#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 41 of 1

junior stone
#

what country/style do you like?

cursive sail
#

Donโ€™t have one and fine with trying out anything for start

junior stone
#

ok

#

My first assignment when I got into 3D was this

#

not mine ofc, but thats the idea

next kindle
#

oeh

#

my first assignment was a car ๐Ÿ˜› i dont think i could make something like dat

cursive sail
#

Damn that looks fantastic

junior stone
#

@cursive sail basically, you make a street with 3 houses

#

style of your choosing

#

add a few props around and try to make a nice looking scene

cursive sail
#

One question guys, is it too late for me to start drawing/modeling and get decent/good? Im 16 and barely can make a stickman drawing

#

Feels like most people that are my age are like 100x better

junior stone
#

I started when I was 18, going to unviersity

#

its never too late to start tho

#

all it is, is persistance

next kindle
#

nah 16 is fine

#

usually you dont get taught these kinds of things in school unless you go to a specific uni or college for it and by that time you're generally around 18 or older

junior stone
#

(Like I did)

next kindle
#

so anything you learn before that is only extra knowledge

cursive sail
#

Oh okay awesome yea im willing to stop programming for a while to learn to draw/model

#

so I can put in a decent amount of hours a week

#

Well thanks, for letting me know

next kindle
#

yah its good to try out a lot of different things anyway, you dont have to focus on 1 thing

#

maybe you'll enjoy modelling a lot more than programming

junior stone
#

you might*

cursive sail
#

Who knows

gritty reef
#

I started learning programming but enjoyed the limited modeling I was doing along with the programming courses and eventually switched my interests fully to modeling.

junior stone
#

try and think about what you want to tell a story in the scene. think about composition. make a small list of items you would like in the scene. look for reference on those items. A LOT OF REFERENCE. and make the models.you dont even have to do the whole scene. just doing a few elements of it is a good start to start modeling

#

@cursive sail

next kindle
#

true its suprising how much you can take from just looking at photos of stuff and trying to recreate it

junior stone
#

do not try to make it super realistic, go for a half life 2 style texture

#

once you understand UV unwrapping and texturing you can improve the quality

#

#knowledge

#

๐Ÿ˜„

next kindle
#

ugh textures are a whole other thing ๐Ÿ˜›

junior stone
#

its part of the pipeline ๐Ÿ˜„

elder iris
junior stone
#

dunno, pebkac? how are you moving the camera

elder iris
#

using the standard free look cam

junior stone
#

never used unity packaged assets, wont be of any use here Im afraid

elder iris
#

fixed it

ornate panther
#

forget it im stupid

half aurora
eager mist
#

@half aurora to much verticles not gonna lie

olive skiff
eager mist
#

for what reason

#

did you post it twice

olive skiff
#

@eager mist dont no its both 2d and 3d.

fallow gate
#

Okay, so i realized that for me, when updating 3d models in Unity, for some reason i have to delete the original 3d model asset from unity first in order to be able to import the updated version.

#

Reimport doesn't do that i guess.

lucid seal
#

Would this be the right place to ask about possibilities n' such?

#

I'm looking to make a 3d RPG like Legend of Dragoon, so I've already got plenty of ideas on what I want to accomplish.

#

I'm trying to figure out how I'd go about the Ps1-era 3d combat seen in LoD, FF7 and FF8. Creating a separate 3d environment for the battle area and placing the party in a line, that seems like the basic setup, but getting characters to rush directly in front of the enemy and perform their attack animation, then jump back to original position... that's what concerns me for now.

#

I don't wanna be a pest, btw, so for now I'm just asking, y'know, "Is that doable?"

fallow gate
#

Don't you just make then run a to b then attack when in range then run back b to a?

elder pecan
#

does anyone just know how to make gravity a fall and not a teleport. Heres my script

lucid seal
#

I dunno. A lot of my knowledge of LoD's coding is logical guesswork based on what I can see.

elder pecan
#

dang all the Unity Helpers like just signed off

eager mist
#

Become the helper. Problem solved. ๐Ÿ˜ฑ

#

๐Ÿคฃ

hallow canopy
#

the entire west coast of US and canada is either in the process of leaving work, getting home, or making dinner

eager mist
#

It's 8:45PM in Montreal now. Kind of late.

#

Kids are going to bed

#

๐Ÿคซ Free time for parents

#

Time for Unity

elder pecan
#

Chris im 14 lol. I just started 3 days ago.

fluid oak
#

Also, y'all are asking in the wrong channels

#

this is an art channel, none of the programmer types will even see it unless they happen to glance in here

lucid seal
#

Apologies.

junior stone
#

@lucid seal its doable, anything is. but as with anything as well, its a lot of work

pine path
#

Does anybody have any materials or tutorial on how to achieve a "hypercasual" aesthetic?
They look like they have no material but if I do the same it doesn't look right

random dirge
#

Isnt that just the lighting? I dont think such a look is done purely with materials

pine path
#

I don't know. I've been a 2d game programmer all my life. Materials, lighting and quaternions are still spooky to me ๐Ÿ˜ฆ

random dirge
#

Well you asked in the right channel at least :)

dense blaze
#

is there anyway i can make the camera move in blender like in unity?

dense blaze
#

how to make transparent material in blender?

gritty reef
dense blaze
#

i cant find anything on google..

#

i figured it out myself :L

cloud dirge
#

Hi! Can I make grappling hook with character controller, not rigidbody?

fallow gate
#

Excuse me sirs and ladies

#

It has metal pieces that don't use an image texture

#

but the wood is an image texture

potent wraith
#

@fallow gate you have several options. You can assign several materials to different parts of the object in blender and make sure that in unity the mesh also uses several materials.

#

Or the better option is to bake all of the objects texture into one texture that contains both the wooden and the metal parts.

verbal osprey
#

I am using blender to texturize models and the color of the textures looks different in Look Dev mode. Should I keep in mind how the color changes or in Unity will the color look exactly like in the texture?

fallow hamlet
#

@fallow gate wow. Respect

#

๐Ÿ‘๐Ÿป

eager mist
#

A friend of mine, Floatharrโœจ, just posted his process of sculpting a turtle in Blender. You uses a wide variety of tool to pull it off. It's neat.
https://www.twitch.tv/videos/541525122

north tinsel
#

Hey im looking for someone to help me with my 3d voxel game with art and stuff

#

not my thing really

glacial elm
#

@eager mist Hi. What would you concider to be a good poly limit for a redwood tree. realistic. but game ready

fallow gate
#

@fallow hamlet my friend did the code so he gets at least half the respect.

eager mist
#

@glacial elm
That answer is always going to be relative to your performance budget

#

You need to know approximately what the is and how much poly an asset such as a tree should have

#

Do you have a forest?

#

or is it a city with 4 trees?

glacial elm
#

@eager mist its a forrest. and i did mention realistic. meaning im going from average to high end pc:s

#

the tree its self is over 70 meters (230 feet)

#

,etc.....

#

ive managed to settle it to 13 - 15k but now relized that speed trees unity measurments suck and are not realistic. they are based on generic unitys instead of meeters or any normal unity. Which ment i had to do some math and testing to kinda figure out how the measurments worked. 1m = 4.866 absolute units.

#

so when i relized that and adjusted size the poly count sky rocketed to 23k. and im trying to get another artists view on how they feel on poly limits of such a large tree

near lotus
#

I would go anywhere from 2K to 30K on LOD0 depending on the use case

#

There is just so much to consider

#

Is the player only ever going to see it from the ground?

#

Will they be able to walk right up to it?

#

Is it a slow paced walking simulator where detail is everything, or is it so fast-paced that you won't be able to ever see detail?

#

My method for trees from a first person ground perspective is to have a moderate poly count base trunk (1-2k) with tessellation, and then extend the trunk into fairly lowpoly branches

#

Without tessellation, I would triple or quadruple my polycounts probably

#

But I love detail

glacial elm
#

its a redwood. i dont think its too easy to see it from the top xD

#

but thanks

near lotus
#

Well you could be talking about a flight sim or something.

glacial elm
#

@near lotus its a MMO. I work at a studio. The studio poly limits on such large trees are up to 20k. im below that. But just wanted to see what others think

#

its fine i think i got it though

near lotus
#

Alright.

#

Speaking of trees, I redid this one and made it better

#

Still has tessellation cracks I have to remove

north tinsel
#

wow thought that was real life, Thats insane

#

@near lotus

near lotus
#

Yay! Thanks

#

I have a bunch more stuff on my twitter

north tinsel
#

ill check it out ๐Ÿ™‚

potent tinsel
#

Beautiful

weak raven
#

okay, bit of a noob question, but I want the 4 corners to stay sharp on this subdiv surfaced plave

#

I tried adding extra loops to the edge, but it keeps rounding

potent tinsel
#

Did you xtra loopcut all the parts of the edge?

near lotus
#

Do you want them totally sharp?

weak raven
#

yes

near lotus
#

No bevel at all?

weak raven
#

no, 100% sharp

near lotus
#

So you add loop cuts and move them allll the way to the edge

#

I wouldn't do that for a game-ready object, but it works for a highpoly

near lotus
weak raven
#

omg thx. i was using the wrong damn tool ๐Ÿ˜ฎ

near lotus
#

ctrl + R in blender

wise vine
#

Simple yet really complex question.

At school we work with Blender, but I've always drooled at the sight of Zbrush

So, Blender vs Zbrush?

modern wraith
#

im on mix

#

what am i supposed to use

#

no matter what mode

glacial elm
#

@near lotus @eager mist

#

How its looking atm. im waiting for the guy im working with who lives in california and has seen redwood trees to tell me if its too big. but in all cases thats the tree. on about 19k polies

near lotus
#

Doesn't look like 19k polys to me. The polygons should be concentrated at camera height.

glacial elm
#

@near lotus it is. redwood trees are very complex.

#

and ive omptimized that shit out of it.

#

its just the shear size that is killing polies.

#

a redwood tree is from 250 feet up to 360 feet. (70 - 73 meters average) and have a 10 to 15 feet radius on average

#

another vid but with it being smaller. still same poly count. its mostly just the clusters causing that though. the clusters are very lowpoly even on LOD0 but a redwood tree has many many clusters on it so its more the amount that is making the clusters take a bit over 10k

glacial elm
#

@near lotus

north tinsel
#

I need someone to make me voxel art ๐Ÿ˜ฆ i cant do the animation side of it

versed ridge
#

Ive wanted to ask this questions to 3d artists for a while... does anyone else feel like Maya/Blender is overly complicated and kind of hard to use? Like if there was a better 3d modeler out there would you switch to it? Or are you using a different program?

#

I feel like its time for a new program to come out, one that's way more simple and streamlined, intuitive, and is geared towards realtime models/animation

#

for a while Ive contemplated trying to make one. Besides the fact that its not easy, I've refrained from attempting to do so because my end goal isn't to start a 3d modeling program company, but to create content enjoyed by players/viewers ie. games. But now thinking about how pixar had to create their own software (renderman) to make their movies, I'm thinking its more practical than I did before.

glacial elm
#

@versed ridge they aren't. just needs the person to not be lazy and actually learn xD

fluid oak
#

@near lotus I'd love to know more about how you did that, it looks amazingly good

wise vine
#

@versed ridge Its so complicated because it is a very sophisticated program intended for professional use. There is a lot to learn, but its also extremely powerful.

#

This is like saying that Photoshop is too complicated, why not use Gimp

#

well because Photoshop is 100x more powerful

eager mist
#

@versed ridge
Blender is great. It's also free.
If you want user-friendliness and better 3D modeling tools.
Try MODO.

#

Modo is more that 3D app that veterans at one point end up using, because it's very 3d modeling centric.

#

DOOM 2016 was modeled primarily with MODO. MODO was developed by former LightWave 3D devs who wanted to do something better.
Since, MODO has been used for films and games. Films like Iron Man, Pixar films, etc.

near lotus
#

@fluid oak About 800 pics of a tree run through Reality Capture to obtain a 60 million poly highpoly mesh. Bake that down to a lowpoly mesh, remove lighting, add tessellation and displacement map, make beautiful in HDRP with an HDRI and directional light, tonemapping, contact shadows, etc.

#

Also bring into substance painter to apply the tiled terrain grass texture to the base of the tree to help blend it in

#

That can alternatively be done with the layered lit shader but painting it onto the base texture directly is cheaper

eager mist
#

MODO is still not very well known in the industry, unless you are familiar with big names such as Tor Frick.
The most common 3D apps in the industry are really Maya and 3DS MAX.
Blender is super popular because it's the ''free'' one.

#

And it is now in a really good spot, in terms of features.

#

In 2020, you can't go wrong with any of them.
They are all great.

#

It's not the 90s anymore...

wise vine
#

Where does zBrush fit into all of this

eager mist
#

Zbrush is mainly for Character Artists.

#

But it is used more and more by environment artists

wise vine
#

In what areas is it 'better' than Blender

eager mist
#

zbrush is a 3d sculpting app

#

not a full feature 3d app

#

the tech behind is faking 3d poly so it can run millions without issues

wise vine
#

Yeah it uses points in space rather than vertices, right?

eager mist
#

blender is all around app and old school 3d polygons

wise vine
#

something like that

#

ah so its really a powerful scultping program?

eager mist
#

yes

#

but

#

blender now is good too

wise vine
#

Ive noticed

eager mist
#

they found a way to do it

#

their way

#

modo has sculpting too but it sucks

#

it is really a sub-d modeling app

wise vine
#

does anyone use Mudbox?

eager mist
#

many are switching to blender noew because it is NOW well rounded

#

Mudbox... is nt used much

#

notably because zbrush takes most of that market

#

hands down the best at it

#

In reality...
If you are a pro at Zbrush... you are a monster artist

#

But this is where Blender comes into play with his new 3d sculpting tools

#

You still need to decent rig to sculpt in blender

#

but if you do ... you can do a lot

wise vine
#

alright, thanks, its all clear!

eager mist
wise vine
#

Are you linking this for me?

eager mist
#

Just putting it out there. It answers several questions I see in here all the time.
What a production looks like, what are the different career, what apps should I use, what are the 3d modeling workflows, how do I guide players

#

etc.

#

It's somewhat like a FAQ

wise vine
#

If I have a torus shaped mesh in unity

#

can I scale it so it gets thicker?

#

Its a gold ring that is too skinny

rancid jackal
#

how to rotate object around point with quaterions?

rancid jackal
#

Ok I tricked that in the way I want.

next kindle
#

place it in an empty game object

#

and you can make it rotate around that

#

thats a simple trick ๐Ÿ˜„

fallow gate
rancid jackal
#

@next kindle I did exactly that ๐Ÿ˜„

wise vine
#

I have to fill in the top spaces in this 'evil pandoras box'

#

any ideas?

#

I want it to look cool but I can do intricate sculpting, I dont have the time (its for an assignment)

chilly oracle
#

@wise vine You could do a flat intricate sculpture, imagine a flat face looking up? A pandoras "box" (was really a jar btw) is a philosophical view of something containing evil/misfortune. What is depicted on the top can be whatever you desire, personally I would do some pattern, slightly raised, maybe with some physics element like metal rings. It also does not look like the box has any look yet, intentional?

#

Maybe like that but with more depth.

steep radish
#

Why is my scene taking 13 hours to bake

#

I made my terrain into static, is this normal?

steep radish
#

);

eager mist
#

Good day, I have a problem with OC, after calculating and setting an object as occluder, I get green lines behind the objects anyway and smaller objects are rendered even if they should not. What am I doing wrong?

shrewd mortar
#

Hi all, I am experiencing slow game loading time, when i start the game on my laptop with unity editor everything is good and the game load instantly since i have quite strong laptop but once i build the app and install it on my Android phone the loading time is approximately 10-14 seconds, I tried to disable all my code that runs on Awake and on Start or Update and the loading time is still the same. What would be the best way to track/debug the problem for this kind of thing?

eager mist
#

Maybe try Profiler to see what happening and what have long loading?

shrewd mortar
#

I even disabled everything and left only the terrain and directional light and it still takes 10-14 seconds to load

next kindle
#

have you tried it on multiple phones? just to make sure its not your phone?

shrewd mortar
#

yup, tried it on mine which is Galaxy S9+, tried it on S10+ and Galaxy Note.. all are good devices so that is what bugs me

outer halo
#

Fun question for Maya folk.

We have a single FBX that we're turning into a prefab and spawning these a bunch of times (lets say 100) in Unity. Each one will have their own IDs, (001, 002, etc.).

Each of these will have their own animations that essentially move them from their pointA to a pointB.

What's the best way to export these animations from Maya?

We're hoping to do this with some automation such that we dump the animations into the resources folder and apply them (by name) to each of the objects. Therefore, kind of want to avoid having to frame split a single Take001 anim.

#

I guess the question is, can you export only an animation from Maya? Therefore, we'd have 100 animation exports that we dump into the resources folder to pull from?

wise vine
#

@chilly oracle As a big fan of Greek Mythology, I am aware of the story of Pandora and her vase of evil spirits. I actually planned this to function as a Pandoras Box, funny you spotted that! Im planning to have it open up with an animation and have evil 'shades' escape from the inside.

By now I've gone with something else for the top spaces because I have limited time and skills. Here is what I have so far:

#

Im currently doing the painting in Substance Painter, Im going for Jade + Purple Metal. I'll post again when I've finished painting.

fluid oak
#

@outer halo if you use the right naming convention, Unity will only import the animation and append it to the original model.

#
 and name them with the convention modelName@animationName.fbx. For example, for a model called goober, you could import separate idle, walk, jump and walljump animations using files named goober@idle.fbx, goober@walk.fbx, goober@jump.fbx and goober@walljump.fbx. When exporting animation like this, it is unnecessary to include the Mesh
 in these files, but in that case you should enable the Preserve Hierarchy Model import option.```
fluid oak
#

For FBX files, you can export the Mesh in a Model file without its animation. Then export the four clips as goober@_animname_.fbx by exporting the desired keyframes
 for each (enable animation in the FBX dialog).```
eager mist
wary cloak
#

Looks nice ๐Ÿ™‚

wise vine
#

Im trying to bake AO in Blender, and the image looks very 'specky'. Is that okay?

glacial vector
#

You'll either want to blur that, or increase the sample count

wise vine
#

Ah, my classmate told me to change the samples. Its standard on 128, so he changed it to 2, which he said was fine

#

Ive now done it on 10, and it does look much better

#

I'll try again on more, thanks!

glacial vector
#

haha yeah there's a middle ground there

wise vine
#

What would you recommend?

#

This is not for professional production, but I do want good results (for portfolio etc)

glacial vector
#

Idk whatever keeps the render time low but gives good results. Maybe 16 or 32

wise vine
#

cool, 32 it is

gritty reef
#

Nice stump @eager mist ๐Ÿ™‚

eager mist
#

ty ๐ŸŒฟ

wise vine
#

@chilly oracle

#

Still gonna do an effect when it has opened, but the mesh, textures, and materials are done

junior stone
#

@wise vine is that an hdr background?

wise vine
#

@junior stone yep, from HDRI Haven

river oracle
#

Any way I can get the first image looking more like the second one in Unity?

#

The OG game was made in Unity so if that helps idk

compact moth
#

hi guys i'm looking for someone because i wanna create a small 3D game

#

just for somedays thats not for ever

#

like 2 or 3 days

#

thats a FPS

#

not very impegnative

#

or else

#

im at the start point

#

i've got some variables but not so much

rapid echo
gritty reef
#

That's absolutely fantastic.

eager mist
dire ermine
gritty reef
#

@dire ermine I absolutely adore that style. Fantastic model

#

stylized is my jam hahah

sharp elm
#

yea sorry bout that im generaly confused about texturing , is it 2d , 3d

#

thanks

gritty reef
#

From the looks of your screenshot, it'll belong in the 2d section.

sharp elm
#

i moved it and forgot to delete

#

sec

junior stone
#

actually textures can go here i think. the channel descritption is "related to 3d" so its correct

eager mist
#

yes. texturing goes here

#

definitely part of 3D

eager mist
eager mist
#

@eager mist Be my artist xD

#

uhh what are you doing?

#

Lol I was joking, someone like you probs will want to be paid.

uhh what are you doing?
Cube Race

#

cube race?

#

Yeah, wana see a quick gameplay?

#

dm me]

#

kk

opaque kestrel
#

anyone wanna make a game

eager mist
#

Gun Game?

opaque kestrel
#

sure

#

if you want to

eager mist
#

yeah

#

friend me

grizzled sorrel
#

how do i use .sbsar files in unity

pallid fractal
near cloak
#

Does anyone have tips for making a better 3d model

#

This was my first gun model

#

With probuilder

maiden tangle
#

Try blender 2.8! It's a lot of fun once you get the hang of the UI, way more guides and tutorials on youtube regarding it as well.

eager mist
#

@near cloak
You really should use Blender to model 3D objects.

#

Or 3DS Max, Maya or Modo.

near cloak
#

@eager mist How's this. I just scrapped it rq

eager mist
#

Looks good
But maybe, it would be more relevant to post how it looks in game either in First-Person or Third Person

#

@maiden tangle looking good!

near cloak
#

Oh

#

k

rain cobalt
#

can anyone familiar with blender help me with 1 problem that i am facing

near cloak
#

I could

#

Well

#

in building

#

not rigging or animating x-x

rain cobalt
#

@near cloak i just messaged you

near cloak
#

My weapon models

dapper gyro
#

Has someone run into this before? The bones for the hair piece are being warped, but in Blender they're straight. Additionally, all other bones are importing fine though. If I remove the bones, it imports straight as expected as well.

gusty arch
#

Does anyone know how to get real world a curate terrain in unity 2019?

maiden tangle
#

There's a couple solutions on the unity asset store, one of which "Real World Terrain" that seems to have good results.. @gusty arch

eager mist
sharp elm
#

is nice

odd moat
#

Like should i have less or more planks, change their width? etc etc

#

gotta be perfect yknow

gusty arch
#

@maiden tangle I need it to be exactly like the real world

#

So um guessing sat imagery

next kindle
#

@odd moat i think the amount of planks would depend on how big you want your pieces to be. Size wise it looks fairly okay but it might be easier to see if it was a longer chunk of track.

#

the wood planks look a bit too flat for me but they'll probably be like 'in the ground' when actually played in a world anyway so that shouldnt be too much of a problem i think

odd moat
maiden tangle
odd moat
#

And yeah the planks will half under ground so you wont be able to tell ingame

eager mist
odd moat
#

sexy knife btw

gusty arch
#

@maiden tangle can go map be used to texture 3d

#

Like this

#

With the buildings too

#

What about about mapbox

vivid girder
#

nice map

eager mist
#

@odd moat

#

thonks

near cloak
#

Omg @gusty arch that's hawt

stiff stone
eager mist
#

not quite seems good to me,
to flat of a sides,
you use high poly cylinders in a low poly model ๐Ÿค”

neat scarab
#

If u guys export textures to unity with substance painter - what do u do? I guess u guys choose "unity metal gloss " export preset. Thats ok. But do u use roughness or glossiness inside substance painter? Cuz standard is roughness.

fluid oak
#

@dapper gyro are the hair bones in blender using any modifiers that might not be exported to unity?

dapper gyro
#

@fluid oak Not that I am aware of, they appear to be setup the same as all of the other bones

fluid oak
#

Because hair is often set up in different ways from limbs

dapper gyro
#

Her other hair rigging isnโ€™t warping in rotation and theyโ€™re set the same is what I meant

#

Going to try re-rigging from scratch and see how that goes. Maybe there is something Iโ€™m just not seeing

halcyon widget
#

[Comissioned work] Looking for someone to help setup an anime hair look for my up and coming game using Unity Toon Shader. Anyone familiar with this shader DM me.

eager mist
#

something i started yesterday and wrapped up today

#

heres the concept piece

#

nice work yo! got a cool sci-fi ish vibe to it

#

Thanks ๐Ÿ™‚ Glad I captured that feel, the concept is from star citizen okhandbutflipped

versed oriole
#

Question I couldn't find a proper answer to yet: 3D modelling apps like Blender, Maya, Modo all support mesh instances in the FBX file format. Unity seems to recognise these as well, at least according to the hierarchy. (For example, a quad, a cube and 19 instances of said cube made in modo lead to 1 mesh-item for the quad and 1 mesh-item for the cube with 20 gameobjects total all referring to the cube mesh in the mesh renderer)

But how is that mesh item being handled by Unity / the GPU. Does it make a (noticeable) difference whether you have 1 mesh item or 20? Or are these instances all converted back to whatever the mesh is and treated as unique items?

#

In other words: What are the pro's and con's of using mesh instances for the specific case of realtime rendering in Unity?

glacial vector
#

@neat scarab glossiness is just inverted roughness. Painter handles that in the export

junior stone
#

@versed oriole AFAIK the meshes are just imported together but are handled separately. but its not that big of a difference having 20 meshes of 100 vertices or one of 2000 (this is to scale ofc)

glacial vector
#

Yes, quite. The memory footprint of the mesh will be smaller. But that's not really a huge problem unless you have very complex meshes. When it's on-screen, instancing doesn't help on the amount of verts unity has to render

versed oriole
#

Okay, so it doesn't really matter that much and is more of a workflow thing then. Thanks a lot! :)

#

Sometimes, little questions keep me from actually getting down to the work because I still tend to "over-optimise"... ^^

junior stone
#

all I can say about that is

#

dont

#

I had to load a revit file a while back. that was just hell

#

had to optimize everything, that I figured out revit files are like doublesided modelled. like double polygons

versed oriole
#

Ew.

junior stone
#

that single model was 30 million vertx...

#

because it was all planes, there was no actual geometry. EVERY 4 VERTS WAS A DIFFERENT OBJECT

versed oriole
#

Hahahaha

junior stone
#

i gave it back to the architect like. NOPE FK YOU xD

versed oriole
#

Nah, I was just thinking about kitbashing and modular approaches for level design.

junior stone
#

oh for that it should be fine

#

just make sure you have good collision meshes

#

how complex are these meshes you are making?

versed oriole
#

Right now just blockouts, I'm not a 3d artist, just a programmer who slowly dives into 3d modelling and animation.

#

Just trying to keep everything as performant as possible. ^^

junior stone
#

on performance then, I w ould like to recommend smt xD

versed oriole
#

Always aiming for the "FPS OVER 9000!" effect.

junior stone
#

make sure you have a mesh for visual and collision, separately

#

if you have a cable on a wall, it wont need collision

versed oriole
#

Yeah, I thought about using LOD2s as mesh collider as a rule of thumb.

junior stone
#

I like that, could even be an LOD3 depending on complexity

#

dunno what style / lighting model you are going for

versed oriole
#

I'm aiming for stylised realism, just a prototype of a potential remake of a game I used to love and play, which got canned by Ubisoft in 2016 (passion project)

junior stone
#

i mean, getting the game blockout and flow right is the first step. after that you add meshes to add detail and make it look good

gritty reef
iron flare
#

Exported the meetmat from substance to Unity so I would be able to make a custom shader and animate the radar. Worth it.

terse reef
sharp elm
#

2k30 gaming chair

#

is nice

tropic willow
#

For 3D animated models from Maya, is .mb file preferred, or .obj file?

elder pecan
#

How do I make a terrain turn the color of a material (Not a texture)

eager mist
#

@terse reef
What app do you use for 3d modeling?
Why are there curves? Is this a high poly?

terse reef
#

@eager mist The app is Rhino. A beast of a 3d modeling software. The curves are isocurves or bsplines that describe the surface geometry.. this is a nurb model and not a mesh, so I can export a mesh at various resolutions.. so this can be very high poly

fluid oak
#

@iron flare wow that looks cool

edgy totem
#

Applying a texture onto my material makes it pink, anyone know how to solve?

wicked briar
#

What would be the best way to implement a shooting system with a rotation system on mobile?

gritty reef
wicked briar
#

Okay, thanks

sharp elm
#

@edgy totem prehaps missing texture or wrongly setup texture

elder pecan
#

anyone simply just know how to apply materials onto terrain

untold edge
maiden tangle
#

@elder pecan It's in the last option in terrain tab, gear icon, change to custom material.

willow nebula
#

@untold edge Define "sticking out" ? Are you expecting some sort of displacement ?

maiden tangle
#

@untold edge I would suggest checking the heightmap, it's incredibly low is it not?

#

in the textures themselves

#

mess with the normals as well

untold edge
#

I actually did go back and do that @maiden tangle @willow nebula however Iโ€™m starting to figure out that a more long term problem is taking pictures of things that tile together nicely

maiden tangle
#

Sorry do you mean the long term solution is taking tile pics? I would suggest checking out quixel :)
But also, there are some tools in most modern photo editing software that allows you to create seamless tiles with a given photo, I'm not saying it would work for things as strict as bricks but it's helped me a lot when I was going that route

#

@untold edge

#

you definitely want that consistency in whichever style you go that's for sure! something I'm working on at least

untold edge
#

Well Iโ€™d rather take my own pictures if I can, maybe I need to look into these tile software programs

#

@maiden tangle I know itโ€™s probably a dumb thing to try and get all the images myself but if I can find a way I should be good

maiden tangle
#

To each their own :) ps/gimp have plenty of ways to make things tile be it manual adjustment or noise splattering etc

junior stone
#

I hope that link is correct, cuz net security wont let me load the page at work

#

@untold edge

untold edge
#

I am using that

#

but they don't tile well unless I get a perfect image

junior stone
#

I mean, whats your strategy for creating tiling textures @untold edge

untold edge
#

I literally started with PBR materials/textures last night so I've not figured that out yet

#

I just went outside today, took a picture of a wall and later figured out that tiling will be a big problem

junior stone
#

if something is not tileable, offset it in photoshop (or any other tool) with 0.5 on x and y

#

fix the tiling and repeat until satisfied

untold edge
#

Wait what

#

How does that work?

junior stone
#

if you have a texture for pbr its square right?

#

you offset it by 1/2 of its width

#

or height

#

and you fix the part where they used to have an edge

untold edge
#

what do you mean exactly by 'fix the part'

#

like I have to draw it myself?

junior stone
#

sec

#

clone stamp basically

untold edge
#

I really wish I wasn't so new at this and understood what this all means lmao

junior stone
#

what part isnt clear? ๐Ÿ˜„

untold edge
#

Well I've no idea what a clone stamp is....

junior stone
#

well, you take information aka clone, and stamp it somewhere else aka paste

untold edge
#

so I offset the image by 0.5, which I'm assuming means I move it over to the right by half?

junior stone
#

this seems to explain the gist of it

untold edge
#

ah a video

#

yeah very helpful thanks

junior stone
#

most of the textures on the site I sent you are tileable, but sometimes you need to do it yourself

untold edge
#

Yeah they have a tab 'Seamless' which I think is the same thing

#

Just one other thing, when I create a material, it makes me specify how many tiles it should be. So if I put it on a 1x1x1 cube it has the same amount of tiles compacted into that cube as if I put it on a 50x50x50 cube

junior stone
#

thats more like a statement than a question tho. What are you asking here?

#

@untold edge

untold edge
#

Well is there a way where it auto scales

#

so if it's 1x1x1 - it tiles 3 times

#

but if it's 4x4x4 - it tiles 12 (3x4) times

junior stone
#

thats called world space uv mapping

untold edge
#

Okay so clearly there's a lot I still need to learn xD

junior stone
#

wth?

#

huh weird, mesage keeps getting deleted

#

meh, wasnt important

untold edge
#

hmmm interesting mystery...

mortal wing
#

anyone had this problem before? a mesh looks fine in maya but in Unity it's as if blend weights are turned off, we checked the quality settings in unity and blend weights is set to 2 bones, plus, it only happens on that mesh, the rest of the character is fine

EDIT: So it turns out it's because in the Quality settings in Unity, blend weight was set to 2 bones only, but the 3d model had about 5 bones painted in its skin weight.

glacial vector
#

Have you changed the import settings from 'calculate' to 'import' @mortal wing?

mortal wing
#

the what? are you talking about the normals?

#

the normals in the import settings have always been set to import, the normals/tangents look fine, it's the skinning in that mesh I'm having a problem with

eager mist
dire ermine
eager mist
#

I like the overall look

#

but you went really strong on making edges stand out

#

It feels a bit forced

#

As in... two separate color palettes

#

instead of 1

mortal wing
#

hmm yeah there's moss on the bricks but the wood part near it seems unaffected

frail egret
dire ermine
#

@eager mist Thanks, yes you are right it is too much on the edges, will fix it ๐Ÿ˜‰

untold edge
#

I'm having trouble with PBR textures, I made one with Materialize and it looks good but when in unity it's completely flat

willow nebula
#

It's because the standard shader doesn't do displacement

#

If it's the "inflate bricks" that you're looking for

junior stone
#

@untold edge as @willow nebula said, there is no displacement in the default shader, only normal. You need a different shader model if you want displacement, im not sure which, if its even there by default. You may need to make a shader for it

untold edge
#

oh shit really

junior stone
#

normal just makes it look like it has depth, heightmaps actually apply depth to a model

#

if you look at it from the front and with lighting it should look way better than the way you are looking at it now

#

Do you know what a normal map actually does @untold edge ?

untold edge
#

pretty sure it shows the angle that that piece is pointing

junior stone
#

a normal map is a collection of those vectors for every uv coordinate, it is not the angle itself ๐Ÿ˜„

untold edge
#

Well I know the basics, I just thought Unity had it in build where it will displace just like Materialize

junior stone
#

which in turn alters the orientation of the UV coord and makes it look as if the UV location is in a different position

#

not by default

#

pretty sure the PBR model in shadergraph has it, but i wouldnt be suprised if its not

untold edge
#

Soooo I need to try find a shader that works with displacement?

junior stone
#

yes

untold edge
#

Fuck

#

okay

willow nebula
#

Don't know if it's an option, but HDRP has one. It does mesh and/or pixel displacement

fiery plinth
#

Hello guys ! I have a quick question. What's the best way to generate collisions for Imported meshes ? Create UCX in 3ds max or generate them in Unity ?

junior stone
#

high rez mesh (LOD 1) -> low rez mesh(LOD 2) -> ... (LOD X) -> collision mesh (LOD X+1)

untold edge
#

Right yeah so Unity uses pixel displacement and Materialize does not

junior stone
#

@fiery plinth

fiery plinth
#

Ok I see, I'm working with very very basic shapes

#

Thank you for your answer ๐Ÿ™‚

junior stone
#

in that case you migh tjust be able to do a set of colliders from the LOD 1. depends on the amount and complexity

fiery plinth
#

I'm talking this kind of basic

untold edge
#

Anyone know how to install HDRP?

junior stone
#

@untold edge should be in package manager

#

@fiery plinth in that case just generate collision with MeshCollider and it should not be too bad

untold edge
#

Yeah I found it in the end @junior stone I really need to remember to delete my questions if I found the answer sorry! ๐Ÿ˜„

#

Okay so I got HDRP working (pretty sure anyway), I set the displacement on my material to Vertex instead of pixel but then it displaces the entire material - so basically shoves the wall forward instead of the individual bricks in relation to the height map, I'll try upping the contrast and see what happens but it seems as if it's still 2D

#

It didn't make any difference rip

junior stone
#

but

#

it is pixel dispacement

untold edge
#

there's two options:

#

pixel displacement

#

vertex displacement

#

surely they can't be the same

junior stone
#

you need pixel dispalcement to displace pixels of the UV. vertex displacement is for objects with altered geometry

#

you are trying to edit the texture, so use pixel

untold edge
#

Well I want the bricks to stick out and the cement to stay, pixel makes it look like that if you're looking straight on but it doesn't actually do it

#

I thought vertex was more what I saw in Materialize where it actually does stick out

junior stone
#

think about what you are doing

#

vertex or pixel displacement

#

if you displace the vertices of a plane what happens to the plane?

untold edge
#

Well I assumed that unity uses the texture maps to divide the plain into more verticies and then move them

junior stone
#

thats not a thing unless you do it manually by subdividing

untold edge
#

Yeah I just tried that in blender

#

so subdividing does work

#

however would it then be better just to make a brick wall as a mesh or still better to use PBR material with a heavily subdivided mesh?

junior stone
#

it depends if you want people to be able to press their face to it

#

the closer they are to the mesh, the more I would detail the mesh

untold edge
#

Yeah but how bad will the performance be if I do the subdivide way

junior stone
#

depends on the scale of your scene.

#

that mesh in itself wont impact taht much, but if you have millions of polygons in a scene you might see some slowdown

untold edge
#

I'm very tempted to make an art style similar to Unturned - then just have bigger maps and more dynamic things to compensate

willow nebula
#

@untold edge If you don't want to subdivide yourself the geometry, look for the HDRP/LitTesselation shader, it will do subdivision for you
Alternatively, when using pixel displacement on the HDRP/Lit, enable "pixel depth offset" and it will appear "like" if the brick wall had a real volume where it overlaps an other mesh.

eager mist
#

I have a problem importing my fbx model with animations
this is the error description

UnityEditor.ModelImporterClipEditor.FindNextAvailableName (System.String baseName) (at <6f28216fea9f453abf2e05b770ed3ee4>:0)
UnityEditor.ModelImporterClipEditor.MakeUniqueClipName (System.String name) (at <6f28216fea9f453abf2e05b770ed3ee4>:0)
UnityEditor.ModelImporterClipEditor.AddClip (UnityEditor.TakeInfo takeInfo) (at <6f28216fea9f453abf2e05b770ed3ee4>:0)
UnityEditor.ModelImporterClipEditor.SetupDefaultClips () (at <6f28216fea9f453abf2e05b770ed3ee4>:0)
UnityEditor.ModelImporterClipEditor.OnEnable () (at <6f28216fea9f453abf2e05b770ed3ee4>:0)
UnityEditor.AssetImporterTabbedEditor.OnEnable () (at <6f28216fea9f453abf2e05b770ed3ee4>:0)
UnityEditor.ModelImporterEditor.OnEnable () (at <6f28216fea9f453abf2e05b770ed3ee4>:0)```
wheat apex
gritty reef
#

A. I like rounded corners

junior stone
#

A, but some of the buttons on the blue side are not fitting with the red side imo

#

feels weird that everything is rounded, and the arrows are straight

#

probably a preference on my part tho

gritty reef
#

He's consistent with the buttons, so I don't see it as a problem. I'd be bothered if some of the buttons are rounded and some aren't.

junior stone
#

hmm I dunno about the D-pad

#

probably just me

wheat apex
#

Interesting, yeah there is aspects of both which bug me a little, I like the clean look of B's lines, and I like the shape and volume of A... lol

#

Not exactly happy with layout on buttons on red side, however it is just a small background prop.

untold edge
#

Does anyone know why Emissive Light from an object doesn't work the same as say a spot light? And if there's a way to make it so they are the same?

willow nebula
#

You'll need to bake the lighting for that.
Lights = direct lighting
Emissive = indirect lighting

untold edge
#

I did

#

it's really...REALLY bad @willow nebula

#

The light is emitting from an object on the ceiling of that little room there, and it finished baking with this result

#

This is an image of a normal spot light (though it's in the middle of the large room as seen on the ss) - it's not even finished baking but looks well..yeah

fluid oak
#

Light objects are an entirely different process from emissive surfaces

willow nebula
#

Yes, also, baking isn't a magic process that "will make stuff look good"

#

I suggest that you look at some tutorial on unity light baking and lightmapping

sage obsidian
#

Hello fellow programmers! I just downloaded unity and i want to make a game but I've no idea what to do! I was wondering If anyone is willing to help me with learning the basics! In the past I've used construct 2 to make games and I know a little python

shadow mauve
#

hey all! for people using unity with maya: do you import your maya scenes directly into unity, or do you export from maya to FBX and import the FBX to unity? i've seen people using both, but not sure if one is more highly recommended compared to the other.

#

ah ok, to answer my own question, via the unity docs (https://docs.unity3d.com/Manual/3D-formats.html): "Warning: Unity converts proprietary files to .fbx files as part of the import process. However, it is recommended that you export to FBX instead of directly saving your application files in the Project. It is not recommended to use native file formats directly in production."

#

so it sounds like you should only use maya scenes when prototyping

eager mist
#

thoughts on text being on the side of the supressor?

#

something like "5.56mm Carbine"

eager mist
#

โญ Looking for one 3D artist to help us finish a Action Role playing game project.
The foundation of the work is finish and built. Just need a bit more work and polishing and. Very very promising project with great
potential. It will be worth your while. DM me for much more info. ! ! โญ Rev Share (genre : fantasy , medieval)

untold edge
eager mist
vestal kelp
#

Cool!

reef lodge
#

I'm using polybrush and I want to use the texture painting. I thought I needed to use the Probuilder/Diffuse Texture Blend shader, but Polybrush doesn't recognize it.
I went to the documentation, and its telling me to use this shader: ProCore/Polybrush/Materials/Standard Texture Blend, but it does not exist nor do any of the parent folders

primal scaffold
#

(not sure if this is the right place for this) is there any good tutorials on how to make textures?

drowsy thicket
#

I have a 3d model I'd like to use in unity. Last night, while working on attempting to animate it, I learned that it didnt have any bones and needed to be rigged. At that point I realized it was alot more involved than I knew. What kinds of tools dont have a big learning curve when it comes to rigging? I know Blender is probably go to answer but I wouldn't mind knowing of any other paid options that might get me back in to unity and focusing on moving the game forward vs modeling.

#

I found puppet3d last night too, looks like it can rig about anything is appears to be easy to use.

tidal cairn
#

blender is the obvious answer

#

if you can afford it, learn maya

#

but literally anything you use for rigging isnt gonna be easy

#

theres a reason people get paid to do just animations

light bloom
#

hey, im like BRAND new to unity, like, i have a little capsule with a camera inside of it off a tutorial on youtube, looking for someone who knows the ins and outs of unity and can help me, preffereably over mic, my goal is to make a game that people can enjoy and have fun jumping around and interacting with objects. dm me if you can help me please. ๐Ÿ˜› thanks for your time (yes this is my first time creating a game, and yes i think this is a HUGE and probably imposible but i wanna try still, AND yes im chosing to make a 3d game for my first game :P)

tidal cairn
#

@light bloom why not just make pong?

light bloom
#

@tidal cairn bc thats boring

thorny wasp
#

i would try learning the fundamentals yourself before asking people for help

light bloom
#

im trying.

tidal cairn
#

also I find jumping unity pills boring ๐Ÿ˜‚

#

pong is le shiznite

light bloom
#

its... not working

#

i cant even figure out how to not open files with my browser...PandaCrying

tidal cairn
#

sounds like #gamedev

light bloom
#

can anyone help me๐Ÿ˜ฉ ๐Ÿ˜ฉ ๐Ÿ˜ฉ ๐Ÿ˜ฉ

thorny wasp
#

what is the issue๐Ÿ˜…

light bloom
#

uh. not knowing how to work this mostly :p

tidal cairn
#

go watch some tutorials

#

how else do you expect to pull this off?

light bloom
#

im trying

#

its too advanced and is going to fast

tidal cairn
#

watch on 0.5x speed

#

๐Ÿคฃ

thorny wasp
steep wolf
#

hey guys, anyone know/have any good placeholder textures (like a grid effect) for 3d platforms and boxes? im looking for something like the valve default texture but i cant find one

#

or something like this

tidal cairn
#

I mean probuilder comes with one of those

#

you could also just get the shit from source/hammer

eager mist
#

Takes 2 seconds to make in photoshop

#

Dont be lazy

#

๐Ÿ˜›

tidal cairn
#

๐Ÿฅ„ ๐Ÿฅฃ

eager mist
tidal cairn
#

ORANGE PLZ

#

NEED MOAR VOLVO

eager mist
reef lodge
#

Do we talk about shaders here?

tidal cairn
young thistle
#

hey guys, i think this is the channel to ask for help. short terms i got a problem with snapping objects together in unity.
If this is the wrong channel, sorry about that.

tidal cairn
#

whats the problem @young thistle

young thistle
#

well a question and a problem. Firstly i have a prefab and i'm just wondering is it possible to use the V function to snap it to objects? i am currently just selecting all the objects in the prefab and doing it this way but i'm just wondering if there is an easier way to do it secondly when i paste a prefab and do select all and position it with snapping it seems to be off by the slightest bit where i can see through the gap if i move and look at the gap.

young thistle
#

?

eager mist
tidal cairn
#

fookin noice m8

eager mist
#

thoughts on the changes?

chilly oracle
#

Looks very detailed, going to use it in a game or as a cutscene thing? @eager mist

eager mist
#

Modeling isn`t everything.
You need to take into consideration texturing too.

#

Unless...

#

You use flat colors like I do. ๐Ÿ˜†

eager mist
#

@chilly oracle a game ๐Ÿ™‚

eager mist
#

@eager mist nice

#

3rd person? first person?

#

thx

eager mist
#

i changed the body of the back end, thoughts?

placid kindle
#

@eager mist mmm I do hand painting in blender, in fact I do everything in blender and occasionally I help myself with KRITA, but for example this is a sample that I just started, hand painting with Layers in Cycles

eager mist
#

2.7 ewwwww

placid kindle
#

@eager mist it's my own fork an works well, do you have your own fork of blender ?? ooh you don't have it, I'm very sorry, forget that you are just a common user trying to make a game that is not going anywhere, well I get paid to improve things of blender 2.79c, or I'm sorry once again, you just came to version 2.79b and you think you're better because you use 2.8, what a shame, when you get an AAA model let me know and then I'm interested in what you think

eager mist
#

@placid kindle i use 2.81...

#

its kinda pathetic how literal u took that statement ngl... and imagine thinking, someone thinks there better for using a more recent version of a software, can people not have opinions in ur world? Also I can link u my art station if u wanna give me a follow lol.

eager mist
placid kindle
river marsh
#

I need some help with a unity project im working on if anyones still on

junior stone
#

@river marsh are you talking about needing help on a project to make it, or an issue you need help with

river marsh
#

i have a issue

junior stone
#

so... what is it xD

river marsh
#

i am quite new

#

ill send a pic in a sec

junior stone
#

sure

river marsh
#

there is always a black around the eyes

#

and mouth is weird

junior stone
#

the black could be inverted polygons

river marsh
#

how would i fix that

junior stone
#

you flip em in modelling software

river marsh
#

the eye textures are spose to be completely transparent

junior stone
#

you'll need to boot up blender or something similar and check the mesh for issues

river marsh
#

the mesh looks fine

#

its just the texture

junior stone
#

im gonna assume you didnt make that mesh, does it look like that where you found it?

river marsh
#

yea

#

i just dragged it into unity and thats what it looked like

#

im currently trying to get it into vrchat

junior stone
#

might have something to do with the character tools for VRChat in that unity project. Im not sure what this is other than a wrong UV map

river marsh
#

ok

sullen plank
sly path
#

Is there any further documentation regarding the fbx import when it comes to visibility ? I have a hidden object in 3ds max however importing the fbx doesn't turn off the mesh renderer as the import setting hints.

junior stone
#

I just got a model from an artist I commissioned. but she used 3 different texture maps. is it worth it to retexture it to map them al in 1 uv space instead of 3 different texture channels?

near canopy
#

@junior stone look into Render to texture

#

since ur using 3ds max

junior stone
#

that was the plan, I was just wondering if it was necesarry or not

#

shouldnt hurt tbh

#

1 texture is better than 3 when it comes to adding meshes to a project

#

ty

eager mist
bronze kite
#

Would tons of box colliders be more efficient than a mesh collider?

fluid quiver
#

In Blender, how do you use the "Tweak Left" keymap? I tried left-clicking and moving the mouse, but all that does is start a selection box.

junior stone
#

(Yes I suck at faces)

eager mist
#

hell yeah man nice job ๐ŸŒš

#

i wonder what it would look like with smooth faces xD

#

(smooth shaded)

junior stone
#

im going for a very low poly stylized version, that screenshot is in 3dsmax. so i dont have cell shading there rly

eager mist
#

very nice

junior stone
eager mist
#

i love low poly yo

junior stone
#

im just fixing up the model and going to rig it soon

#

then its animation time!

eager mist
#

nicee, will have to update us when you have some animations!

junior stone
#

will do ๐Ÿ˜„

#

I love being a generalist xD

eager mist
#

xD same

junior stone
#

the only thing I rly suck at is 2D

#

art that is

eager mist
#

I main at art but more general with coding and other stuff

junior stone
#

I wanna learn 2d stuff. but i ve never gotten further than spritesheets for particles

eager mist
#

aw yeah! that's a good start I reckon, can always expand to bigger graphics along the way

#

and learn all the fundamentals xD

junior stone
#

I am also working on a game where I want a flame particle. but im conflicted whether I wanna do a 3d flame or 2d spritesheet with billboarding

#

my particle knowledge is unreal engine sourced tho. but cascade and shuriken are both nice particle engines

eager mist
#

I haven't dug into particles yet but 3d flames sound cool and would be more realistic

junior stone
#

you can also assume it ll be the same style as the image I linked before ๐Ÿ˜„

eager mist
#

ahh true! I could possibly see flames with that style haha

junior stone
#

a 2d flame might come of weird in that setting, so i should probably go 3d

eager mist
#

yeah that's what i was thinking, the 2d flames would look out of place sort of, it could work though if there were other 2d animations/graphics in the game maybe

junior stone
#

the only 2d animations will be UI and billboard in the city section

eager mist
#

could experiment with tiny cubes for a 3d flame ๐Ÿ‘€

junior stone
#

thats what i ll probably do

eager mist
#

๐Ÿ”ฅ

drifting pine
#

Hey, anyone there who can help me

drifting pine
#

Okay...

junior stone
#

its just my go-to answer when that is said tbh. im not trying to be rude

#

whatcha need?

drifting pine
#

I was trying to follow a brackeys tutorial on a 3d character controller and i copied the script practically verbatim and unity just REQUIRES a โ€œ,โ€ at a spot

#

I put a comma there and it still wants a comma there

junior stone
drifting pine
#

Oh, thank you

eager mist
#

Do you now how

#

To import from

#

Magica vortex to unity

junior stone
#

@eager mist dont multipost

eager mist
#

Me

#

What

#

To

#

Do

junior stone
#

@eager mist stop spamming

#

@hardy shadow

hardy shadow
#

@eager mist Please stop spamming or you will be banned from the community

eager mist
#

Please tell me how to import from magical vortex to unity

junior stone
#

has it occured to you I might not know how to do it?

hardy shadow
#

Delete your posts please

junior stone
#

thx @hardy shadow, sorry to bother. but I think I had to

hardy shadow
#

Not at all ๐Ÿ™‚ thanks for the ping

eager mist
#

Ok

junior stone
#

trying to keep it civilised in here, even tho im just a member

eager mist
#

We are all friends here

hardy shadow
#

We're all part of the community ablobsmile no such thing as "just" a member

eager mist
#

What's your age

junior stone
#

24

eager mist
#

IAM 13

junior stone
#

if I delete a mention, does it still highlight the chat for them?

#

I removed the mention on Fogsight since you took care of it

eager mist
#

it will remove the highlight for them

junior stone
#

ok, good. i dont like bothering them unnecesarily

hardy shadow
#

They'll still get the notification, but the highlight will disappear ๐Ÿ™‚ don't worry though, all sorted!

eager mist
#

Ok then

#

๐Ÿ˜

junior stone
#

so uh, what even is magica vortex, google is coming up empty

#

i assume its a voxel 3d editor but I cant find it

eager mist
#

what a lit name

junior stone
#

did you mean magicavoxel? @eager mist

eager mist
#

Looks cool I'll have to try it out ๐ŸŒš

#

Hi

#

I gonna show it to you

#

@eager mist

#

ok

#

One minute

junior stone
#

yup thats magicavoxel

eager mist
#

But how to import to unity

junior stone
#

you export an fbx or obj file

eager mist
#

I will try

junior stone
#

as with any 3d software

eager mist
junior stone
#

how do you even go from magicavoxel to magical vortex tho...

eager mist
#

It's don't let me

junior stone
#

my man pixels

eager mist
#

But it's don't want

junior stone
#

i ve got idea whats on your picture, its blurry as fk xD

eager mist
#

I now because I haven't focused at it

#

this answer may help you yung fish

#

And now

junior stone
#

yung fish xD

eager mist
#

Ok but I searched it

#

๐ŸŸ

junior stone
#

hahahaa

eager mist
#

Shut up

#

Lettle cube

#

Lc

#

OOF

#

LOL

#

Lol

#

x)

junior stone
#

get owned @eager mist xD

eager mist
#

i am little cube

#

Yes you are son

#

๐Ÿ˜‚

junior stone
#

no, you are paper mario wiki

eager mist
#

You are a prototype of a failed bot

#

๐Ÿ˜ฑ

#

๐Ÿ™Š

#

What's this

junior stone
#

01110011 01100101 01101110 01100100 00100000 01101000 01100101 01101100 01110000

eager mist
#

That you have send

#

It looks like a benary

#

I understand it

#

Fโ€ขโ€ขโ€ข out

#

what does it say?

junior stone
#

xD

#

send help

eager mist
#

xD

#
Super Mario Wiki

Paper Mario, known as Mario Story (ใƒžใƒชใ‚ชใ‚นใƒˆใƒผใƒชใƒผ Mario Sutลrฤซ) in Japan, is a role-playing game developed by Intelligent Systems for the Nintendo 64, and was later re-released for the iQue Player and Virtual Console.
Paper Mario has the player taking control of Mario on his quest t...

#

x(

junior stone
#

i cant find the actual meme image

#

im sad

eager mist
#

Thats a failed wiki

#

Like you

junior stone
#

dats a nice render

eager mist
#

I can make a game with it

#

lmaoo

#

And you are the evil

#

๐Ÿ‘ฟ

junior stone
#

doofenschermitz evil incorporated

eager mist
#

What

junior stone
#

you're too young to get that reference

eager mist
#

Is that failed language too

#

I am 30

sullen plank
eager mist
#

I just want you to think that I am young

#

You get tricked

#

-100 iq bot

sullen plank
#

!mute 674600059832369154 60

lilac edgeBOT
#

dynoSuccess Legendary_GAMER9999#2868 was muted

junior stone
#

@sullen plank I am aware, we were helping him. but got insulted...

#

so it kinda went off the rails...

#

@eager mist did you render that cube or just google an image?

#

cuz that looks dope af xD

eager mist
#

that is my creation

#

thanks xD

#

I was trying out eevee render engine in Blender

junior stone
#

i ve been using 3dsmax since I got out of school with knowledge of it and never learned blender

#

the UI just feels weird to me

#

the scripting however, OH BOY

eager mist
#

I haven't had the chance to use other industry standard apps, used Blender for years though love it Blender 2.8 got a big ui update so it's much better than it's previous self haha

junior stone
#

i just keep messing up with the shorcuts and mouse interactions since they re different from max

#

i know blender has a setting for it to match tho, but still

eager mist
#

aw yeah

#

I'm going to be making all my game models like this tree with Blender ๐ŸŒš

junior stone
#

you hand painting those textures?

eager mist
#

yes : )

junior stone
#

oooooooh

eager mist
junior stone
#

TEACH ME

#

xD

eager mist
#

HAHA ๐Ÿ˜ˆ

junior stone
#

I have a wacom and substance painter, pls help Natho-sempai

#

oof, i got distracted and went full otaku there

eager mist
#

oof substance is so good i wish i had it

junior stone
#

uh

eager mist
#

one day

junior stone
#

3dcoat?

#

single purchase perpetual license

#

unless it changed hang on

eager mist
#

I texture with Blender tho

junior stone
#

100 dollars, amateur license

#

not sure what a 3dc prnting license is

eager mist
#

that's pretty cool will bookmark for later ๐ŸŒš

junior stone
#

you working or a student btw?

#

as in university

eager mist
#

neither atm xD

#

I used to study

#

but hoping to study again soon

junior stone
#

if you are a student, you can get a free substance license

eager mist
#

hell yeah

junior stone
#

yearly renew as long as you study

#

and you get discount after you r done

#

its like 70 a year or smt

#

substance > 3dcoat tho

#

all the way

#

what are you gonna study ๐Ÿ˜„

eager mist
#

Game Art & Animation yo! that's what I would like to study atm haha

junior stone
#

where are you doing that? sounds interesting

eager mist
#

would be at AIE

junior stone
#

oh its an online campus

eager mist
#

no no on campus : )

junior stone
#

australia right?

eager mist
#

they must have both i see

#

yes aus

junior stone
#

interesting

eager mist
#

ooo cool!

junior stone
#

but where did you learn to hand paint like that?

eager mist
#

self taught ๐ŸŒš

#

been doing art for a while now haha

junior stone
#

just by practice !?

#

fk me man

eager mist
#

yesss

junior stone
#

dude how do you even get started on that

eager mist
#

that's a tough question xD

junior stone
#

I know how to unwrap, texture and stuff. its just the "how to handpaint" part

eager mist
#

it's pretty much like painting on a normal canvas but 3d, gotta study textures and materials understand them and practice painting them

junior stone
#

god im in for some hardcore learning curve

eager mist
#

mm yes digital art is a big subject as is art in general xD

#

I only just got into making and texturing game assets since like December 2019!

junior stone
#

ooh

#

as a programmer I dont rly use artstation. I have my portfolio but tahts a WIP atm

eager mist
#

artstation is awesome so much amazing work on there

junior stone
#

artstation and sketchfab

eager mist
#

what type of project are you working on rn may i ask?

#

generally curious

#

yess i wanna upload to sketchfab one day

junior stone
#

story driven game with player based decisions having consequences on the story ๐Ÿ˜„

#

my elevator pitch:

The game is an rpg game where you try to keep the balance between the two dimensions. Where player choices are central, but the world can also be influenced by AI.

eager mist
#

oh nice! sounds pretty cool ๐Ÿ™‚

junior stone
#

I dont know yet if i am going to release it for free or not. but with just 2 programmers its rough to even make stuff...

eager mist
#

i see

#

how long have you been at it so far?

junior stone
#

about a month

#

but the idea has been bouncing in my head for a year or so xD

eager mist
#

oof nice, that's like the same for my own project (my first project)

#

i see xD

junior stone
#

still looking for a 3d artist ||cough please help cough||

eager mist
#

xD i think i saw before what type of style is the game?

#

lowpolyyyy

junior stone
#

(not the simple assets tho)

#

the POLYGON - Title ones

eager mist
#

very NICE

junior stone
#

im still looking for an artist to help out xD I can do every aspect, but am concerned about the time investment if I do

#

and commisioning it all is not an option... that d be insanely expensive

#

if I do end up selling it, i will do it revshare tho. but first im making a demo to see if people are even interested

eager mist
#

hmm you would need a lot of models right?

junior stone
#

well, I do have a fair amount from the synty store

eager mist
#

nice xD

junior stone
#

those are a good base, but I wont have everything ofc

#

if you are interested I could invite you to the discord server, if only to check it out

#

(need to add you as friend for that, im not putting that link in here. and I have dm disabled cuz spammers xD)

eager mist
#

i am some what interested ๐ŸŒš sure i'd like to see

humble barn
#

Hi! Quick question, I just imported a .fbx model made in blender, and wanted to see if the blendshapes had imported properly, but they show up like this (sliders have no circle thingy)

#

Using blender 2.8 and Unity 2019.1.8f1 btw

#

Has anyone run into this before?

halcyon lantern
junior stone
#

is it worth it to get the substance painter subscription or should I get the 2020 version from steam?

#

its like 100 euros cheaper, but only updates to 2020

#

how much does substance actually change with updates in you guys' experience?

eager mist
#

@halcyon lantern you need to import your individual textures into Unity and then create materials with them then add the materials to your object

halcyon lantern
#

@eager mist How do I do that? Im totally new to Unity

eager mist
#

Create a folder called Textures in your Assets folder & import your textures there

#

then a Materials folder and create materials there

halcyon lantern
#

@eager mist Thanks!

halcyon lantern
#

Learn how to Create a Low Poly Tree in this Blender 2.8 Tutorial in 1 Minute! Perfect for Game Engine use. Download Tree Model on Patreon: https://www.patreon.com/cggeek

HELP US ACHIEVE OUR GOAL OF PLANTING 20,000,000 TREES!
PLEASE DONATE ! - https://teamtrees.org/

Low P...

โ–ถ Play video
junior stone
#

why does what happen?

#

you dont have opacity @halcyon lantern

halcyon lantern
#

How do i get the opacity lol

#

Oh whoops

#

This aint the blender discord ๐Ÿ˜ฎ My bad

junior stone
#

its not ๐Ÿ˜„

#

there is a blender discord?

halcyon lantern
#

There is yeah

junior stone
#

ooh