#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 42 of 1

junior stone
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ima look for it xD

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or can you send inv link. when I need scripting help it might be useful

halcyon lantern
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Yeah sure

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ur dms not open doe

junior stone
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oh y, i ve got that disabled, its fine. I ll find it

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done, found it

humble barn
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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)
Anyone got any clues? The mesh even disappears when I animate it!

glacial vector
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We've had this at work before and I thiiiink it was because the blendshapes were keyframed. But i was not the one who fixed it. I'll try to remember to ask and ping you tomorrow @humble barn

humble barn
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Ooh, I'll look into that, thanks!

halcyon lantern
tidal cairn
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you have to set up the materials

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its not gonna port automagically into unity

halcyon lantern
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How do I do that? Im a total newbie

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I just started today

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I have a texture folder with all my textures including the branch texture

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But they still arent showing up for some reason

glacial vector
halcyon lantern
glacial vector
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You need to make a new material. You can't change the imported one

halcyon lantern
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I dont know how to make a new material

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And why does the tree texture work but not the branch texture?

tidal cairn
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you can hit Extract Materials

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and then work with the extracted mats

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this makes them edit-able

halcyon lantern
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I dont see Extract Materials

tidal cairn
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click the model, go to the Materials tab

halcyon lantern
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Yeah

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But Tront when I imported the tree

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The tree bark texture worked but not the branches.. Why is that?

tidal cairn
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because its transparent probably

halcyon lantern
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Ah

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Im so mf confused rn

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I just want my god damn tree inside of unity

glacial vector
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You might wanna watch an introduction to unity video if you're brand new

halcyon lantern
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Yeh

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U recommend a video?

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I have seen a couple of videos explaining how to import blender to Unity

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But still dont understand

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They are either using a older version of blender or Unity

glacial vector
halcyon lantern
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yeah I actually watched that a couple of hours ago

tidal cairn
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why this shader?

halcyon lantern
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I have no idea..

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I just did what the dude in the video said

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I don't know what the heck I'm doing

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I just want my tree inside unity

humble barn
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@glacial vector fixed it, turns out that Unity doesn't take kindly to blender blendshapes that use vertex groups as a mask

glacial vector
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Oh I see. Do you have to change your workflow then @humble barn?

humble barn
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A bit. The vertex groups allow me to f-up the entire model, but the blendshape will only affect anything within that group in the end, so it's like a mask. I just have to do a lot of clean up now, because of many "dirty" vertices that are outside of those masks, and then remove the masks, and I should be golden

lean vale
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not sure where to post this prefab/material-related question.
I got a prefab of an fbx file (that's a level map) 8 different children empties each with multiple meshes. Each of those meshes have anywhere from 1 to 6 different materials.

I recently added a material to one of those meshes and re-exported it from Blender.
Upon import, the material isn't added to the mesh in the prefab, but all the original materials are offset by 1 (because of the newly added material).

Is there an easy way to somehow refresh the prefab so it adds the new mat in there? Or do I have to manually reapply every single mat for each mesh?

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Edit: If I manually add an extra mat to the mat element array for the mesh, and just reapply each of the mats for said mesh it seems to work. If anyone knows of a better way, please say! Thx.

lean vale
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Diff question:
Anyone know how to make it so the Unity FBX exporter doesn't consolidate vertices on exported meshes? I got some trees. The leaves are 2 separate planes with vertices in the same position but their respective normals are facing in opposite directions. On export, the verts in the same pos get combined so I end up with only 1 triangulated plane.

rapid echo
eager mist
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Hi

digital mortar
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hi

eager mist
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@lean vale Im using it too without success

round cedar
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Is there a way to quickly edit the color of a texture painted on a terrain?

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This sounds like the dumbest question ever.

tidal cairn
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you mean like tinting it?

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or just straight up painting on it because then you might as well open photoshop?

round cedar
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Yes just tinting

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@tidal cairn I'm a very new user, excuse me for the dumb question.

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I see how to do that with a .mat but not a .terrainlayer

tidal cairn
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its not a dumb question

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terrains in unity are weird

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tbh Im not sure how you'd do it. Ive been in shadergraph so long I always just say use that

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πŸ˜›

eager mist
tidal cairn
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oh wow I love the texturing

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handpainted toony low poly gets me happy

eager mist
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πŸ₯°

cinder saddle
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Hi everyone ! - nice hammer !!! - How do you turn this mesh into its own thing rather than being in a prefab with its material (just imported fbx)

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I just don't want it to spawn as a prefab when drag and dropped and don't want to use this material like at all, ever, maybe I'll give it a new one later but right now I just need him to be a mesh

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I thought I could easily unpack that but somehow its not possible through right click options i think

crimson vector
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I don't know where nav mesh related stuff goes
for some reason my ai character can't walk onto other objects

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It shows the place as walkable, but...

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so confusing

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the wierd part is that it works only when it's not directly linking to the other object

tidal cairn
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oh thats quite strange indeed

crimson vector
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it gets even wierder with a gap

cinder saddle
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Your first geo is flat all vertice on same Z axis?

crimson vector
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yeah

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just two different probuilder meshes just on the same level

cinder saddle
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all the time navmesh is the same ?

crimson vector
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yeah i think so unity shows it as connected

cinder saddle
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okay show us your collisions then :p ?

crimson vector
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the first image i sent shows what it's showing me

cinder saddle
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I'm guessing your collisions have an offset

crimson vector
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collisions ill check

cinder saddle
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Making it collide and not go on the platform on the first shot, working when its jumping lower etc maybe a tiny offset but enough to get you stuck

crimson vector
cinder saddle
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Im discovering pro builder atm tbh so if you find i ll love to read the answer aha

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Btw. Why the Probuilder assets do not show in Hierarchy? Are we supposed to convert them to 'actual geo' afterwards?

crimson vector
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they are in the hiarchy named "cube" normally

cinder saddle
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Oh I had some filter on for some reasons

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Indeed I see it all.

crimson vector
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i don't understand what's going on

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it worked in a previous version of unity

cinder saddle
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Show inspector for the tiny block ?

crimson vector
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it's not really tiny
it's about x 2, y 0.1, z 2

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but i found out why it was doing this

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the players collider decided to somehow get lower than the nav mesh agent's ground checking distance

cinder saddle
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ah the little bastard

crimson vector
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it's wierd because i distinctly remember putting it above it

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anyways thank you for trying to help me <3

round cedar
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I'm trying to use enviro to create clouds but it doesn't render in octane, why is that so?

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There's a lot of stuff I don't understand.

eager mist
eager mist
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Hi guys

hidden laurel
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i have a prefab with a light on it, but sometimes when i place more than one of them the light just stops working. anyone know why?

potent tinsel
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@eager mist Thats epic ngl

eager mist
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oi oi oi

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thanks

fluid oak
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@hidden laurel in your render settings is the light limit set too low? If you delete the one light that is working will the other one start working?

cinder saddle
eager mist
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hey there im trying to have a cube follow the mouse position but whenever i start it it will follow the mouse and send the cube flying towards the camera.

using UnityEngine;
using System.Collections;

public class dragObject : MonoBehaviour
{
    public GameObject objToMove;

    private float raycastLength = 100f;

    private Camera cam;
    
    void Update()
    {
        Vector3 mousePos = Input.mousePosition;
        Ray castPoint = Camera.main.ScreenPointToRay(mousePos);
        RaycastHit hit;
        if (Physics.Raycast(castPoint, out hit, Mathf.Infinity))
        {
            objToMove.transform.position = hit.point;
        }
    }
}
tidal cairn
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lol does it have a collider?

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the raycast is hitting the object

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and it moves it closer

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and the raycast hits the object again

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and lol zooop

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you can use a layermask too if you need the collider for some reason

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@eager mist

maiden tangle
junior stone
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@eager mist I love your artstyle!

eager mist
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Hi

hidden laurel
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is it possible to have planes with 2d sprites act as if they are in 3d space, so objects that are behind other objects cant be seen through the on in front?

maiden tangle
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Yes I've seen that done but it sounds like your issue is with layer sorting not the sprite itself

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to use a sprite with a plane you would have to mess with the materials

hidden laurel
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just placing a sprite in the air does the same thing (love your spacecraft btw!=

maiden tangle
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Yea I'm sure I've seen a tutorial on that, like a material shader that uses sprites..?

hidden laurel
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there is sprites/diffuse but it has the same issue

maiden tangle
hidden laurel
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changed it to standard(specular setup) w cutout rendering mode and it works fine

eager mist
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@junior stone low poly style and simple colors is my favorite style

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it just looks nice

junior stone
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I do the exact same style xd

junior stone
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@eager mist do you unwrap or use color palettes?

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As in unwrap and color or make squares and fit your uvs on there. Using one texture for multiple meshes

eager mist
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@junior stone do you use colour palettes?

junior stone
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I do y

eager mist
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very nice

junior stone
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makes all objects work with a single drawcall

misty valve
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is there anyway to change the directiona light shape in the sky to a square?

eager mist
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How can I get started making humanoid models for unity?

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Build up will power

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πŸ‘΄

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Just modeling a plane to make it look like a model, extruding it, and adding mirror modifier, is it that easy?

lyric pewter
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Is there a way to create some arbitrary plane from 2 vectors and find an intersection of that plaen and another 3rd vector?

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This plane would have to be determine dynamically on the fly during run time

digital mortar
glacial vector
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@eager mist ... no it's not that easy. It depends on the style you're going for as well. There are tons of tutorials on youtube about this, I would recommend looking at that first

glacial elm
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@eager mist look into sculpting using either Blender, Zbrush, or Maya. Personally I would say you should learn Zbrush since its industry standard. But it's not the easiest to get used to. It's very unorthodox. So What ever works for you really

jaunty vessel
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my animation works fine in blender but is all warped in unity

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any fix?

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the legs bend in the wrong direction, the cycle doesn't loop correctly, the forward and backward strides are different

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but in blender i have none of those issues

old snow
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i had similar issue, i think if you set Generic rig instead of Humanoid it should look like your blender animation

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@jaunty vessel

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well but in my case my animation was just a bit clunky not weirdly broken like yours

jaunty vessel
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i'll try it

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thanks for the tip

dense blaze
steep radish
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Anybody know how to make a material that stays in place while the character moves? Like in Chowder

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Or Kassadins sword in League of Legends

glacial vector
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That's called a world aligned texture

steep radish
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Awesome! Will search it up

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had no idea what to search haha

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Lifesaver @glacial vector

glacial vector
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Yeah that's the worst πŸ˜„ hope you find somwthing

steep radish
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not sure why buts theres only advice for UE4

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found it

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:p

glacial vector
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Yeah? You'll need a custom shader for it

eager mist
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Heyaa.. anyone wants to rig a model for me :)

sweet copper
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If so how can i ? I downloaded a folder with 7 files for 1 material but i can't get it to have the same result as above

glacial vector
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That's called displacement, which needs tesselation to work. It's pretty expensive. An alternative is using parallax occlusion mapping, which creates an illusion of depth, but doesn't push the geomety out like that

sweet copper
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Is that linked with the "xxxxx_ambienOcclusion" i have ?

glacial vector
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No. When you have a material with depth, you would use the height map for that

sweet copper
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Oh i see

glacial vector
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No, this is not possible with the default shader. There might be some shaders in the asset store for this

sweet copper
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i'll search for that, thanks πŸ˜ƒ

steep radish
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@glacial vector yeah I'm gonna script it tomorrow

wicked basin
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how would i connect the orange dots in blender without weird clipping and things happening?

maiden tangle
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Select two of closest distance to eachother, go to vertex tab (upper middle) > merge vertices

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@wicked basin

limpid socket
maiden tangle
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Appears there is a grid, could you elaborate? @limpid socket

wicked basin
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@neat elbow thank u

maiden tangle
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So you are using that pic as reference I'm assuming, you would need a grid texture (literally could be made in paint)

limpid socket
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thanks! I didn't know how to phrase it

maiden tangle
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Glad I was able to helpπŸ™‚

unreal wagon
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hey everyone! I'm new to Unity and I just learned about the Input System that's in preview rn

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do you know if the Input System can be used for a mouse look in an FPS game? I'm currently reading the documentation on it

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and I'm ... pretty lost

chilly ridge
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Can someone help?

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Hey does anyone know how to make animations for a 3D model?

eager mist
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Blender

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add bones, skin the polys to the bones with a weight map, animate

chilly ridge
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i dont know what any of that means but thanks lol

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also does anyone know how to remove this?

maiden tangle
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soooo annoying I agree.. the "fix" is right clicking the prefab, unpacking it then editing / resaving

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@chilly ridge

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would love a more permanent fix, if that's possible.

chilly ridge
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I found out how

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I just disabled its abilities and turned the brightness to 0

north halo
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that's my first actual model in Blender lol

junior stone
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the tree bark is a bit flat looking at it from this side, but I like the minimalist art

north halo
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maybe you're right, but it doesn't look that bad if you think that this is my first model

junior stone
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by no means is it bad πŸ˜„ im just telling you that its better to make a model look interesting from all angles. especially the one you showcase

north halo
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i'll work more on my future projects, thanks (also on screenshots of my work)

junior stone
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try to make the model not look like a piece of paper ^^ other than that its nice πŸ˜„

eager mist
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very nice tree @north halo 🌚

junior stone
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I fucking LOVE that art style

eager mist
junior stone
maiden tangle
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(careful, he’s got fish badges on his flipper slippers)
now to get him into sp! wip πŸ™‚

eager mist
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wow cool style! nice character : )

maiden tangle
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thanks buddy! πŸ˜„ love the hammer you posted earlier

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I need to get better at hand painting stuff, great way to stand out

eager mist
north halo
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a decent model, would like to see something like this in csgo or anything (yes, i know my models are shit and i call this decent)

eager mist
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⭐ Rev Share⭐ Looking for one 3D Animator / Modeler to help us finish a Action Role playing game project. We don't need a lot of characters modeled and animated, at very most 2 characters and 4-5 animations.
The foundation of the work is finish and built we just have some polishing left to do and some set ups. Very very promising project with great potential. It will be worth your while πŸ™‚ . DM me for much more info. ! ! (genre : Fantasy ,Medieval,Mystery, Ancient) That kind of stuff.

livid ice
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With dealing with weapons, multiple weapons with arms, is it best to have each weapon have their seperate arm and animations? And then when switiching weapons change the mesh out?

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Or would I have one arm model, and guns, but in blender animate the guns with the arms seperately but on export only export the gun as seperate and arms but when playing they'd match up?

quick copper
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im not sure if this is were it goes, but, for me to input a default package how do i do it

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it only appears custom packagfe

tidal cairn
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@quick copper dont post in multiple channels and they're all custom now buddy

maiden tangle
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@livid ice I've seen it mostly done with different arm/animation per weapon but I'm sure it's viable having the same arm.

steep radish
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does anybody know why when i import things into unity, the shadows become extremely darkened?

tidal cairn
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@steep radish got a screenshot?

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my guess would be you havent baked lighting yet

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but I dont wanna just guess

steep radish
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Ive added terrain tool and some terrain textures

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and soft shadows are on

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@tidal cairn

tidal cairn
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my guess is you havent baked any lighting

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so you're not getting the right ambient from the skybox

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the shadows will get a lighter blue hue from the skybox when baking is done

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if you dont want to wait you can do what I do....

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you can just disable all the gameobjects while baking and then turn them back on

steep radish
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Where do you find auto generate lighting

tidal cairn
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this will cook the ambient n shit without waiting for ambient occlusion/rays to actually bounce

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Window >Lighting

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althought it might have moved

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I think its now Window > rendering > lighting

steep radish
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Thanks

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Its just its never looked like this before. Shadows were always there and didnt need baking

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Maybe its because of the normals?

tidal cairn
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if that didnt fix it, maybe?

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but if that fixes it, then its normal

maiden tangle
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you can change shadow intensity

steep radish
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Cant believe i missed that ay

grand whale
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I'm having some issues for some reason the objects at a distance have weird lines going through them, does anyone know the cause of this?

heady meadow
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Hey, is there any1 working solely on screen tablet? I have a hard time deciding between screen size (20 for huion) vs better tablet overall (cintiq 16). Like using max, substance and zbrush in general.

eager mist
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how do you make things look like in super mario?

patent lodge
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Hey guys

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i'm in the need of some help !

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with something rly basic, i feel a bit stupid right now

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Oh wait

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no it's ok

cyan stirrup
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@heady meadow I really liked my Huion GT-191 but I haven't sculpted in a long time. So i got rid of it. I think if i went back i would rather get a screenless intous pro or something

heady meadow
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I have a screenless tablet and I hate it. I fell in love with borrowed GT-191 but the colors are so bad it drives me mad.
If I could get cintiq 19,5" it would be perfect πŸ˜› but im stuck with 20" new Kamvas pro or 16" cintiq (with much better display) and I just dont know what to do
@cyan stirrup

maiden tangle
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@heady meadow I'm working on a huion 191 gt, no complaints beyond needing a pen charger replacement (super fragile, at least in my model)

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(working in unity / blend/sp/zbrush)

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honestly it's a size larger than I would need, a bit bulky (cintiq definitely has the upper hand on portability).. colors yea not a huge fan, managed to get used to it Ig

neon wedge
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Is it still true that you can't create 3D text in Unity? Could I use TextMesh Pro and then use ProBuilder on that to extrude text?

willow nebula
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You can't do that because TMP text are just quads rendered with a cutout shader, not real geometric glyphs

heady meadow
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@maiden tangle although im looking for newer one - the V2. I have borrowerd this old one and colors are shitty. And people talk about terrible ghosting

eager mist
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@grand whale maybe turn down your smoothness on those materials, it makes them more reflective

neon wedge
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Microsoft 3D Paint to the rescue then. First time it'll have ever been useful.

gritty reef
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@junior stone Does your text generator function the way @neon wedge is asking?

junior stone
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no im using mesh prefabs and combining them into a single mesh

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based on an index on a dictionary I serialized

gritty reef
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I meant would he be able to use it for what he wants lol

junior stone
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oh like that

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yes

gritty reef
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bad wording, sorry

neon wedge
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@junior stone I'm looking for quick and dirty over nice and correct here. It's just for a presentation, I thought it would be cool to do it in Unity because i hate PowerPoint (I usually hand draw my slides).

junior stone
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why are you wanting to complicate it like that for a presentation?

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Im not sure I understand why you want too make it so complicated becuz ppt is boring @neon wedge

neon wedge
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Just because I enjoy it and it might be more engaging for the people watching.

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I think I'll have a wee character running from one bit to another.

grand whale
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@eager mist will try when i get back to work tomorrow thank you!

livid ice
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With dealing with weapons, multiple weapons with arms, is it best to have each weapon have their seperate arm and animations? And then when switiching weapons change the mesh out?
Or would I have one arm model, and guns, but in blender animate the guns with the arms seperately but on export only export the gun as seperate and arms but when playing they'd match up?

( Asked yesterday but hoping for more opinions )

eager mist
#

^ I'd love to know as well

craggy cargo
#

Ok im lost this is basic stuff. How do i pan my camera using touch without changing the y value of the camera. I have an orthographic isometric camera in my scene that i want to be able to pan around the scene using touch or mouse. I want the panning to be 1:1 with the mouse or finger but i can only manage that by allowing the camera to move in the y axis. This makes it clip through the ground and doesn't look good. Is there an easy way of fixing this that im missing or do i have to set the cameras y to something big so you dont notice

maiden tangle
junior stone
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thats some weird lighting

maiden tangle
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lol yea heavy wip, thinking of going with a darker metal as well

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old west red dead kinda vibe Idk

maiden tangle
north arrow
gritty reef
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@maiden tangle nice gun πŸ™‚

wary eagle
gritty reef
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And then there's this showoff

junior stone
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is that

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spline modelling?

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@wary eagle

wary eagle
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Yes for the feet!

junior stone
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for the table I mean

wary eagle
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Spline then polygonal by Zbrush.

junior stone
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yeah I figured, smooth model mate πŸ˜„ you done a sketchfab upload so people can look at angles instead of renders?

wary eagle
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In coming! πŸ˜‰

junior stone
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pretty sure you can embed that in artstation. tho im not 100% sure

wary eagle
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Yep I can

junior stone
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awesome

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that way I can judge you on all aspects of it UnityChanSorry

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jk, you may want to spend more polygons on the large crank on the side. when you zoom in that much on a render it shows a bit low poly

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how long did you work on this btw? @wary eagle

wary eagle
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Almost a week!

junior stone
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thats pretty alright for a model like that UnityChanExcited

maiden tangle
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you guys ever stumble on your old workings? this is back when I first got into unity years ago πŸ˜„ I was heavily inspired by old console graphics like the sega, then kind of wanted to put my own modern twist on it with the train station area.. anyway:

gritty reef
#

that's really cute πŸ™‚

maiden tangle
gritty reef
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love the little stylized cars

maiden tangle
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thanks! I know right haha so smol

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I liked those condensed slices

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way back in the day where you had to go to the edge of the screen to move areas

junior stone
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thats a choice nowadays, you can still do that πŸ˜„

maiden tangle
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I think it'd be a great to bring that back agreed πŸ™‚

gritty reef
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Maplestory 2 has a format soooort of similar to that.

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much larger areas, but they're segmented apart

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and in a similar perspective

junior stone
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hollow knight πŸ˜„

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shovel knight

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enter the gungeon (kinda)

maiden tangle
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back when I only knew how to vertex color lol.. no idea where I was going with this stuff

junior stone
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thats a very overall green texture

maiden tangle
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zombie?

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yea Idk dude it's weird how I still relate to what colors I chose back then, cave story was big on my mind I think, everything sort of blended together in my projects haha.. good times.

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but yea- my colors were definitely too dull to be distinguishable lol, cs did a much better job πŸ˜†

junior stone
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xD

dense blaze
junior stone
#

If I want to assemble a 3d scene, should I do environment modelling in 3dsmax and export the base mesh, then add the interactable props and and go from there. or add all smaller parts into unity and create my environment in there?

maiden tangle
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I know people use probuilder in unity to rough out level design, I guess it depends on your situations requirements for things like gameplay or detail.. Unity is definitely more suited for importing external assets imo, to each their own

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@dense blaze grocery is probably more universal, but if you want to go further call it like Super Foods lol

junior stone
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@maiden tangle im gonna mix a bit of both, depending on what I need for a specific model. I will need to test both approaches and see wht works besst

dense blaze
#

@still plover xd. I have made the store a looootttttt bigger. Eventhough there is only this cashier counter and this tiny parking plot i get 15-20 fps. Guess how much fps i will get when my game is finished xd

maiden tangle
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Yeah definitely need to stay optimized working with that many objects

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In a finished superstore that is

dense blaze
#

yup. that will take more then 8-12 months to finish the game

safe drift
#

Hey everyone! we just uploaded our new Western Pack, you can get a small free sample of two models in our patreon:

https://www.patreon.com/atomicosstudio
If you became a patron, you can get the basic, half or full version of the pack which contains 52 assets :D

you can also get it on our cgtrader page:
https://www.cgtrader.com/3d-models/various/various-models/western-pack-vol-1

consider becoming a patron! we will be uploading packs every month! πŸ˜„

Patreon

Become a patron of Atomicos Studio today:
Read 10 posts by Atomicos Studio and get access to exclusive
content and experiences on the world’s largest membership
platform for artists and creators.

CGTrader

Model available for download in # format Visit CGTrader and browse more than 500K 3D models, including 3D print and real-time assets

ruby cosmos
#

Code

eager mist
#

true

bronze kite
#

What's up with this, my compilation is taking way longer than it should

eager mist
maiden tangle
#

I want roll up iphone.

#

the kind you would snap to your wrist? Yes.

junior stone
#

@eager mist nice product design xD

#

@maiden tangle that alrdy exists, its called a bendable iphone

#

just gotta sit on it for a bit, works every time 0% of the time

maiden tangle
#

nah like, fruit rollup lmao

#

bending just seems cheap imo

#

obviously the technology has come a long way all that lol

junior stone
#

excpet with iphones ye

#

normal phones have, iphones are still using outdated hardware

maiden tangle
junior stone
#

they also made a flip-smartphone

maiden tangle
#

yea saw that

#

feel like it's almost too soon for that to be cool but what do I know

junior stone
#

the idea was good, the execution was trash

#

innovation 100, practicallity / execution 0

eager mist
#

@junior stone Thanks.

junior stone
#

where did you render that? @eager mist

eager mist
#

In Blender

junior stone
#

I figured it would ve been that.

eager mist
#

I just started with Blender two month ago and it's a lot of fun. πŸ™‚

junior stone
#

Im struggling to get a nice render in blender

#

still gotta really look into render settings

#

but I've been using 3ds max for years in school. after graduating Im having a hard time navigating blender...

gritty reef
#

When I post my shit I just take a screencap of the model in the modeling window lmao

#

because I haven't checked render stuff yet

#

That's a really pretty render @eager mist

eager mist
#

Thanks πŸ™‚

#

My first attempt with Blender was 2.78 but after a week I stopped with Blender because I could't remember all this shortcuts and the UI was a mess. With 2.8 and the new UI it was easy for me to start with Blender.

young spire
#

2.8 seriously is godsend

#

As a blender user since like 2015, it's the best update ever

junior stone
#

I had not looked at that UI

#

holy

young spire
#

It's so pretty and functional

gritty reef
#

2.8 is

young spire
#

You want REAL bad ui, go look at blender 2.4

gritty reef
#

I actually went with a student license for 3ds max after trying Blender and the UI was just god awful

junior stone
#

I ve been doing 3dsmax, UI been the same since 2010 or smt

gritty reef
#

Recently switched to Blender since my student license is coming to an end

junior stone
#

nothing changes

gritty reef
#

3ds has their shit down, it's a solid interface that works, no reason to overhaul it

young spire
#

While that's nice because you never lose anything, Max is also garbage er inferior uhm less flexible than blender

gritty reef
#

OOF

#

shots fired

junior stone
#

for sure, and lets not forget the most important part

#

FUCKING EXPENSIVE

#

the only reason I use it is becuz mt workplace pays the license

gritty reef
#

I used it because I could get it on student license for free (despite not studying in design, so that was cool)

#

No way would I ever pay the price they demand for it

junior stone
#

i honestly dont know how they stay in bussiness with that price

gritty reef
#

Professional studios who will pay out the nose just to say they paid for industry standard software

#

same way Adobe stays in business

junior stone
#

but adobe has actually a reasonable price for creative cloud

#

again, I dont need to pay for it myself, but 15/month isnt that bad

eager mist
#

life is short

#

I will make indie games without even texturing anything
nothing more than flat colors

#

unless I need a specific prop that requires a normal map

#

flat colored props with URP
looks amazing

#

🍻

junior stone
#

flat colors are a way of life. so nice

junior stone
#

just got the latest version of blender, Im not seeing that new UI?

junior stone
#

is there a snap to surface for meshes dragged into the scene?

#

its annoying having to drag em in and fix em all the time

willow nebula
#

Only if the mesh has a collider

#

A kind of workaround is drag in scene, hold shift and start to use move for a free move, then release shift and hold V to snap on vertices

junior stone
#

that ll have to do. I could also probabvly add a meshcollider when I add them to the scene?

willow nebula
#

yes, but don't forget to remove it if you don't have a use for it

junior stone
#

ima hook into the onscenechanged event . or how do i get the mesh that was added to it?

#

selection changed?

#

@willow nebula

willow nebula
junior stone
#

thats what i was thinking about

willow nebula
junior stone
#

hmm there are hideflags, but no GameObject reference that was added, thats a bit of a shame

junior stone
eager mist
#

Nice scene, you make this?

junior stone
#

I just did y

eager mist
#

I enjoy this

#

🍹

junior stone
#

made it to test fbx exporter. might convert it to gltf and drop it in a webGL window on my website

eager mist
#

In 3d art we tend to get so focused on coolness that we also tend to forget that gamers will just spend a few seconds in X area of the game

junior stone
#

true that

#

this isnt for a game tho. it ll be native in the browser as a showcase on my portfolio πŸ˜„

bronze kite
eager mist
#

It's long the first time you launch a scene

mint night
#

errr, ignore the ugly floating armor bits, I've been struggling with this same issue for the past week and didn't reattach it

eager mist
#

with Blender?

mint night
#

yup!

eager mist
#

have you made sure to apply scale and rotation

mint night
#

I'll try that really quick!

#

ack nope, still having the same issue

eager mist
#

is it animated?

mint night
#

nope, its just a really simple rig

eager mist
#

that's very strange!

mint night
#

I think unity hates me x3

#

the arms and legs used to have IK handles that coould be the issue, but I removed the IK handles manually and also used a plugin called CATS that cleans up IKs it finds anywhere

eager mist
#

hmm it's hard to tell what's wrong without looking at the file, do you think i could have a quick look?

mint night
#

sure!

#

I'll post it here in a sec since it was just a model rip I did

eager mist
#

okay

mint night
eager mist
mint night
#

yeeeaaahh

#

cursed model

eager mist
#

xD

mint night
#

I even tested to see if maybe unity was changing the position based on the angle of the bones

#

but still broken arms/feet

eager mist
#

maybe some bones need to be assigned to the mesh

mint night
#

hmm, maybe its something to do with unity needing extra end-bones

eager mist
#

ah yes maybe, i think there's options for that when exporting fbx

#

Personally, I think 3D portfolios and Game Art are extremely countradictory

peak python
#

i know this is a dumb question but im just starting out and i want to know how to fix a model to the player

eager mist
#

Companies trying to recruit the best artists, but best artists doesnt mean best production artist

#

Production work isnt necessarily AAA

#

or pretty

#

can be quite boring

#

But you need to ship a game

#

not a portfolio scene

#

are you able to type in one message?

mint night
#

me?

peak python
#

cough

eager mist
#

XD

#

Are you saying you got notifications On?

#

🀨

#

no i'm just saying you type a wall of text a lot

#

Are you thanking me for keeping the wall active?

#

πŸ₯΄

mint night
#

I think I"ll just go put my question on stack overflow

eager mist
#

ok xD

#

goodluck with the model!

mint night
#

thank you!

peak python
#

can someone help me?

#

please

eager mist
#

Did you make a mistake?

peak python
#

no

eager mist
#

Please honor your name

peak python
#

i am the mistake

eager mist
#

what's ur problem @peak python ?

peak python
#

how do i fix a model to my player? @eager mist

eager mist
#

what do you mean?

peak python
#

like lock it on to your character

eager mist
#

usually you parent the main camera to the player model

#

you drag it onto the player in the Hierarchy

peak python
#

ok

peak python
#

how do i texture something that has multiple parts like a playermodel

#

its an obj*

eager mist
#

Depending on what you want to do, you might actually need to code it

#

Certain things are not very compatible

#

And if it isnt compatible it might jitter/vibrate on screen

eager mist
#

@peak python Did you fix your thing

solid sky
#

can someone help me out here. Im using Wiggly wizards Movement script for my game and I can't stay connected to slopes. I just keep bouncing off them until I stop moving.

solid sky
#

^Ignore this^

eager mist
#

Is this script expected to hug slopes on the way down?

#

Is this a matter of the script / Character Controller not being set up correctly or are you asking for help implementing downwards movement on slopes?

solid sky
#

A mix

junior stone
#

Does the Unity FBX exporter not allow for material embedding? Im trying to convert my scene to gltf but I need the materials

junior stone
#

@maiden charm its not that i mind doing it there, but its annoying for people with code issues that dont care about art

#

@maiden charm having said that, the amount of faces wont matter if you unwrap it properly. make sure you have enough faces to set the geometry and unwrap + texture accordingly

eager mist
#

Guys, do you have any good tutorials/tips on doing actions lines in 3d animation?

worn slate
#

I get the same thing when trying to import an fbx file

junior stone
#

what are you expecting?

worn slate
#

It is the basic blender suzanne monkey and it doesn't seem to be importing the mesh at all

#

I tried importing an fbx file instead but same thing

#

Maybe I'm not importing it right? I haven't used Unity in years but from what I remember I'd either just drop it into the assets explorer or save the file directly on the filesystem and unity could use it

#

I've tried different meshes and even fbx files off the internet and they all give me this blue grid. If I click on one of them, all of them get selected at once

junior stone
#

probably corrupted data, try a different export of fbx version

worn slate
#

It seems to be an issue with the Linux editor

#

I committed these files and pulled on windows and unity began importing

iron flare
eager mist
rapid echo
old snow
#

What is the best way to set up clothing if you want to continuously keep adding new stuff ?

rapid echo
#

I think you are referring to character customization. @old snow
You can have a base cloth shirt pants as separate meshes and swap with different presets of cloths which have other stuff already over it.
or another way would be place each new item asset to see how it fits properly over the cloth parts before, define places that can have items and add them when needed.
Depending on character design and his base you will need to have customized 3d model items. Just some ideas.

boreal blaze
#

Does anyone know if its possible to edit the prefabs little 3d preview icon? Like rotate the model around to see it better?

maiden tangle
#

That's how it normally is, unless you've offplaced the model in the prefab hierarchy?

split bone
#

is it possible to ccreate a curve between two vertices in a mesh?

sick glen
#

hey guys - just a quick q - I am trying to show off some character art in the Unity engine, specifically HDRP. are there any good resources to recommend for material setup, getting models into engine etc?

#

I'm going to be experimenting with it anyway but don't know a massive amount about HDRP

eager mist
maiden tangle
#

@sick glen It's a pretty drag and drop interface, especially if the project is created with the hdrp integrated. Have you tried youtube?

#

@eager mist Great colors there, nice gun πŸ™‚

eager mist
#

thanks appreciate it πŸ‘

bold scroll
#

Anyone know how to bake XYZ vertex positions into blender textrues

#

?

eager mist
#

Guys, do you have any good tutorials/tips on doing actions lines in 3d animation?

sick glen
#

@ david yea I probably should, thank you! I will now

jovial bay
#

so im trying to make a model and rig in with blender, ive made an armature and a base model, and when i export the file as a .fbx it shows up in the asset manager as a taped box that doesnt do anything

#

what do i do?

long pivot
#

Hello somebody know 3ds max here? I failed for having a double sided mesh 😦

long pivot
#

so I made Double Sided Material, in 3ds max it's worked and not in Unity 😦 thanks ❀️

eager mist
#

In Unity, select your material.
Look for Render mode -> BOTH

#

@long pivot

eager mist
hoary shuttle
#

looks beatiful but I thing the tree in the middle needs a bigger treetop

eager mist
#

Is it hard making reference images or am i just thinking it's hard when its not?

#

@eager mist Depends what they are for

#

What style are you going for?

#

Well a cartoony kind of style

#

@eager mist

#

Wait why would you need reference images for that?

#

Ah cartoony 3d

#

You can easily punch something together in like a minute

#

Just do the rough shape of the item then use that

#

No need to go into great amounts of efforts when its not going to be used beyond that and is a simple guideline

#

Should I draw out facial features too like lips, eyes, etc?

#

Im absolutely terrible at characters and mainly do objects

#

But since they are such large parts of it you probably should

#

You can always use google for a reference image

#

@eager mist I use this quite frequently

#

Some fantastic images on here for references

#

Even stuff like picnic tables

#

Thousands of them all for free

#

You can even compare sizes

#

Usually always some nice trivia too

#

Cant recommend it enough

molten forum
#

hello

eager mist
#

Hi?

inner coral
#

@radiant snow
You seem to have typed "Horizantal". The default axis is named "Horizontal". That should fix it up for you if you haven't figured it out yet.

radiant snow
#

I fixed it but thank u man

#

I am stupid sometimes

maiden tangle
#

considering doing something with this miner guy, went through a few changes till he liked the result- then client never paid for em.. he didn't get him either lol.

outer cedar
#

Man

#

That final product looks great.

#

What were they originally going to be for?

maiden tangle
#

thanks! appreciate it πŸ™‚ was fun to do

#

err a mobile game of some sort

#

wasn't told the details, might just upload him somewhere so someone can make use that'd be pretty cool.

viral trellis
#

does scaling meshes in Unity affect performance? I'm currently dealing with a model from a client which was made in Revit, and all the models are scale 100

noble mural
#

Finished this low poly piece yesterday - 1990 Mazda RX-7 S5

#

I plan to import this into unity soon and then work on a small animation yesterday

hoary shuttle
#

Did anyone knows how to use the Joystick Pack so that I can move a cube? I looked for tutorials but they didnΒ΄t work. I use Unity 2020.1.0a24

fluid oak
#

@eager mist don't use auto configure- set the connection position for the join yourself.

#

Auto NEVER seems to get it right for bone chains.

thorn ridge
#

Hey folks. I'm looking for someone who is extremely familiar with vertex data and the issue with vertex ordering in Unity 2019. I have some questions.

fluid oak
#

@thorn ridge You might as well just ask your questions.

thorn ridge
#

They're very specific and I don't want to clutter this place up with that kind of stuff.

#

I'm working on something and I don't know a whole lot about how this sort of thing works, so I'm trying to learn and possibly find a good solution.

potent tinsel
#

What do I do when my blender model that I dragged to unity doesnt load?

#

I can't do anything

pallid fractal
#

try exporting to FBX instead

thorn ridge
#

@potent tinsel Exporting as an .fbx then importing would be the best way, I think.

potent tinsel
#

I see ty very much

long pivot
#

Hello I have a problem here, my work is to improve some meshes in Unity (better topology and UVS etc) So I exported fbx files, closed Max or delete the mesh, reimport the fbx I saved, well the fbx imported is like ~ 96x bigger than the original one in 3ds MAX ... this is a big problem since now all my fbx are not the same size now and it's very difficult to adjust them since I don't know exactly the size differences :'(
The strangest thing is I used the default settings export FBX in MAX.. Maybe someone here have a plugin who export properly fbx file in 3ds Max? thanks ❀️

willow nebula
#

Could it be that you exported the fbx in string file and not binary ? That could easilly explain the size difference

long pivot
#

I have no idea

#

I just exported with default settings in Max

eager mist
honest tide
#

Nice gun!

eager mist
#

Thanks mate

nova panther
#

Any ideas for a easy very simplistic room or box that someone bad at design could put together. I'm open to any ideas it's just for my first game idea so I'm trying to focus more on the gameplay. If anyone thinks they have any tips or ideas you can dm me or @ me here

austere seal
#

Both car has the same material color but the car on the left is dark, does anyone know how to fix this problem?

orchid lark
#

hey guys, im tring to add some veriaty to my game with vertex paint, however for some reason all copies of my mesh recive the vertex paint instead of each asset getting diffrent colors, any way to fix that?

maiden tangle
#

If you paint asset A with a red and green color, duplicating it won't change the fact it's a direct copy of asset A

ionic shore
#

Hey guys
Just wanna get some opinions

If in my game I have a texture atlas, and at any given time I have 2 different artists modifying half of the atlas at any time. Is there any system I can create to make sure that they do not conflict with each other?

#

We use Sourcetree for version control

azure ether
#

@ionic shore i don't know of any version control systems or tools that allow for merging image/texture files or any other binary file for that matter.

ionic shore
#

Hmm, guess I'll just have to make do with whatever I have for now then

azure ether
#

your only option may be to split up that giant texture atlas into separate parts. as many as needed that you are confident only one artist would ever need to work on one file at a time. and either split up the meshes / UV maps to accept multiple textures, OR add some automation in your asset import / management process to merge those separate files into the large texture atlas required to render the model(s.)

ionic shore
#

Ooh this is interesting, havent seen this before
Thanks, I'll check it out!

wet marsh
#

What's the best way to make tank tracks? Can't find anything useful.

eager mist
#

hey can anyone help me with modeling characters

#

Depends on the question

#

@eager mist
Thankfully now with Blender you can do both 3D sculpting, if required, and polygonal modeling.

#

Your 3D model will look bad if, to begin with, you don't have a decent concept to work from.

#

So if you aren't particularly good at 2D design, you might want to get help from a volunteer or pay someone to make you some character designs

#

@eager mist thanks for the help coukd you help me?

#

could

#

Advices is as far as I will go.

#

ok

#

Got enough on my plate.

#

There is nothing you cannot learn.

#

any videos you would reccomend

#

Not really

#

Anything that would help you learn the fundamentals of Blender

#

Polygonal modeling
And 3D sculpting

#

The rest is up to your skill level

#

During your 3D modeling session, you'll face certain problems and you'll use some of those workflows to work around them

obtuse basin
#

Hello I’m trying to learn how to use unity I’m trying to make a office In 3D I don’t know where to start

eager mist
#

pro Builder

#

or create the props in blender

#

and then bring them to Unity

obtuse basin
#

Is pro builder a application? Blender is a pain at least the last time I used it

paper jay
#

pro builder is packages

maiden tangle
#

Try blend 2.8 @obtuse basin , It's gone through a massive overhaul

maiden tangle
eager mist
austere seal
gritty reef
#

Looks like a caprice classic. I had one of those πŸ™‚

deft gazelle
#

graphics from packed out, a game i did for the brackeys game jam last week

eager mist
#

@eager mist nice pistol

rapid echo
eager mist
#

@eager mist thanks man appreciate it

undone holly
#

hi guys, I'm new here and I came asking for help with some issue, where should I go to ask for help, please?

#

On the mesh you can see that while using the different blendshapes, the smoothing just breaks, and I don't know how to fix that issue, btw the model is rigged already.

glacial vector
#

In your mesh import settings, do you have your blend shape normals set to Calculate @undone holly?

undone holly
#

Oh! let me see, and thanks for the response @glacial vector

glacial vector
#

No worries. It should be set to Import

undone holly
#

Alright, I'm not sure where to find that setting...

glacial vector
#

Click on the mesh in the project window and it's under the mesh tab

undone holly
#

Okay sorry I just looked around and feel a bit stupid for not finding it, are we still in Maya or Unity?

glacial vector
#

In Unity

undone holly
#

Okay

glacial vector
#

Oh sorry I said the wrong name

#

It's Normals, not blend shape normals

undone holly
#

It's no problem πŸ™‚

#

Alright! @glacial vector my hero πŸ™‚

#

Thank you so much!

limpid abyss
#

is it possible to get that type of rendering (that is full isometric 2D in the video) using 3D only nowadays ?

mossy trail
#

hmm maybe use orthographic camera type

limpid abyss
#

yeah I'm doing some testing with that camera type, but so far my results are not as great as in the video

#

I'm used to do it in 2D, that's why I'm wondering if it's even possible to do that in full 3D or if that will bring other limitations

willow nebula
#

issue with the camera near plane

limpid abyss
#

if I increase the distance, I loose all the shadows

willow nebula
#

decrease

limpid abyss
#

if I decrease the distance, the effect is worse

#

I'll make a short video

willow nebula
#

I don't know what the "distance" you're setting is, I was talking of the Camera component "near plane distance"

#

or "near clip plane"

limpid abyss
#

thanks, that's already better, but still "burned" on the corners of the screen

#

scaling down everything helped improve on that issue

fluid oak
#

@limpid abyss If you look up how they actually did the fake 3d effect in diablo 2, it is pretty amazing

gritty reef
#

I didn't realize it was 2d. I assumed it was just early 3d

fluid oak
#

It used 3d rendering(textured polygons) but not a 3d world

gritty reef
#

That's so cool

fluid oak
#

It was 2d the way unity 2d games are- flat sprites rendered to quads facing the camera

#

It's pretty unique, I think

limpid abyss
#

yeah it's full 2D, I've actually reconstructed part of the original game using the original assets, and now I'm looking into if it's worth it to switch to 3D or if that's gonna break the gameplay somehow

#

2D works very well for that kind of game, but converting the 3D models to sprites is really a pain

fluid oak
#

Well, they did it because the game had to work equally well without 3d mode

#

Only like, a tenth of the audience had 3d cards that could do the 3d mode at the time? Maybe less.

limpid abyss
#

there is no 3D mode in diablo 2

#

there is the perspective mode, but everything in that game is only playable in 2D

fluid oak
#

Read up above- perspective mode is still entirely 2d, but rendered using 3d hardware. That's why you needed a 3d card to activate that mode.

limpid abyss
#

ah my mistake, I miss read you

austere seal
wary eagle
#

Low Poly Soldiers for an Asset!

maiden tangle
#

very cool, I think the hands are a little long though (maybe it's just perspective? mid one)

whole fog
#

I have been messing around with Crash Bandicoot crate textures to get a handle on UV texture editing. Hows it look

#

I admit it looks pretty N64 esque almost

whole fog
#

how could I make it a bit more PS1 looking you think

lone reef
#

Does anyone know how to import a .glb model into unity? I am working with a partner who handles the artwork and modeling, while I do the code. He sent me a .glb file because the shaders were not working with unity in fbx format. Is there a package I can import that allows me to use .glb? I found UnityGLTF by KhronosGroup, which is what my partner told me to use, but I have no clue how to install it. Any thoughts?

whole fog
#

I have been trying to make my crate more accurate but I can't get the texture to size properly

#

anyone have some advice here?

#

nvm managed to fix it with a bit of UV editing

#

for some reason I can't seem to paint the sides on right

#

when I ever I try it just turns into a darkened mess

#

anyone know where I am messing up?

eager mist
#

Typically, 3D artists don't use Blender to create textures.

#

They would use something like Substance Painter or Substance Designer.

potent tinsel
#

^

wary eagle
#

@maiden tangle I think the sleeves give this impression of length, because it is exactly the same model as the other two. πŸ˜‰

dusk bear
#

Does anyone here have an idea what could be causing this issue when using a blendshape, where the nostrils and mouth of the model become "deformed". It's even more noticeable after applying shaders. This issue does not occur in Blender or Maya, but only in Unity. I also tried sending the model to others, and the same problem didn't occur to any of them. It seems to be a project setting, but I can't figure out what.

eager mist
#

Can you change the quality setting under it

dusk bear
#

@eager mist Yes, I tried that, but it doesn't help unfortunately (1 bone, 2 bones, 4 bones)

eager mist
#

Can you try to set your project to unlimited

#

but if this is a morphmap of some sort, might not do anything

dusk bear
#

Set what to unlimited? I'm rather new to Unity

eager mist
#

Project Settings -> Quality

#

Other -> Skin Weights

#

Set it to unlimited

dusk bear
#

Thanks, but unfortunately that doesn't help either

eager mist
#

crap

dusk bear
#

@eager mist Found the issue. I had to adjust blend shape normals. It was set to calculate. Thanks again for trying to help!

eager mist
#

πŸ‘

austere seal
near lotus
barren patio
#

hey! im really new to Unity.

im wondering how I could get all the squares on this grid material to always be even regardless of what I put it on?

#

like how it is on the ground

near lotus
#

You'll need a triplanar shader most likely

barren patio
#

ah seemed to fix it

#

how could I make the lines emissive like Tron?

near lotus
#

There should be an emissive property

#

Use a Bloom post effect

barren patio
near lotus
#

You'll need a triplanar shader with that property.

barren patio
#

so this shader I have on this material wont work huh

#

and bloom would be put on the camera?

near lotus
#

Look up Post Processing Volume in the package manager

neon wedge
#

Why does my character keep falling down?

The pole sticking out the front is just so I can see which way is forward; it hasn't any colliders or rigid bodies on it.

The only script is to move the chatacter:

[RequireComponent(typeof(CharacterController))]
public class Character : MonoBehaviour
{
    private CharacterController _characterController;
    public Vector3 _gravity = Physics.gravity;
    public float _speed = 5;

    private void Start()
    {
        _characterController = GetComponent<CharacterController>();
    }

    private void Update()
    {
        var move = new Vector3(GetAxis("Horizontal"), _gravity.y * deltaTime, GetAxis("Vertical"));
        _characterController.Move(deltaTime * _speed * move);
        if (move != Vector3.zero) transform.forward = move;
    }
}

I added the box on the base because I thought it might have bee the curved base of the character controller.

eager mist
#

lol

#

XD

#

First of all.
Your CharacterController is already a collider πŸ™‚

#

You also have a CapsuleCollider

#

Remove it

#

Remove that base

#

@neon wedge
Chop chop mayte

neon wedge
#

Thanks @eager mist Ah. Didn't realise there was one implicitly there.
I've removed the collider and the base, but my guy is still drunk and faceplanting.

eager mist
#

is there any place where you touch rotation?

#

CharacterController shouldnt faceplant

#

so you did something

#

lol

#

Does anyone have suggestions for good 3d model programs?

#

BLENDER

#

Yes it's hard to learn
They all are.

#

Just download Blender

neon wedge
#

@eager mist I've definitely done something.

eager mist
#

Remove the base and stuff attached to it

#

leave it alone

#

Forward and Base

#

Remove

neon wedge
#

GOT IT! I'm not affecting rotation directly, but I am setting the forward property on the transform to the move vector which has 0 for the y-axis.

eager mist
#

lol

#

Good find

neon wedge
#

Changing the transform.forward = move to transform.forward = move + transform.forward solves the problem.

#

Thanks @eager mist.

eager mist
#

Cant you just say transform.forward += move?

#

You can do whatever you want XD

#

Power to you

barren patio
#

I found this shader

#

how could I implement it into my project?

#

is there an easy way to import from the git link or do I have to download it and manually import it

pallid fractal
#

if you want the whole thing with materials and all unzip the whole thing in your assets

#

well, unzip the github assets folder to your assets, or a subfolder of that

eager mist
#

@eager mist
What do you mean by that?

#

@pallid fractal
Thx

rustic abyss
#

Hi, i want create isometric map with 3d assest. For create map the tilemap work eith 3d models?

unreal raptor
#

so how do you draw/color on 3d objects?

winged summit
fluid oak
#

@winged summit that link isn't working

#

And why not tile it?

winged summit
#

Huh the link should be working

#

Tile it?

#

It's a line renderer BTW

#

Since the pic isn't working anymore

timid dagger
#

How do I stop my object from sliding after movement stops? (My object slides a little after movement stops)

loud bone
#

Does anyone use houdini for procedural stuff?

eager mist
timid dagger
#

can anyone help me here? I'm trying to load sprites from a spritesheet into an array but with no luck.
public Sprite[] sprites = Resources.LoadAll<Sprite>("sprite/mariospritesheet");

maiden tangle
timid dagger
#

wait nvm

#

I didn't put it in start lol

digital frigate
#

Can anyone here do simple 3D animation rendered into 2D sprites? (Flags waving, simple foliage)

neon wedge
#

Can I use an svg as a template to create a 3D object?
e.g use this SVG of a cog to make a 3D cog?

digital frigate
#

Well, you can extrude any 2D image into 3D with the right tools, actually

#

You'd still need to do adjustments to make it look nice though and not blocky later though

neon wedge
#

@digital frigate Not as simple as pasting and clicking extrude then?

digital frigate
#

That's how extrude works. If you want your cog to simply pop out, extrude is the way to go. But afaik cogs are tad curvy at the edges

neon wedge
#

@digital frigate That's all I'm looking for. Does it need to be done in another bit of software or is there a nice extrude button in Unity?

digital frigate
#

Never looked for it in unity. If there's none, pretty sure you can do it in blender or any other decent 3d software

neon wedge
#

Fusion it is then! Thanks @digital frigate, that saved me several hours of faffing about.

fluid oak
#

@digital frigate what sort of animation, more specifically?

digital frigate
#

I'm making a 2.5D mobile game; graphics are in 2D, but I'd love to give the illusion of 3D using layers and pre-rendered sprites. Since I use 2D LWRP renderer, there's practically no way to make cloth physics; it would be too expensive anyway, so I'm thinking for doodads such as flags in the wind, it's better to get looping pre-rendered sprites to achieve the cloth effect, if possible within my budget and timeframe. Please do tell me if such effect is not ideal, though, as I'm still not 100% on board with this plan.

fluid oak
#

@digital frigate a lot depends on the style you're going for. Do you have any examples?

You can definitely do some cloth-like 2d animation in unity with skinned sprites, but that is pretty limiting when it comes to perspective so a lot depends on the specific look you're going for.

wary eagle
digital frigate
#

@fluid oak yeah. Do you know monument valley? I'd imagine that it'll be similar to the doodads within that game...

neon wedge
#

@digital frigate Does the 2D shader let you do flag effect type stuff?

fluid oak
#

Then there are a lot of easier ways than prerendered

#

Using an actual 3d object would be easiest, but a skinned sprite could handle that quite easily too.

glacial vector
#

yeah, you could animate it in your 3D app and just run it as a looping animation, but you could also animate the vertices in the shader

fluid oak
#

Or just a UV based 2d distortion, yeah

glacial vector
#

It would need to be 3D in monument valley and not prerendered, because the perspective changes

fluid oak
#

I believe they said(and correct me if I'm wrong, @digital frigate) that that was just an art style reference

#

The wheels and chain were 3d meshes made by script, with UV animation, and the rest is 2d skinned sprites.

digital frigate
#

Heh. Thanks for the input, guys. It's 3am at my place and can't really focus

#

That's pretty cool

#

Heard that ori and the blind forest was also made that way

#

Yeah afaik monument valley uses 3D models for everything

fluid oak
#

So for such simple movement that is entirely possible.

#

A rippling flag could probably be done a million ways, really, so it all comes down to what is easiest for you.

digital frigate
#

Yeah. I saw some 3D rendered into 2D animation earlier today. It had motion blur, and looked extremely wonderful, which is why I'm going to try the pre-render path. I think it'll be really hard to manually draw blur, or to do it with shaders.

storm raven
#

Hello i heard yall like 3rd dimension can one of you dm me some 3d car models (Low Poly) i could use as a refrence making mine cuz im just ok with 3d modeling

pallid fractal
#

@storm raven find some on blendswap

loud bone
#

Hey does anyone know any good 3d courses for blender?

eager mist
#

using a human armature rig

#

disregard my question, i figured it out

#

its a drop down

#

i dont use blender anymore but thats my guess

#

yeah silly me was looking for 'display' but it was called 'viewport display'

kind fog
#

Hey, this seems to be a dumb question, but I'm trying out probuilder and for some reason "Set Pivot" doesn't seem to work, either because I'm using it wrong or I don't understand it's functionality

#

When I choose a vertex or edge or face in the appropriate mode and click on "set pivot", the object pivot doesn't appear to change

#

What am I doing wrong?

kind fog
#

OK, nvm, it does work, I just didn't get, that the visual transform pivot thing is not the same as the actual pivot

glacial vector
#

You can change transform gizmo placement by pressing Z

kind fog
#

Ah ok, thanks

wary eagle
wintry lark
#

@eager mist I think it's to late to answer but you need to put your bones/skeleton in X-ray mode to see it through your model. To do it I think you need to first select your armature then go to the armature property (in the properties panel) then go to "viewport display" and check "in front" or something like that

gritty reef
#

Well that's vaguely creepy

night socket
#

best way to create clothes for a 3D character?
I've been trying to make clothes for my character for a while but I've been having trouble with clipping (skin clips through clothes)
atm I just duplicate the parts of the mesh that would be covered by a shirt, duplicate and separate it and then change some stuff to make it look more like clothing
Weight painting it is too time consuming and can lead to even more problems

pallid fractal
#

mask the parts that are fully covered by clothing

zealous glacier
#

Hello!! It's possible to use the turbosmooth from 3dsmax to unity? Thanks!

heady meadow
#

@zealous glacier well, you just export fbx with applied turbosmooth.
Normally you'd want to retopo the turbosmoothed model and bake the highpoly maps into lowpoly model.

frozen shard
#

anyone in here know how to make a cone where i can apply the unity projector material onto from above? currently made a simple cone in blender, but the material doesnt get displayed properly on in it. does work on the standard unity 3d objects.

frozen shard
#

got it to work, uv maps :)

languid pulsar
#

Anyone know if multi scene occlusion culling works in 2019.3.3?

gritty reef
#

Forklift!

terse herald
#

Recreation of Roc, one of the 8 cut colossi from the original Shadow of the Colossus.

fluid oak
#

Nice!

torn vine
#

Does anyone have a good idea how to make a Character Creator for a Player Character

edgy totem
#

basically I used brackey's beginner tutorial, and I finished it but switched to HDRP after. Transferring all my assets to the new HDRP Project from the old one, it completely messed it up. The player is supposed to slide on the floor, but it goes through. Any help? https://prnt.sc/rcb26f

Lightshot

Captured with Lightshot

#

Does transferring assets to a 3d template project to a hdrp one break the physics?

vestal dust
junior stone
#

@vestal dust when his arms are up they look like ears xD very nice stuff!

white goblet
mossy quest
#

help

eager mist
#

but it assumes i know how to set up the platforms

#

how do i do that?

fluid oak
#

Add a cube, stretch it to the size you want? Or find tutorials that aren't Brackeys >.>

eager mist
#

Why use cubes instead of planes?

knotty yarrow
#

he also uses a package manager for building objects

sonic oyster
#

is brackeys like frowned upon or smthn

knotty yarrow
#

I don't think so

#

His tutorials really helped me

fresh juniper
maiden tangle
#

what references are you using?

#

I like the mallet/chisel

#

you would normally have some kind of support for the legs on the bottom left one if they're so spread out

fluid oak
#

@sonic oyster in the other channel we get so many people who can't get one specific tutorial of his to work, because it uses other scripts he didn't mention in the video.

#

So I just get a bit annoyed about that >.>

north halo
#

can someone teach me moddeling? i tried making a 3D simplistic character model but i just don't have any idea where to start, how to do different things and so on...

sonic oyster
#

there are lots of blender basics tutorials on youtube

weak mountain
#

I want to start character game design, where could i find a good tutorial

white goblet
fluid oak
#

Better than I can do

#

But I'd definitely smooth out those thighs, avoid the 'frontbutt' look πŸ˜„

fresh juniper
#

references? @maiden tangle
#6563

#

how do they spread?

eager mist
#

Hello everyone! I'm currently working on an FPS game. I imported a character model from the AssetStore to experiment with it (screenshot). The character has a weapon called "AssaultRifle".

I noticed that for some reason it is impossible to rotate this weapon in any way - neither through a script nor in the Scene tab. This is a problem because it makes it impossible to let the weapon follow the cameras x-rotation which is essential for an FPS game in my opinion.

My question: Is there some sort of setting which prevents any rotation of an object which might be enabled for this prefab? Or is there any other reason why I can't rotate the weapon? Rotating the whole prefab works in any direction.

#

Feel free to @ping me when replying. πŸ™‚

pallid fractal
#

probably the rigidbody?

eager mist
#

This drives me crazy. I just noticed that I can't move this and all other objects in the scene for some reason at all.

#

Oh, I removed the rigidbody and it still remains the same, rogue_code.

pallid fractal
#

oh 😦

eager mist
#

moving any object in the scene just changes the Position value of the Transform tab, but its actual position remains the same.

pallid fractal
#

never encountered that

eager mist
#

only the main object (parent?) can be moved/rotated

pallid fractal
#

oh, it's because it's skinned, I think

eager mist
#

Does it affect it somehow?

pallid fractal
#

yeah, the bones override your local transform

eager mist
#

oh

#

damn it

#

okay thanks. I guess there must be a way to move/rotate bones then, right?

pallid fractal
#

yeah, you can just select them as usual

#

they're in your hierarchy

eager mist
#

I don't have any bones in there.

pallid fractal
#

it's everything under and including "Hips"

#

that's the armature

#

each transform is a bone

eager mist
#

Ah okay!

#

Thanks. So there must be some sort of reference to the weapon under the "hips" tab?

pallid fractal
#

I think it's those arm position ones

eager mist
#

YES

#

OMG

#

Thank you!!!!

#

it really is

pallid fractal
#

πŸ™‚

eager mist
#

πŸ€¦β€β™€οΈ omg, sry for the stupid question and tysm!!

pallid fractal
#

not stupid at all

eager mist
#

this made me go crazy for days now πŸ˜…

pallid fractal
#

what's the name of the asset @eager mist ?