got for painting?

#

cuz it keeps painting a lot around where im clicking

#

and the radius is low

dapper rain
#

I dont usualy weight paint , because its always awful to weight paint

#

but it usualy tries to stick to vertices and edges

quiet fjord
#

ok

#

YESSSSSs

#

the limbs are working

#

thank god

#

thankyou

dapper rain
#

np

#

ur getting tips by a guy that makes voxel on blender

quiet fjord
#

lmao

quiet fjord
#

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

dapper rain
#

its not pure blue probably

#

there is always a smudge of light green

tender lintel
#

Π•ΡΡ‚ΡŒ русскиС, ΠΌΠ½Π΅ ΠΏΠΎΠΌΠΎΡ‰ΡŒ Π½ΡƒΠΆΠ½Π°)))

dapper rain
#

Wut

livid steeple
steep radish
#

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"

eager mist
steep radish
#

hot damn

#

Good work of physics

#

@eager mist

eager mist
#

thank you thank you xd

next kindle
#

boing

steep radish
#

is that done in blender?

#

or is this like secondary physics

#

@eager mist

eager mist
#

Done in Unity. Dynamic bones

#

Just the walk animation makes them jiggle a lot Hehe

steep radish
#

@eager mist I've just started using blender, female proportions are so hard to make natural

eager mist
#

I’ve tried blender and it makes me cry. I can’t use it xD

#

Plus I’m too lazy to learn

steep radish
#

oh what do you use?

eager mist
#

Just Unity

steep radish
#

Oh you didnt design the character?

#

character model(

eager mist
#

I did, I bought a base model (I’ll 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

steep radish
#

Oh sick I love it

eager mist
#

Tyty

#

I design characters for VRChat uwu

steep radish
#

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

eager mist
#

Oh I wish ahah

#

It’s just toxic little teenagers and people like me who drink and dance

#

Have FullBody Tracking cutieheadshek

steep radish
#

So you have a vr room?

eager mist
#

Nope

#

I’m in college

#

Lmfao

#

Have a tiny space in my dorm

#

My day consists of classes, design a model, then vrchat till sleep lmfao

steep radish
#

When I finish my character, can I get constructive criticism from you?

#

its my first one so I need direction :p

eager mist
#

If you wish to do so you may 3kannacomfy

steep radish
#

πŸ˜€

thorny wasp
#

When importing 3D models ive made in blender into unity it crashes every time, What do i do? xD

thorny wasp
#

Oh, it only freezes perminantly on FBX. takes a while to import a single .obj file though

eager mist
#

new feature

#

I dont know
I was a bit surprised too when I realized how long it could take to import new models

thorny wasp
#

its normally instant

restive lance
#

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:

  1. FPV - model without hands and head, hands attached to camera
  2. FPV - actual model, but without head
    If you have experience in doing FPS games, can you say how did you make it?
eager mist
#

🍿

restive lance
eager mist
#

Well I hope that you ll have more luck than I do

#

🀣

restive lance
eager mist
#

Im still working on building a proper FPS controller

#

henlo i have problem

#

(why am i saying henlo everytime)

restive lance
#

@eager mist I also want to do procedural animations

thorny wasp
#

Ooooo it only took 15 mins to import successfully (Yay)

#

Ive done proceedural content generation

#

but not proceedural animation

restive lance
#

I know how to generate procedural maps

eager mist
#

@restive lancegood luck

thorny wasp
#

Yush

restive lance
#

Add checking of placing possibility and i think it will looks better

thorny wasp
#

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

restive lance
#

Okay

eager mist
#

hello

untold edge
#

@eager mist Do you have special mechanics for your First person controller or something?

olive skiff
#

@thorny wasp Hi, How do u morth 2 models. lyk huk transformation.

thorny wasp
#

What?

#

@olive skiff

olive skiff
#

@thorny wasp Hi, How do u morth 2 models. lyk huk transformation.
@olive skiff

thorny wasp
#

i asked because i dont know what you said the first time πŸ˜…

eager mist
#

@untold edge
basic stuff
cam and rigid bodies dont mix well
that is all

olive skiff
#

@thorny wasp πŸ˜„

untold edge
#

@eager mist what's wrong with this?

eager mist
#

it is just a capsule?

#

🀑

#

try using a fps cam and a rigid body and a character model

#

A proper FPS controller

#

without getting jittery cam issues

glacial elm
#

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

eager mist
#

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

glacial elm
#

@eager mist ? you tried my theory?

#

or you made your own

fallow gate
#

into unity but it looks like this once it's in

near lotus
#

Flipped normals. Recalculate your normals.

eager mist
#

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

violet nest
fallow gate
#

Aren't they supposed to be like that?

eager mist
#

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

steep radish
#

Does anybody know how to make the mirror modifier affect only one cube and not other cubes

#

in blender

#

dw found it out ):

fallow gate
#

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

steep radish
#

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?

bright crest
#

if you have a skeleton system in place to keep them in place relative to their parent, then it should be fine

cerulean timber
#

@fallow gate could you show us your import setting for your sword?

elder pecan
#

anyone know how to fix gravity in 3d so i dont fall through the floor

next kindle
#

does your floor have a collider and make sure its not flagges as 'is trigger' ?

eager mist
#

lol
Backface culling allows you to see flipped polygons. it wont magically fix anything

#

@fallow gate you still need to flip those polys

pine path
#

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?)

fallow gate
#

@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.

glacial elm
#

them tits though

#

xD

fluid oak
#

@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

eager mist
#

@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

fallow gate
#

Oooh myyy gaaawd, I added the .blend to unity and it worked.

#

I thought Unity only needs the .fbx

#

I feel like unity doesn't need the .blend though.

near lotus
#

Check your scaling. It should be 1,1,1

fallow gate
#

Did

#

Ctrl A right?

near lotus
#

Yeah, apply scale

#

You have no modifiers, right?

#

Send me the blend

fallow gate
#

Okay 1m

#

yeah no mods

near lotus
#

Looks fine in Unity to me.

#

What are your fbx export settings?

fallow gate
#

I just stuck with the default

near lotus
#

Check Selected Objects

fallow gate
near lotus
#

Also change Apply Scalings to FBX All

#

Make sure you have your sword selected in the viewport

#

Then export

#

It should be totally fine

fallow gate
#

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.

dire ermine
fluid oak
#

neat

dense blaze
#

how do I know that if I import a blend file in unity that it has the correct size?

dense terrace
#

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

fallow gate
#

@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.

native kindle
#

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)!

drowsy crescent
#

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

native kindle
#

@drowsy crescent That was very helpful, thank you!! πŸ˜„

drowsy crescent
#

Glad to help ^_^

fluid oak
native kindle
#

@fluid oak Thanks!!

dense blaze
#

thanks @fallow gate

cursive sail
#

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

junior stone
#

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?

cursive sail
#

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

next kindle
#

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

junior stone
#

For starters, characters are really hard... you need an understanding of general modeling as well as anatomical knowledge

cursive sail
#

Thats fine

next kindle
#

just start with like cubes and boxes, rectangles and stuff

cursive sail
#

Im fine with putting in the work to learn

#

But im starting from scratch

junior stone
#

starting with characters is a bad idea, try getting some hard surface knowledge first and move on from there

cursive sail
#

What would you suggest I start with?

junior stone
#

hard to say, something that interests you for sure. look around for something interesting IRL you can use for reference

next kindle
#

maybe like objects you use in your levels?

cursive sail
#

Could weapons be a good choice?

#

I want to make swords and buildings etc for games

junior stone
#

can you draw on paper?

#

or in PS

next kindle
#

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

cursive sail
#

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

next kindle
#

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

cursive sail
#

Im probably really far behind since I can’t draw either

junior stone
#

I could give you smt to do tbh

cursive sail
#

Awesome

junior stone
#

was my first 3d assignment in school

cursive sail
#

Thanks πŸ™‚