#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 43 of 1

eager mist
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one moment

pallid fractal
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makes sense πŸ™‚

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Just got a little curious as to how the character was set up, so want to download it and check it out

storm raven
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Hello i nees help

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Why does every material turn black after a second on mobile

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Ps. on running on edotor looks ok

fresh juniper
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again a beginner.

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πŸ˜„

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good?

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note: I did it myself. It is not a copy.

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πŸ˜„

dense blaze
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@fresh juniper Looks good!!

sacred bronze
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can I ask questions here?

flint jungle
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Yes you can

maiden tangle
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the handle could be a bit more ergonomic and less blocky/sharp? But I'm not sure the style you're going for specifically realistic vs lowpoly etc @fresh juniper

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and the trigger guard (loop around the trigger) is almost never the same thickness as the gun itself, so that might help trimming that down

subtle ridge
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@fresh juniper in pistols when the gun slide goes backward after the shoot it show the barrel, always I think that the barrel of a pistol is a cilinder, is there a pistol that have a cube shaped barrel? just curiosity, I want to know

wary eagle
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Barrel go up after slide going back too.

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Because he is unlocked at the level of the chamber, then he drop like 0.5 cm down, to help loading the next bullet.

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The pins (1) keep it in place during the fire time, then when sot fired, the piece (A) rotate (to the right in the image) so the barrel go down and almost align with next round

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It's a side view of a M1911, but almost all works in the same way!

subtle ridge
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yep, and as you can see the external shape is a cilinder

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I have seen some revolver photos that the barrel have a shape like a cube

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usually have a great caliber and need a great walls on barrel to support th pressure

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as I can see the pistols cant manage those calibers, but maybe in the future, will be possible

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sorry I'm writting very bad, I need to sleep a little xd

fresh juniper
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I wish I could do what they say. I have been doing this job for 2 weeks. @wary eagle

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πŸ™‚

subtle ridge
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maybe the desert eagle? seem like the barrel is part of a solid block and the slider dont reach the top of the gun, just have two rails to guide the movement
I can't find info if the barrel can be removed, or all this solid cube-shape block is the barrel

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@fresh juniper nice job I think, I am not pecissely a 3d artist... just keep doing good, another question, what program u used to edit the mesh?

fresh juniper
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maya 3d

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did i get it rightΓΌ

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@subtle ridge

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I'm talking to you with translation.

subtle ridge
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ohh, I see

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I dont know maya, so I cant really judge nothing you know xd

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I tought was blender, I feel dumb right now xddd

fresh juniper
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πŸ˜„

plain seal
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anyone here do low poly?

jovial bay
ocean pine
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Whats' the best free world generator that supports buildings and would work with Low Poly?

ivory river
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try to type to google "free low poly generator "

plain seal
surreal gate
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Hey everyone :)
I am making a game where the map is generated at runtime, and all of the coloring is vertex based. What shader is the closest to the standard shader which supports vertex based coloring?

fluid oak
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@surreal gate for which rendering path?

weak mountain
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Hello i need help, can someone recommend a place where i can learn how to make in armor fora character in blender or just teach me how to do it!

stark hazel
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I need help with blender too

surreal gate
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@fluid oak Forward rendering, standard renderer

stark hazel
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I am a noob towards blender and I need to learn more technical aspects about blender. Having struggles learning it.

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Already managed to screw up in a way that two of the sculpting brushes stopped working on the model that I was trying to sculpt

fluid oak
stark hazel
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can I put that file here and someone would look at it?
I tried sizing the thing into real life size and I think that might have been a cause of the whole main problem.
I cannot figure out much about it. so I restarted that whole thing as an another file by trying to model the base as cleanly as possible

surreal gate
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@fluid oak It seems there is an error.

failed to open source file: 'UnityVC.cginc', the line referenced is #include "UnityVC.cginc"

fluid oak
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ah. it might be out of date I suppose.

surreal gate
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I believe it was made for 2017

fluid oak
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I'll admit, I am lazy and I've used the particle shader for it

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But I don't know if that is good for using on a whole map

surreal gate
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Ya, I was using that too. Was hoping for something that was actually intended for what I am doing though XD

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Thanks πŸ™‚

fluid oak
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Well, if you download the standard shader you can just add in the vertex color lines. I know that is possible because that's the first answer anyone gives when the subject comes up.

weak mountain
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I finished the first part of my character, I just have to learn how to build an armor, can someone please recommend some link or explain how an armor is made, I also know my character doesn't look good with an armor, thats why I will be making a new one in the future.

fluid oak
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It kinda looks like armor already

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or maybe a spacesuit

wintry yoke
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When I import an FBX, it converts units to 0.01m, while OBJ converts to 1m. Why does this delta exist?

glacial vector
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What are you exporting from @wintry yoke?

wintry yoke
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Both from Blender

glacial vector
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Different exporters have different export settings, I think that applies to blender as well

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Do you have the "Apply Scale" set to FBX Units scale?

wintry yoke
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I see… it's just weird though. Unity offers to convert units, but I don't see an option for how to convert it.

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Like that?

glacial vector
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Change apply scalings

wintry yoke
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Oh, to FBX Units Scale?

glacial vector
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Yes

wintry yoke
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Ah, I think that worked. Thanks, @glacial vector !

junior stone
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@weak mountain what type of armor are you planning to make?

weak mountain
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Spartan like armor

wary eagle
final granite
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I really wish I could do low poly like you GWsabianPepoHmm

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Whats the poly count on that aircraft

unreal raptor
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what system is recommended to learn to make particle effects?

fluid oak
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Depends on what kind; unity has... four now, I think? Right now Shuriken is the most well supported, while vfx graph is the new and fancy one.

terse herald
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@wary eagle Those assets look like they'd be used in Ravenfield....lemme guess, am I right?

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The C-130 definitely gives off a Ravenfield vibe, same with the CIWS

wary eagle
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No, those are made for the Asset Store! πŸ˜‰

maiden tangle
storm raven
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Heh so i made a few 3D models inported them to unity and it seems that some faces are backwards

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Not rendered

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How do i fix this

junior stone
maiden tangle
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I know marmoset does this live where you can choose the amounts

glacial vector
maiden tangle
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I think sd has the same yea ^

glacial vector
junior stone
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is there anything that does this standalone?

maiden tangle
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@storm raven make sure your normals are facing the right way

glacial vector
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What do you mean standalone @junior stone

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In the end it's just the different maps layered on top of each other. Any image editing app could do it

maiden tangle
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marmoset viewer is pretty close to it

junior stone
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as in, a python script that takes the images and outputs it for you

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im lazy

glacial vector
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The Substance node I linked you can open in substance player and just drag the maps in

junior stone
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fair enough, that works

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wait what, marmoset is one time purchase?

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I rly thought that was a subscription based thing

glacial vector
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It's perpetual yes. It's also on sale fairly often

junior stone
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interesting, i might go for it whne a sale happens, it does say toolbag 3. does that mean there will be a 4 thats not included in the license? is that how they do things? @glacial vector

glacial vector
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There might be a 4 at some point but they are still bringing out big updates to 3. They have a discount system where you can upgrade from one version to the next at a cheaper price

junior stone
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thats good enough. thx for the info @glacial vector

noble ginkgo
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how do i export individual animation clips from maya as fbx without exporting mesh with each file each time?

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i have used multiple asset from store that have clips exported separately

eager mist
gritty reef
fresh juniper
frozen cradle
frozen cradle
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alright i just slapped a coordinate system onto a material. it does the job (but looks shitty.)

neon wedge
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Probuilder is creating a cube (apparently) all by itself.
https://youtu.be/MhVi_ro8lO8
There's only a single script in the project:

using Cinemachine;
using UnityEngine;

[RequireComponent(typeof(CinemachineVirtualCamera))]
public class DollyManager : MonoBehaviour
{
    [Range(-0.02f, 0.02f)] public float _velocity;
    private CinemachineVirtualCamera _virtualCamera;

    private void Start()
    {
        _virtualCamera = GetComponent<CinemachineVirtualCamera>();
    }
    private void FixedUpdate()
    {
        var dollyBody = _virtualCamera.GetCinemachineComponent<CinemachineTrackedDolly>();
        var position = dollyBody.m_PathPosition;
        position = Mathf.Clamp01(position + _velocity);
        dollyBody.m_PathPosition = position;
    }
}

I can't think of anything that would make a Probuilder create or alter any cube but here is it.
Any suggestions as to what it might be?

There's only one script in the entire project and all it does it get the dolly of the camera and adjust it's path position, but when I run the project a new Probuilder cube is created.

WTF?

β–Ά Play video
eager mist
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any idea how i can make stuff look like a nintendo game?

fluid oak
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Half the resolution and lock it to 30fps?

eager mist
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no idea if trolling or just..

fluid oak
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That was sort of a joke, but only sort of.

eager mist
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sorry

fluid oak
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Seriously, though, you need to be more specific.

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Do you want to duplicate a particular nintendo system, their character style, or what?

eager mist
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if i have models and textures and send to unity, it wont look like the same models and textures from a typical super mario game or super mario party game

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even if i use simple textures like in super mario

fluid oak
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Okay, so that's actually a somewhat complicated question.

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Ninendo, from what I've seen, makes a lot of use of lighting, and vertex coloring/animation.

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So that seems to contribute a lot to the look.

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I haven't played a lot of nintendo games, admittedly; the only 'modern' ones I'm fully familiar with are breath of the wild and the luigi's mansion game that just came out

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And those both have very different looks πŸ˜„

eager mist
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i obviously mean graphics like in luiguis mansion and not the zelda shit

fluid oak
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I'd say it isn't obvious to OTHER people πŸ˜›

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My suggestion is to take scenes from the games you like and try to break down what you see into specific elements you can replicate.

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For instance, the shaders on the characters in Mansion are pretty distinctive.

eager mist
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i dont have enug experience for that

fluid oak
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Unfortunately I don't know of a real 'shortcut'

cosmic terrace
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Hi,

Do you have any suggestions regarding 3d-modeling for unity. Iam trash at it and i need a software that is relatively easy and understandable and doesn't take a lot of time to get into. The software does not need to be able to make ultra realistic stuff more low poly stuff. Thanks!

eager mist
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jo just blender

neon wedge
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When an object is "UV-ed", is it correct to have one UV for the object or does each face have a UV?
I'm trying to get my head around the terminology.

maiden tangle
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A UV map will have multiple faces generally speaking mapped to 2d, but "seams" are the folding areas where your model is unwrapped so that plays an important part, youtube is a really helpful source for explaining the specifics I find

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(seams in red, not my model)

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so like here for example you section off your model where the seams are not easily visible if at all like the corners

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and then he selects them to fit as much of the 2D version, inside the editor as the texture resolution will allow as to give the best quality.

junior stone
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I wanna add that UV space of 0 to 1 is used by default for most people but you can ignore that and just make a tiled texture by going over it

past tapir
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I don't think I understand fbx files. Are they supposed to have models inside?

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Or just anims

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I imported a bunch of fbx files from Mixamo and they don't show anything when I drop them into scenes

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Am I supposed to drag them inside other models or something?

junior stone
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there is a setting in mixamo to export model or not, check if you didnt accidentally do that @past tapir

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also, one channel at a time is enough πŸ˜„

past tapir
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@junior stone I can see an option for exporting the skin or not. Is that the same as model?

junior stone
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not quite sure where it is, I cnat check at work either

glacial vector
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@past tapir An fbx can have just a model, just animations, or both. Mixamo supports all of those

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If you select an fbx without a model you can drag a model into the inspector preview

past tapir
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Ok downloading the fbx with a "skin" seems to work

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Is downloading the animation alone so you can just put several animations into a prefab you have ready?

glacial vector
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it's easier to organize when you have your model and your animations separately

junior stone
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that way you can apply the animation, but have less filesize since the model would be the same either way

glacial vector
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It also means you don't have to reimport the model each time you add/change an animation

junior stone
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that too

past tapir
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How can I actually apply the animation to a model? I can't work out how it actually connects with the other details of my gameobject

glacial vector
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You can drag the animation clips into your animator

past tapir
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A clip is the asset with a turquoise triangle in its icon right?

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Or is it just an fbx that contains one of those

glacial vector
past tapir
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Oh weird. I can't find that from what I downloaded from mixamo πŸ€”

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Is it something I can extract from an fbx?

junior stone
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they should be in the file, if you click the fbx file in project view you can probably see the animation lcips in there if they are imported in the fb import settings

past tapir
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I'm guessing it's the green triangle

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Unfortunately anything inside of fbx doesnt have a file extension or anything in the editor

junior stone
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did you do the mixamo unity export or the regular export?

past tapir
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Unity

junior stone
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hmm

glacial vector
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The icon is new in 2019.3 @past tapir so you're right

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The new icons are nice but it's a bit confusing

gritty reef
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@cosmic terrace Definitely download Blender. It's free, moderately easy to understand, and has a TON of support online in the form of youtube tutorials and guides.

cold lily
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I have no idea how to correctly texture each side of a cube mesh individually does anyone have any tutorials on how to do this? I know it has to do with uvs but I don't understand it really

glacial vector
eager mist
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@cold lily
You can unwrap the cube entirely and paint 6 different sides

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or make each side (unwrapped) cover the same space

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overlapping each other

cold lily
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I also found out why I couldn't get my textures to work because you need 24 vertices I had 8

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for a cube ^

gritty reef
gritty reef
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Argh, of course it's not straightforward. Gonna have to get some tutorials under my belt 😭

gritty reef
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very cool

wary eagle
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Hope I'll finish the metal parts tomorrow. πŸ™‚

gritty reef
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Do you apply a flat texture over the UV, like over the black area, and then add in the stress marks and minor detail after?

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I'm finally moving into texturing and it's so daunting 😭

wary eagle
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I've like 5 colors variations layers, then 5 roughness variations layers too.

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After, 15-20 layers of grunges/ao/edges highlight

junior stone
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does anyone know how to combine animation exported from mixamo to a single gltf with animation clips?

eager mist
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Hey, where did you learn how to use Blender or Maya or whatever software you're using for creating models and animating?

glacial vector
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I learned a ton of my Maya skills from Mike Hermes on youtube, they're pretty simple but work well for the basic stuff

eager mist
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I'll check him out

untold axle
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would it be better to random generate rooms or hand build them (levels)
Is it possible to when player press "play" it randomly picks one of the rooms I made

fluid oak
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Nobody can tell you which is 'better'

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And yes, that is possible.

glacial vector
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@dim sonnet wrong channel

kind fog
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I swear I must be the dumbest person to ever live.

candid wagon
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How is this

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I drew it

wary eagle
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Shadows feels kinda weird imo.

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Looks like you have 2 or more lights, but the shadows of them don't blend correctly.

wary eagle
fresh juniper
kind fog
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I have now idea how, but now it suddenly worked, after I restarted my PC for the 1000th time

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Sorry for spamming here

neon wedge
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Does Probuilder support mirroring extrusions? I can see it creating new GameObjects but I just want the selected one manipulated in a mirrored manner.

fresh juniper
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Corona Childeren

eager mist
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Hi! Im trying to import an armature from blender, but in the hierarchy it starts with the bones instead the armature parent, why can it be?

maiden tangle
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It's late and I shouldn't be trying to help but I'm pretty sure there is a way to preserve hierarchy in blender export ? @eager mist

eager mist
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@maiden tangle Oh, I finally fixed it adding a cube to the armature, deleting every vertex, and exporting it with it

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It is the cube in the hierarchy, but since its empty it doesnt matter

maiden tangle
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Ah, glad you got it fixed good stuff

neon wedge
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How do I select an area of faces on a Probuilder object?
I've tried various combinations of mouse buttons and shift and control key presses without getting anything better than selecting faces one by one.
If I change the select more to "through" then I can select, but then it selects the faces on the other side, which isn't what I want.

frozen cradle
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Is that for texturing 3d objects?

neon wedge
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@frozen cradle Just want to raise and lower some faces.

frozen cradle
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let me rephrase: is that thing capable of texturing?

neon wedge
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@frozen cradle yes. It's textured now.

frozen cradle
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ah interesting

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i have been trying to figure out how texturing works with 3ds max the past 3 days. its been awful

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i mean i have my model now with uv map and template but the process aged me probably by 10 years

rigid pelican
edgy totem
fluid oak
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@[s]-death#2616 that looks really great, I really like that lighting

maiden tangle
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@rigid pelican some thick hair strands but I like the style nice job πŸ˜„

fluid oak
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I think they suit the style

pearl rock
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if i wanted a 2.5d style game, would i create my unity project to be 2d or 3d?

wispy surge
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have a buff shroom

odd pasture
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if i wanted a 2.5d style game, would i create my unity project to be 2d or 3d?
@pearl rock

URP usually. The only difference is really just some small starting stuff like camera settings. Stuff you can change later.

maiden tangle
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@pearl rock 3D.

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@wispy surge so cute lol love the colors as well

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Agreed pinball its a neat style, I think the execution was a little rough (second strand on the left of the eye), because of how thick they are those extreme bends were making them seem too solid. I like how they fall more fluid on the right though.

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Started on this last night, hoping to get any kind of suggestions regarding making it feel more "old school sci-fi"?

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Holographic sign might help

final granite
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Also have low poly pitchfork, axe and rake

night socket
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Does anyone know any good guides for making your own textures? (eg: making them in photoshop etc)

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and I don't mean getting an image off of google images and then generating a normal map etc from it

glacial vector
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Check out substance academy for lots of great tutorials on substance painter @night socket

night socket
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I can't even afford the indie license of substance painter

maiden tangle
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you can get a lot done in 30 days trust me, it's worth the free trial imo.
in fact, I cancelled my subscription to netflix, and photoshop and it's been worth it lol, you can get a program that does the ps basics, substance is another monster.

If you're still on the fence I suggest checking out "Mixer" which if I'm not mistaken was made free.

fluid oak
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I still use pre-CC photoshop because I don't want a subscription

digital chasm
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I want to make a model ready for a reload animation, do I make the magazine as a seperate model?

fluid oak
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Unless you have a good reason to have it as part of the model, probably

cinder saddle
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Hello! How could I have my Unity material library in Blender so that when I export by fbx they already have the right materials applied without creating material duplicates ?

frozen cradle
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Dont quote me but i read that unity doesnt support embedded materials in prefabs. Thats also what i experienced with my obj and fbx exports

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On the texture, i assume Gimp wont do for you? Do you mean how to make a texture in general or how to make an professional texture ?

nocturne arch
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hey anyone has any tip in how can I achieve something this in unity?

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I've tried with vertex displacement of a really detailed icosphere, but I get all sort of artifacts

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any other kind of displacement I can try?

wary eagle
frozen cradle
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So i built my first textures and made uv maps for my spaceship etc. Now the thing is, the ship is rather big (30m iirc) and i want good textures also in astronaut mode. For that i use seamless textures, that look very nice up close. But the ship from afar looks bad bc you can see the reapeating pattern. How is that solved ? I cant imagine bigger objects have 1 super huge texture?

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Ill take any info, video etc. Please ping me so i dont miss it.

wary eagle
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@frozen cradle Use a different texture with a lower res at distance, so you can't see the pattern + you don't run useless high res textures.

fluid oak
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@frozen cradle use a custom mipmap that has no details in it

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at the smaller levels

eager mist
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I'm new to unity (started today) can anyone give me a suggestions? (3D gamez)

Also does unity 3d work with blender?

maiden tangle
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You can import meshes from blender yes @eager mist

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Basically it's going to be a lot of trial and error unless you practice on working projects, youtube tutorials or paid lessons.

frozen cradle
wary rapids
#

Hi @ me if you see this. I have a flashlight asset from the unity store am i am new. I was wondering how to attach the flashlight to my chrachter

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or somthing like a gun asset

frozen cradle
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make it a child object of what you want to attach it to

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@wary rapids

wary rapids
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how excatley do i do that

frozen cradle
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in the editor drag it onto the mother object

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the hirachry bar i mean.

wary rapids
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so i have a camera in a first person view do i need to make a capsule to attach it

frozen cradle
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no

wary rapids
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ok

frozen cradle
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all child objects are glued to the mother object. they will rotate and move with it

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that goes for camera and for flashlight and anything else

wary rapids
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@frozen cradle thank you!

frozen cradle
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no problem

wary rapids
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I have a ground material but when i go to but it on the part it is all stretched

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@ me if you see this

trim nest
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hi all

fluid oak
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@wary rapids Most materials depend on having the correct UVs

wary rapids
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whats a uv

trim nest
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any good 3d designer here?

slender fjord
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Does anyone know how i can export a complex object as a single object?

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As opposed to multiple objects

trim nest
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@slender fjord maybe u can do it by making a ragdoll / model pit of it

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out

slender fjord
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idk what that is, i exported it as an fbx file and it has a main object but it still has all the components as child objects under it

trim nest
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or just drag the assets or parent smaller things to one chunk and export to other project

slender fjord
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.obj doesnt even worn for some reason

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unity doesnt want to read it as an object

trim nest
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lol

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sad lyf

slender fjord
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yeah

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If anyone knows a short solution to this, please @ me

trim nest
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are .fbx and .obj interconvertable? @slender fjord

slender fjord
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i mean i have both separate

trim nest
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sorry I'm not a very good artist I'm more of a progrmmer

slender fjord
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Who says im an artist lol

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i made a low polly 3 part sword and the script is fucking everything up

trim nest
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I was searching for a designer

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@slender fjord what happened?

slender fjord
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I have a low polly sword i made

trim nest
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no the script

slender fjord
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and other object just fuck up every time i appy the script to the sword

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the rigidbody script

trim nest
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how

slender fjord
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well i think its cuz there are too many objects (parts of the sword) that have the script on them aswell

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and its fucking up everything

trim nest
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did u try to make an empty game object attaching everything and then dirrectly apply scirpt to the gameobject?

slender fjord
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give me a sec to read this, my brain is slow

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ill try to do that i guess

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idk why but the hitbox of my fps os HUUUGE

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and idk how to manipulate the size

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and the sword is attached to the fps

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fps controler*

trim nest
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how did u make the hitbox?

slender fjord
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i didnt...

glacial vector
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you exporting from blender @slender fjord?

trim nest
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hi again @glacial vector

glacial vector
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Hey bud

slender fjord
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hitbox = rigidbody

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Ole no, im using maya.... ik lots of ppl dislike it

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Why arent there any vc's here??

glacial vector
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I use maya

trim nest
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u can talk in my server if u want

slender fjord
#

inv me

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and idk why it doesnt work

glacial vector
#

Before you export it, just go to Mesh>Combine

slender fjord
#

i tried to figure it out myself but its been a dayt

glacial vector
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And it will be a single object

slender fjord
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yes i did that

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and it fucked it up

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thats the problem im trying to solve

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to combine an object into one and NOT just parent it

#

what combine does is it makes 1 object and a ton of child objects that fuck everything uop

#

up*

glacial vector
#

Can you show how it messes up

slender fjord
#

well i can gimme a sec

glacial vector
#

I'm gonna have dinner so it'll be a little while

slender fjord
#

i zoomed out so you can see what the issue is

#

the sword is small but the rigidbody script i added to it makes the hitbox huge

#

Its called a hitbox right?

#

and i added box collider to it aswell

#

and it think thats the main problem here

#

i fixed it

#

my friend helped me out

trim nest
#

@slender fjord sorry to dc out.... I'll tell u anyway for future. I add a 3d object such as a cube for a hitbox. then I add a rigidbody and check is trigger. and a collider.

#

then parent it to player

glacial vector
#

Did you have to freeze transofms @slender fjord?

#

Anyways I'd just make that collider in unity yeah

slender fjord
#

nope

#

thnx for the help though

glacial vector
#

no worries

deft sleet
#

f

glacial vector
#

Parent it under the head @primal scaffold

primal scaffold
#

it still doesn't work

glacial vector
#

Are you parenting under the right head?

#

You have two head game objects

primal scaffold
#

i just tried both, is it because its a Probuilder object?

glacial vector
#

Is it marked as static?

primal scaffold
#

uh, I think yeah, how do I make it not static? sorry lol

glacial vector
#

There's a toggle in the top of the inspector

primal scaffold
#

got it, thanks!

eager mist
#

Hi guys, Good anyone DM me some good tutorials on making a game with decent graphics. I am aiming on a Automation game.

#

Like for instance Farmers Dynasty?

#

I've imported a model from blender but the model starts to clip through objects and I've enable rigid body components how do I fix this?

#

Also I'm using unity 2017

#

But that doesn't matter

glacial vector
#

What kind of collider do you have?

eager mist
#

All I have are rigid body's

glacial vector
#

You need a collider to have it actually interact with other objects in the scene

eager mist
#

I don't know what my model qualified as

#

Sorry for the bad models

glacial vector
#

You have different kinds of colliders. You can combine them to make it the best shape. Look at the box collider and capsule collider

eager mist
#

K

#

What kind of joint do I use if I wasn't to connect a wheel to a chasis?

hasty epoch
#

can anyone design and model me a battle royale map for my new game? I am willing to pay for it.

junior stone
#

does anyone know a tool or a way to optimise meshes in unity that are imported? every face is separate and its rather annoying to work with when exporting them after I am done building a scene

#

I would like to avoid needing to manually collapse their vertices, since its about a few thousand meshes

#

I am aware unity optimises this, but When I export it, thats not handled

trim nest
#

@hasty epoch low poly?

#

or detailed?

maiden tangle
#

merely quick concepts I've been thinking of for some type of barrier system in my project
https://imgur.com/a/lVObQcN

I'm wondering what you guys think of the idea of moving barriers, would that be too much to manage in real time (fps)?

junior stone
#

@maiden tangle that highly depends what y ou mean by moving and topology of that stuff. can I see a wireframe?

#

also how much is this object the focus of the scene? I assume it isnt?

fluid oak
#

The mirrored ones look weird to me

#

and they don't really look like barriers- you don't put exposed electronics and holes and removable panels on barriers

junior stone
#

@fluid oak which mirrored one? there are 3

fluid oak
#

the ones on the left

junior stone
#

you meant the horizontal one?

#

oh all of them

#

I agree

#

the heavy cabled could function as a pillar/corner. but having it at an edge seems weird

fluid oak
junior stone
#

I agree with you there. but putting them next to each other looks weird as well

fluid oak
#

The thing is that equipment like that usually has an 'up' and a 'down' so mirroring it makes it look fake

#

Because it means that there is no up or down to it

junior stone
#

yea

#

instead of mirroring he might wanna extend the cables procedurally or smt?

fluid oak
#

If you saw an upside down traffic barrier in the real world with a right side up one balanced on top of it you'd think it looked crazy

#

exactly

junior stone
#

also, on the ones next to each other, the gap is bothering me, but it might look better if there are 3 compared to 2

fluid oak
#

my suggestion is to start out with 'what is the barrier meant to block by the people building it?'

#

And if you need to stack them add some sort of frame or connectors

junior stone
#

this looks more like a part of a mech than a barrier tbh

fluid oak
#

maybe even lego style pieces that obviously are designed for stacking

#

yeah, it does

#

Or an air conditioner

junior stone
#

I see a leg tbh

fluid oak
#

david said they're meant to move so maybe that's why, but it isn't entirely clear what he meant

junior stone
#

awaiting more information

cold lily
#

Does every mesh needs its own seperate mesh renderer and mesh filter?

hasty epoch
#

@trim nest maybe low poly to start and later on when there is people playing the game I will switch to a detailed map.

final granite
#

If anyone needs low poly models, dm me and we'll figure out something ❀️ I need practice, you need someone to do props, win-win

fluid oak
#

What kinda models?

lilac blade
#

Hey, I am making a scene editor inside Unity for my art team, using the new HDRP, should I make the scene editor using the Unity Editor (Like, showing them light settings, post settings etc...) or should I build them a standalone from Unity that has UI inside that let them control all the visual stuff?

#

I am asking that because I saw some effects that they might want to use inside Unity Editor like Exposure and post effects that (as I have noticed) update during play

crude flax
#

how do i make a texture on a 3d object not stretch when i scale it

#

i want it to tile

rapid scaffold
#

^ I wonder that too, without using stuff from the asset store obviously

#

I'm making a 3D game and have exactly this problem: https://answers.unity.com/questions/568974/sphere-collider-catching-edges-of-aligned-cubes.html

Does anyone know how to fix it? Tried a few things but nothing helped

cerulean temple
#

Is 2sided not a standart setting you can choose for materials in Unity?

#

I moved from UE4 to Unity, trying to figure out how I should best start with opacity maps using an alpha texture

glacial vector
#

With the old pipeline this is true @cerulean temple. But with the new render pipelines you have an option for this

cerulean temple
#

Hmmm.. I'll try to find it, thanks!

cerulean temple
#

Found it but it's sorta strange πŸ˜„

tender lintel
#

Π’ этом ΠΊΠ°Π½Π°Π»Π΅ Π΅ΡΡ‚ΡŒ русский!?ΠšΡ‚ΠΎ Ρ…ΠΎΡ€ΠΎΡˆΠΎ ΡˆΠ°Ρ€ΠΈΡ‚ Π² ΡŽΠ½ΠΈΡ‚ΠΈ?!МоТСшь поТалуйста Π½Π°ΠΏΠΈΡΠ°Ρ‚ΡŒ Π² лс. ΠŸΠΎΠΌΠΎΡ‰ΡŒ Π½ΡƒΠΆΠ½Π°....

maiden tangle
#

The idea was these things can be disabled, they're not directly meant as barriers more like parts scavenged to make something functional that happens to provide cover. So I can see why it might look strange even as a concept to have mechanical bits sticking out.
Anyway this was directly inspired (shape at least) by this, which I thought too boring for this far into the future and wanted to spice it up a bit with some armor panels.
But in the end I agree the mirrored one would not have worked, the smaller one might be needing a second iteration to find the right concept thanks for the input!

#

But as for functionality I'm still curious what you guys think of the movability of these modified barriers, they would be somewhat heavily scattered along the map in question

#

player placement is everything so I really want to emphasize their importance

#

originally the caps on the bottom would act as jets? lift up and hover to another spot

#

which if the exposed electronic bits were destroyed, would leave it static and unusable essentially.. which seems too easy but, if you think in terms of what you might need yourself as cover the players will be focused on only doing damage if necessary. At least that's what the plan was lol

fluid oak
#

Have you played the surge 2? They have a variety of deployed tech-barriers in that

maiden tangle
#

nope will have to check it out thanks, also heard xcom is good.. strangely, the more I'm into development the less I play of games lol

arctic nymph
#

hey how do i make my third person chater model replace the one for the standerd assets one

maiden tangle
arctic nymph
#

hoq do you get the camera to follow the moddel

#

how do i get the camera to follow the my character

glacial vector
#

There should be some foliage shaders in the asset store @cerulean temple

maiden tangle
#

@arctic nymph google knows the way

#

I suggest going thru the unity basics to get your head around how everything will be going down

frozen cradle
#

@crude flax you need a uv map on the object for that. Altough if you start scaling it in one direction it still wont tile but stretch. Not sure if recalculating uv maps is possible

wary rapids
#

I need help I have a gun thats a child of the parents which is a camera and I am making a fps. I want the gun to go with the camera but when i look down the gun is still looking forwards. how do i fix that @ me if you see this.

gritty reef
clever condor
#

Hey you! Yes. Right YOU!
This "*😴 *" is sleepy. He needs your help with a problem he has when exporting and importing his first object ever from blender into unity. YOU BETTER help him, otherwise he will be stuck with that problem and never see 🌞 -light again.

The problem is that he made this nice little car in blender 2.82 and colored it with all its parts. He exported it from blender as .obj and also as a .fbx but whenever he imports the car into unity it just shows "defaultMat" as a material used in the new asset. The color doesnt appear and everything is white. Moreover the wheels seem to be destroyed somehow.

However. If you help 😴 he might be able to see 🌞 πŸ”¦ atleast one more time in his life. πŸ‘ πŸ‘ πŸ‘

warm zinc
#

ok then

clever condor
#

yeah. just help him πŸ˜„

coral pewter
#

k

eager mist
#

@clever condor I also have the same problem

clever condor
#

@eager mist and you also dont have any fix for that ? The problem is, that the texture isnt loaded in and even if i put the texture into the assets folder before adding the object itself it doesnt work

blazing axle
#

Hi everyone!
(i'm from Colombia, so excuse me for my english)
i need help with a game
it's a game made in Unity to help autistic children, the game uses Virtual Reality
and i want a little explain in a topic
It is a research project of my university and we need help to make the graphic environment (programming is not a problem)

clarification: it's not an online game, it's a software for those childrens who need it

cyan otter
#

@main snow Yes it will twist the entire cube, then you need to subdivide along the cube's length

#

and then create another piece with the same ending point so they are seemless

main snow
#

Ohh

#

All this in blender

cyan otter
#

as long as the object's center is along the same y and z values are the same you can line them up with coordinates really easily in unity

#

yeah

main snow
#

Yes that's good

cyan otter
#

it might be x and z or whatever but whatever coordinates are along the width and height of the cube

#

then your length doesn't matter because each peice will be it's own length

#

and I'd use lengths that are all divisible by the same number just so it's easy to put together in unity

main snow
#

Length will be same

#

Easier to code

junior stone
#

is there a way in blender to merge by distance on all selected objects?

clever condor
#

no

gritty reef
#

Ephyr control device to be secured to the neck of the controller. Based loosely on the lore for @junior stone's game project.

#

My scale might be a little wonky since I freehanded it. The idea was that the capacitor (little tank thing), is about five inches tall.

#

And it rests at the base of the wearer's neck while the top plate attaches directly to the skull and the bottom plate attaches to the spine to secure the whole device in place.

#

It would be insanely painful to attach and limits mobility considerably, but it's medieval dwarf technology, so what can you hope for.

#

If I were to redo it, I would probably put bigger, more defined hinges and gaps between plates and add a chain link style connector between the segments rather than a basic hinge.

junior stone
#

it makes me think about parts of an exoskeleton

#

@gritty reef

#

rly like the concept, the valve in the back could be a replaceable cartridge for ephyr energy

gritty reef
#

I figured you'd want it to be somewhat permanent, but also allow for resource management. So you don't want to overspend your ephyr so you don't deplete your device and lose access to the magic

#

So a little ephyr tank/capacitor that can be overloaded from too much use or depleted would give that limiting effect

eager mist
#

how to edit submeshes in code?

#

change materials at runtime?

#

change layout of which triangles in which submesh?

gritty reef
#

Work in progress speeder for the kicks and giggles πŸ™‚

torpid terrace
#

Hey does anyone know what's going on here -- The shoulder plates keep appearing far lower than they are supposed to and I have no idea how to fix it -- Going from blender 2.80 to unity -- .FBX file format, all transforms baked to the mesh (Not armature as it goes mental if I do that)

I've tried parenting it, giving it a bone, and attaching the vertex group soley to that bone, but nothing seems to work

zealous glacier
#

Hi, I'm making a scene like this, so what would you recommend to make the trees, maybe looking for something procedural, I don't really know and I would love to read your advice, thanks!!

cerulean temple
#

Palmtrees are pretty easy to make so i'd do those manually, make one and then just modify that one slightly, move leaves around and twist the tree itself another way and so on

#

And then rotate them around for your final render for some extra variance

#

@zealous glacier

crude flax
eager mist
#

That's very cool

leaden pivot
#

I don't see what makes it horrible.

#

Looks like a hand made hammer.

clever condor
#

The texture of my car.obj i made in blender is still not loading when i import the car into unity. Any ideas how to fix it ?

maiden tangle
#

@clever condor Import your texture into unity, I don't usually do .obj exports but I would assume it's not exporting the appropriate textures into unity.

gritty reef
#

Solid hammer, nice πŸ™‚

clever condor
#

@ david πŸ˜„ how do i get the texture itself and then import it with the object itself ?

#

I used blender for the first time and im pretty new to unity too

neat elbow
#

I feel like I should change my name to something less common

#

np^^

clever condor
#

@maiden tangle

gritty reef
clever condor
#

This is the right one πŸ˜„

#

Yeah ^^

warm zinc
#

anyone know why all my objects are disappearing and reappearing in game and in scene viewer

chilly oracle
#

Are you spawning them in using script or is it more of a render problem with the object?

tall canyon
#

Hiya I'm a complete noob I'm playing around with the kart microgame

#

How can I switch the kart model out for a model of my own?

warm zinc
#

nvm

gritty reef
#

Trying to upload a lower angle image, but imgur is being imgur about it.

chilly oracle
#

not liking screen cap tools like Lightshot @gritty reef ?

gritty reef
#

I'm on a work laptop with a terrible resolution, so a screencap would be considerably lower quality than the rendered image. But just to show it I guess it works πŸ™‚

chilly oracle
#

I mainly read discord on my phone anyways. πŸ˜‚

gritty reef
#

ahh gotcha hahah

frozen cradle
#

hey can anyone give me advise on 3d cockpit interaction? i have a ton of buttons around my 4 screens and i wonder how other people organise interaction with them. do you add colliders to all of them by hand and scripts that ID them? or have some other way for that?

granite sun
#

I'm not really a programmer by no means, but i would think you could put colliders on them and then use Raycast to interact with them.

eager mist
#

Should I make a covid 19 game would I receive hate?

leaden pivot
#

Yes and yes.

#

@eager mist

#

Be v careful about talking about it here tho bc politics.

granite sun
#

Yeah i honestly have no reply to that.

#

Tired of seeing comments about it tbh.

dusk tree
#

does anyone know how to easily make a web shooter or grappling hook
been looking for a while but can't seem to find much

granite sun
#

There is a tutorial on youtube for a grappling hook. Not sure if we are allowed to post links in here.

#

Do people not actually search for things before they ask??? blobhyperthink

glacial vector
#

unfortunately not

granite sun
#

Literally took two seconds to type "unity3d grappling hook" into youtube and that was the first result lmfao. Thonk

eager mist
#

I do

dusk tree
#

honestly have been searching

#

but thanks anyway

granite sun
#

No problem! I wasn't saying you weren't tbh. But sometimes you see questions and wonder if people even took the time to search first.

nova panther
#

How many objects can be n a game before it starts lagging they mostly will not have any code on them and not many will have RB

eager mist
#

theres no #support so ill put it here

#

i researched and it didnt give me anything

warm zinc
#

alright so for some reason everything in my map started disappearing and reappearing and nothing is staying where i place them

granite sun
#

@nova panther Depends on how you instance the items in the game. If they are static or non static.

#

@eager mist Your missing a reference to something in your code.

#

@warm zinc No clue, need more info. Perhaps a screen shot of the issue.

eager mist
#

not my code

nova panther
#

@granite sun how do I check static or non static

eager mist
#

its unity standard assest

granite sun
#

@eager mist The standard assets package is doing that???

eager mist
#

yes

granite sun
#

Hmmmm. Maybe try deleting the standard assets package and reimporting it. I have not ever seen it cause that kind of issue.

eager mist
#

ok

warm zinc
#

when i walk closer it fixes its self

granite sun
#

@warm zinc Is that a light? If so try recompiling the lighting.

warm zinc
#

its not a light its glowing i have no lights yet

#

it does that everywhere on the map

#

it does it n scene viewer also

eager mist
#

it crashed on reimporting

granite sun
#

Huh thats really weird.

#

@warm zinc Are you using post processing?

warm zinc
#

yea i tried turning it off

granite sun
#

Could possibly be bloom.

#

Could also try to rebake lighting.

warm zinc
#

ight

nova panther
#

Do I ask about coading stuff in 3d here or in general coad

#

Code*

pallid fractal
warm zinc
#

so nothing worked

#

its still broken

#

nvm it was the occlusion i needed to bake it. lmao

#

but one thing is still broken. when ever i place enemies or keys i made they go on one plane or just dont show up

eager mist
#

I'm using unity 2019.3.6f1

#

And it still crashed

pliant tree
#

Does anyone know of a easy way to invert a cube

eager mist
#

How can a cube be inverted

sullen plank
#

@pliant tree If you don't need to do it procedurally you can flip faces in any 3d editor. Also in ProBuilder.

eager mist
#

should i make a 3d game with a 2GB ram laptop?

warm zinc
#

u can

#

if u optimize it

eager mist
#

optimize like how?

#

my game that i worked for a whole week is gone

#

i want to punch something

warm zinc
#

r u sure its gone or u just opened it wrong

eager mist
#

i opened via the unity desktop app

warm zinc
#

u should ask in general unity

eager mist
#

How do I stop a capsule from rolling over

pastel quiver
#

Trying to animate these car wheels. Tried making the wheel a separate object in the blender, but it seems like the "origin" for the child objects is still in the center of the entire car. Is it possible to give different parts of a model their own origin?

eager mist
#

Hi all, question, I want to use high quality SBSAR materials in my project but Substance just doesnt work and they are totally silent about potential updates, is there an alternative I can use? I have no idea how to optimize maps by combining them etc so using SBSAR seemed to be an excellent option 😦

dim sigil
clever condor
#

okay

river lodge
#

hi can someone explain me why unity triple my poly count?

#

my model is 7k poly (blender) on unity its 30k

#

when I launch my game

glacial elm
#

@river lodge bad topology. bad normals. you didnt triangulate your mesh

fluid oak
#

Blender might be showing quads instead of tris, also

#

There is no 'poly count' in unity, just 'triangle count'

river lodge
#

thanks for the answers 😊 i didnt triangulate i thought unity does it automaticaly

glacial elm
#

@river lodge did it fix the issue?

river lodge
#

i'm testing

river lodge
#

@glacial elm i changed nothing i made 2 version triangulated and with soft normal unity keeps on x3 the tri count

glacial elm
#

can we have a screenshot of the model in edit mode

#

@river lodge

river lodge
#

yes 2 sec

clever condor
#

Can someone help me fix the problem that my texture isnt loaded correctly on the car i try to import from blender ?

clever condor
#

When i apply its texture as a material it gets colors but they are really weird and nothing looks like it did before import

silver owl
#

maybe try changing the shader's settings, make it less metallic possibly?

still osprey
#

HI, can someone walk me through importing .obj to unity together with textures properly?

#

I have a map that shows up correctly in both blender and even microsoft 3d viewer

#

but when I import it to unity I get a bunch of errors and the whole mode is white

#

Ive tried to import external materials etc.

#

but Unity just creates a bunch of .mat files that are all white and do nothing

#

I really dont know how to do this

clever condor
#

@still osprey if you find someone let me know. I have issues with that too

frozen cradle
#

@pastel quiver you can change the pivot of each object. That will also be saved into the fbx and will be the movement point and rotation point in unity

arctic nymph
#

im making a open area but im struggling to make a good looking yet functional game level

#

help plz

#

guys?

eager mist
#

Does anyone know why I dont get prompts in visual studio?

#

Like when I type "SceneManager." I should be getting some prompts of what the scene manager can do but I dont

#

Anyone know the fix?

spring maple
#

VS19?

inner coral
#

@arctic nymph That's honestly way too open ended for anyone to give valid advice. "Good looking" is subjective, and "functional" really depends on the type of game you're making.
@eager mist For SceneManager specifically, make sure you're using the actual library at the top of the script Using UnityEngine.SceneManagement, I think. But, if this goes for every other prompt, I think the only help I could offer is to restart the program.

spring maple
#

Anyone used the HDRP before?

#

im kinda getting alot of errors from importing an asset

wispy surge
real cedar
#

Hmph... Trying to diagnose why my old Blender model suddenly doesn't want to animate. The actions look fine in Blender, and it seems to still have all of its animation loops in Unity, but none of them actually do anything.

#

And I don't really know Blender so I don't know where to go from there

#

I understand that this isn't Blender Discord, but idk, maybe there are some general things to try

real cedar
#

Update: Now they all do something, but it's only the currently opened action in Blender 😐
Not sure how to make separate animations any more. Seems like there is another step after making actions now?

nova panther
#

i do not know if anyone can help me fix this problem but in my game i have a slide and if you slide under something and stand up in the middle it crashes i was wondering if anyone would know how to fix.

real cedar
#

That sounds like something for a different channel... Also, might want to post the error that's being thrown for a starting point.

#

In any case, it looks like Unity does Blender animation imports in a weird way. I basically just have to manually export as FBX for Unity to understand what's going on

#

Apparently Unity's only reading the animations off the .blend if they're in the first NLA strip

#

If there aren't any NLA strips or the actions are in separate ones it seems to be ignoring them. Needs further testing; I might just be an idiot and have to create dedicated NLA tracks for each animation lol

coarse wolf
#

What's a good way to get a basic animated 3d model of a human that's not stylized or themed for a specific genre?

#

Can't really find something in the asset store.

#

oh probably daz3d would be a good start

eager mist
#

for free you can use make human which is quite capable

granite dagger
naive garden
#

Is there a way to scale down an image that I'm using for a background to an exact measurement? I'm trying to make a shotgun model and have a good reference but at the moment it's about 9m across

eager mist
#

Hey guys! I need some help.
Trying to use Maya's Game Exporter to export multiple animation clips.
Everything seems to be working in one way or another, but not optimally.

Case 1:
If I export all animations to a single .fbx-file, all animations are working, but are not set to have loop-time checked and I don't have access to the animation import settings for some reason.

Case 2:
If I export all animations to multiple .fbx-files, all animations are working, I have access to the animation import settings, but every file contains the whole timeline (animation is not trimmed) which means it will take a lot extra space.

I mean... wtf...
Does anyone have any experience with this?

eager mist
#

hmmm, question guys, I'm using the textures from the MegaCity download but they only seem to be 2k, is it possible to increase it's resolution to 8k somehow? can artists do this easily and if so, is there a ballpark figure on how much it would generally cost?

willow nebula
#

If the source texture is 2K, there is not much you can do about it.

eager mist
#

bugger 😦

willow nebula
#

You can fine some tool to do AI based upscaling, but it will never match originally based texture that were made on 8K

eager mist
#

ok, thanks for the suggestion

willow nebula
#

Nvidia had a free online tool for that, I'm trying to find the page again ...

eager mist
#

im planning to use 8k substance materials in my project, but the MegaCity stuff was 2k and it's actually really good looking, so I needed to find a way of matching the quality as close as possible, because it's unlikely people will be getting a super close-up look of it, upscaling may be good enough

pine trellis
#

I'm triny to make a 2D style game in a 3D enviroment, can somebody tell me how apply a sprite texture to a plane?

eager mist
#

just add a component called Sprite Renderer

#

then create a new material, use your sprite texture as the base map

pine trellis
#

since the plane is 3D it go in conflit with mesh renderer

#

should I delete that?

eager mist
#

then drag-and-drop the material into the material slot on the Sprite Renderer (yeah delete the mesh renderer)

pine trellis
#

its invisible

eager mist
#

try ticking the "double sided" box on the material

pine trellis
#

what kind of material should I create?

#

im working in URP

eager mist
#

just use a standard shader

#

I used the Lit shader, but I think you can also use Unlit to make them as dark as the source image

pine trellis
#

nothing

#

should the sprite texture be marked as "sprite (2d and ui)" right?

eager mist
#

yeah

#

does it have any transparency on the texture?

pine trellis
#

yes

eager mist
#

make sure "alpha is transparency" is checked on the texture, and "transparency" is checked on the material also

#

erm Alpha Clipping I mean, not transparency (on the material)

pine trellis
#

alpha clipping just enabled

#

still nothing

eager mist
#

try setting the surface type as standard

#

the transparency is in the texture, not on the material

#

a transparent surface type is like glass in 3D

pine trellis
#

try setting the surface type as standard
@eager mist so opaque

eager mist
#

yeah

pine trellis
#

still nothing

eager mist
#

hmmm

#

I can try checking my other project, see how I did it

#

one minute

pine trellis
#

thanks a lot

eager mist
#

it's got to update the engine version so i'm waiting on that, in the meantime, I havent tried the URP but i'm guessing a lot of the settings are similar, just in different places

#

like the Workflow Mode, never used that in HDRP lol

#

can you screenshot the texture inspector also?

pine trellis
#

sure

eager mist
#

yeah your going to need Alpha Clipping on too I think

pine trellis
#

its just a tiny gun, black on alpha

eager mist
#

actually, try this: just find the gun in your project, then drag-and-drop it into the scene, see if that shows up

pine trellis
#

so i should drag directly the sprite?

eager mist
#

yeah, try it

pine trellis
#

yup it shouws up

eager mist
#

aha!, well, there you are πŸ™‚

#

you shouldn't need a material to use a sprite, so yeah drag-and-drop them

pine trellis
#

problem is I cant change pivot If i justy do like that

eager mist
#

ahh ok, hmm, my project is taking ages to update so I can't check how I set up my sprites...damn

#

ok, see if you can get me that texture inspector screenshot, in the meantime, try posting on Unity Answers, someone may spot something on those screenshots I havent

pine trellis
#

so u mean just "open" the file in the texture section?

eager mist
#

just click it in your project and screenshot the inspector

pine trellis
eager mist
#

ahh!

#

try setting your mesh type to Full Rect

pine trellis
#

nothing

#

guess ill just drag the sprite and use an empity object to controll them movement

eager mist
#

thats probably best unless someone spots something I havent, I know the mesh needs to be Full Rect, Alpha is Trancparency needs to be checked and Alpha Clipping needs to be on, but you have all that done so i'm not sure why it's not working tbh 😦

#

hmmm, try the other wrap modes?

#

I remember sprites being annoying to set up properly if they have transparency, took me ages to get a template down

granite dagger
#

Does someone know, how to crate this kind of character with face animation? Is that just rigged sphere with eyes, or just shader?

nova panther
#

can anyone help me test my game i need help seeing if a glitch is patched and its hard to recreate

short summit
#

Anyone here ever imported something from Sketchfab into Unity? The models are GIGANTIC when in Unity. Any way to fix? Thanks!

eager mist
#

hey all any recommendations for best fidelity dynamic skybox?

eager mist
#

@short summit You can change the scale of the item in the "Transform" field of the inspector, just drag-and-drop your object into the scene, then change the Scale as you wish.

glacial vector
#

Or even better, you can change the unit scale in the import settings of the mesh @short summit

limber kelp
#

Hy everyone
I am working on a game like angrybirds but in 3d so i can't able to find the slingshot mechanism in 3d. Kindly help me in this regard.
Thank you !!!

eager mist
#

if you're interested into NINTENDO visuals! go here and learn how they make it! https://noclip.website/
you can fly thru many nintendo games!

short summit
#

@eager mist Yeah I know that. It's just I had to put like 0.008 on scale setting.πŸ˜‚ It was an .obj file though. FBX seem fine.

#

@glacial vector From Sketchbook?

eager mist
#

no worries, at least you got it sorted πŸ™‚

short summit
#

Cheers. πŸ˜„

eager mist
#

This is a recording of the monthly livestream. This time we make a replica of the popular Angry Birds!

β™₯ Support my videos on Patreon: http://patreon.com/brackeys/

● Download the project: https://github.com/Brackeys/Angry-Birds-Replica

Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·...

β–Ά Play video
#

oh, if your doing a 360degree-style angry birds game you will probably need to look at a Catapult, instead of an angry birds clone

glacial vector
#

No in the import settings inside of Unity. Setting this correctly means you don't have to scale it when you drag it into a scene. But stick with FBX yeah @short summit

limber kelp
#

@eager mist thank you i've checked all of them

eager mist
#

@limber kelp Nothing works?

#

to be honest, your probably best looking at some Grenade Launcher tutorials, all you do then is make sure the "person" (Catapult) can turn but not physically move

short summit
#

@glacial vector Ah I see. Thanks!

limber kelp
#

@eager mist thank you i think i found it we can modify the swiping thing with spring joints

eager mist
#

@limber kelp cool!, good luck for your game!

pastel quiver
teal stump
#

Hi guys, does anyone has a solution for exporting FBX from Blender to Unity? For some reason, no matter which settings i put in Blender FBX export (Forward and up axis), my object always end up with a -90 x rotation for some reason?

eager mist
#

erm, try rotating your object in blender to +90 on the x axis? if it's - in Unity that should hopefully equal it out?

teal stump
#

Yep, i could do that, sadly i wish there was a more straight forward export solution

eager mist
#

would be easier aye

eager mist
#

how is this good looking?

maiden tangle
#

to be fair he does say "How I improve the graphics"

#

I can appreciate the chapel building on the hill, I think it could be a really nice piece if he wasn't so up close with low resolution.. cut out the up close scene the background looks decent imo

eager mist
#

but where do i find tutorials for making unity look good?

#

o.o

#

he was just doing level design

#

@maiden tangle

maiden tangle
#

I think it depends entirely on what specifically you mean, standard unity lighting is a dead giveaway I would start with lighting- when you narrow your search you tend to get better quality tutorials @eager mist

eager mist
#

you mean changing gamma, or sun light stuff?

pine knoll
#

Wait standard unity lighting is bad?

maiden tangle
#

I didn't say bad I just said it's easily spotted.. it's subjective, but in my opinion you could say it's bad when compared to others sure.. not bashing unity, just saying it's widely known unity's lighting by default is a bit off

pine knoll
#

alright

maiden tangle
#

@eager mist I mean yea but it depends on what you're going for, toony lighting won't need the odd bits and ends a modern realism sim would need etc.. try finding a game that fits your look or at least similar in some aspects, and go from there

eager mist
#

any ideas?

maiden tangle
#

yea so it's a lot more saturated than the default unity that's something

eager mist
#

ya. that's not all tho

maiden tangle
#

are you making your own models?

eager mist
#

it could still look like this without any saturation. yes.

#

will show you how it looks with less saturation

pastel quiver
maiden tangle
#

@eager mist The recent Mario games are essentially PBR-like shaders with stylized artwork.

pastel quiver
#

im on 2.82a

maiden tangle
#

check out toony colors pro, pretty flexible..

eager mist
#

pbr-like but not pbr or how?

#

all the preview images on the store for toony colors pro don't look like that

maiden tangle
#

start with getting into pbr shaders and you will quickly see what works and what won't, you could be dealing with wrapped lighting / cel shading rim lighting directional rim lighting all those modern mario games are basically sitting on shaders, the lighting comes after

#

the thing with toony colors pro, it comes with a generator

#

you can create your own shader with the specifications

#

it's not rocket science what they're doing, it's just customized to where there is no "use x shader specifically"

eager mist
#

what is wrapped lighting?

maiden tangle
#

popular in less realistic games

eager mist
#

but thats not toon

maiden tangle
#

these are simply examples of various techniques, how you mix match and modify them is up to your shader writing ability, or in the case of generating them having $40 for tcp2

#

as I said they didn't use a "standard" shader they have a custom one so, it's up to your own experimentation. Though I'm sure there are people out there if you search that have come close to the same as specific games you're interested in

#

toony pbr is a fairly popular way of doing it.

teal stump
#

@teal stump these settings seem to work for me without needing to rotate the object in unity
@pastel quiver Weird, it doesnt for me..

eager mist
maiden tangle
#

I wasn't directly referring to that specific mario but I have seen it done, it's up to you and your needs

#

in galaxy I believe they made their own rim light by shining a scene light opposite to the camera direction, there is no cookie cutter style

fluid oak
#

That trick requires a shader with rim lighting.

#

Most of the time a similar effect is cheated without a light.

maiden tangle
#

Yep.

eager mist
#

@maiden tangle they only talking about characters?

supple stream
#

I need help with something

#

I have never made a 3d model before and I recently made one for supercell make

#

So I transported it as a fbx file and went to upload it

#

The problem is it said I need a png for textures and I thought it was already built into the file

#

But it won’t let me upload it

#

How do I get the texture

frozen cradle
#

Fbx can use embedded textures but unity makes you extract them again

#

The png is in your fbx, import to unity, select the prefab. Then go to inspector and select extract textures

#

@supple stream

maiden tangle
#

@eager mist Objects are the same situation, shaders can be shared generally speaking.

nova panther
#

anyone know how to make a resetabul timer

supple stream
#

@frozen cradle thank you so much

supple stream
#

@frozen cradle I can’t figure it out

#

Can you help me?

eager mist
#

@supple stream Find your FBX in your project tab, left click it to highlight it, in the "inspector tab" there will be a button for "materials", click that, then select "extract materials"

#

once they are extracted, you can set up each material as desired, then just drag-and-drop the materials back into the "remap materials below" section of the inspector (should be below the "extract materials" button)

supple stream
#

@eager mist

eager mist
#

@supple stream thats your color map, so it should "wrap" around your model as long as you put the material in the right slot, so add that map to the "color map" slot of the material (assuming it only uses one material for the whole model?)

supple stream
#

How do I get one

eager mist
#

did you extract the material from the model?

supple stream
#

No

eager mist
#

find your model, in your project

supple stream
#

Okay I found it

eager mist
#

click it once, and in the inspector tab, click the "materials" button

supple stream
#

Okay

eager mist
#

ok, click "extract materials" then just click ok, and it will extract the materials into the same folder as your model

#

it should appear in your project tab (where your model is)

#

looks like a sphere

supple stream
#

I don’t see it

eager mist
#

ok just ignore that then, in your project, right click and create a new standard shader

supple stream
#

When I hit extract materials

#

I select the folder

#

And it doesn’t pop up

eager mist
#

hmmm, thats odd, it's the same folder as the model?

supple stream
#

Ya

eager mist
#

weird, nevermind we can do it another way

supple stream
#

Okay

eager mist
#

right click in your project - create - material

supple stream
#

Okay

#

There is a ball

eager mist
#

cool, thats right, ok, in inspector, theres a box for "color map"

#

drag-and-drop the picture you showed me into that box

supple stream
#

Wait that picture isn’t the right one

#

I was wondering how to make a picture like that

#

From an fbx

eager mist
#

OOOOH I see, so your trying to reverse-engineer a material?

supple stream
#

Ya

eager mist
#

hmmm, the problem is, the only way to do that i'm aware of is to extract the material, because the map is inside the material

#

so you might need to ask on the forums, so someone can give you a more in-depth guide

supple stream
#

Is there any other softwares to do that?

eager mist
#

Blender could probably do it, and it's free

#

but im not familiar with how, but I know you can extract materials from FBX files using it

supple stream
#

Okay thank you for the help

eager mist
#

Sorry I couldn't solve it 😦

supple stream
#

This is the first 3d model I made so I don’t know much about it

eager mist
#

dont worry, youll get the hang of it

#

practice - practice - practice πŸ™‚

#

it confused me a LOT when I first started Unity, but it's only been 2 months and i'm already a lot more competant

supple stream
#

Thank you that’s helpful to know

eager mist
#

good luck!

frozen cradle
#

@supple stream if you want to "paint" you 3d model, you need to either create a texture, aka an image that matches the UV map of the model or you take an existing texture and change the uv map.
The uv map is a "virtual map" that tells the model how a square texture is painted on the non-square model

eager mist
#

i think he's trying to extract the material from an asset model he has

frozen cradle
#

Yeah if its in the fbx, unity should be able to extract tze image tho

#

So either it doesnt have a texture or hes doing sth wrong :)

eager mist
#

I think he may have extracted it somewhere else in his project, because he followed my instructions and it wasnt extracting anything, so he would need to re-import the model fresh then re-extract, or find the original extracted material

gritty reef
#

I actually finished some models in my timed practice. 30 min limit, done in 27 min πŸ™‚

eager mist
#

@gritty reef nice one!

gritty reef
fading field
#

.

maiden tangle
#

nice love the subtle detail, though I am wishing there was a middle prong on the pitchfork lol

fluid oak
#

@maiden tangle That isn't a pitchfork, it is a garden fork.

#

Pitchforks are long and skinny, with three tines, used for picking up hay. Garden forks are for digging and pulling up roots.

maiden tangle
#

@fluid oak have you googled what the average garden fork looks like? I've yet to see one with such a gap in the middle, just saying.

fluid oak
#

The only weird thing about it to me is that most of the ones I've seen have a smooth cap piece

#

Instead of looking like a pipe with side pieces or something

maiden tangle
fluid oak
#

def good for 20 minutes

brittle star
#

anyone did something like mesh shape change in runtime?

#

like from cube to sphere n vise versa. is the article /tutorial i can read?

eager mist
#

can someone help me with this issue? im using the "Nature/Tree Creator Leaves Fast" shader on these branches and the alpha doesnt work right when its infront of any meshes. it only works against the sky. all other transparent shaders dont have this issue. no idea why

eager mist
#

@eager mist Not sure about that, although looking at the screenshot it could be the shadows they are casting rather than the leaves themselves?

gritty reef
#

@fluid oak @maiden tangle The fork is modeled after an ooooold garden fork we used to move mulch when I worked in Parks & Rec. The middle gap is way larger than it's supposed to be hahah

#

The one I used had rounded, straight prongs, but it had the same welded, blocky look

#

Those tools were done freehand, which is why the shovel head looks goofy lol

normal bolt
#

Hey everyone. I've been running into some issues importing my models from Blender to Unity. Anyone know why they all look like they have sciatica?

rugged terrace
#

Hey, I am kinda baffled by the free premium access to learning resources. There is a course on 3D development, but the whole thing only uses Maya and does not warn students that without that and few other programs, one cannot progress with the course :)) Since Maya costs about 200 per month, it is not really a free course is it? I wish that Unity course at least comes with a student license or some free version. I am also puzzled why none of the course materials teaches how to integrate unity and Blender which is much more widely accessible and free

glacial vector
#

Maya has a free education license @rugged terrace

#

Maya has a way longer history of being an industry standard for games, which is why Maya is the focus of a lot of tutorials. But it's changed a lot lately. On ArtStation Learning there was a course released lately on blender 2.8 for games

gritty reef
#

I utilized 3ds Max for about a year on a student license, which is also an Autodesk property. So I assume you can get a license for Maya as well.

rugged terrace
#

Yes, but isn't Maya free only for students who are on actual university modules?

#

You can't just claim being a student by studying official Unity course material or can you?

glacial vector
#

Nothing stopping you, really

rugged terrace
#

to join university?

glacial vector
#

If you are concerned about this there is also Maya LT which costs around $150 a year, and comes with all the features you need for games

normal bolt
#

@rugged terrace If you know someone with a login to their college email, you can get all sorts of cool stuff for free. That's how I got a bunch of Autodesk to mess with.

glacial vector
#

As long as you have a user you can download this freely

rugged terrace
#

so if I sign up, I ll get it for one year free of charge?

normal bolt
#

Yeah! πŸ˜„

glacial vector
#

Yes. It's also renewable

rugged terrace
#

Well but I can't prove I am student or know any student. Unless someone would love to give me their credentials πŸ˜„

glacial vector
#

Do you need to?

rugged terrace
#

Ok, it seems I can just fill it out the way I want to. Nice! Thanks guys

wary eagle
#

Small wip on my Low Poly Underground asset! πŸ˜›

#

Also I've rework the pipe system!

rugged terrace
#

Also that Unity official course wants students to use Zbrush and Substance which are also premium SW. Is there any chance to get similar licensing?

normal bolt
#

I can't entirely remember for sure, but I believe I got Substance free.

glacial vector
#

Substance is $20 a month. For the educational license you need proof that you are a student. ZBrush has no educational license for individuals I believe

rugged terrace
#

Nah both are subscription based the only way to get those is to buy or pirate. Are there any open source alternatives?

eager mist
#

substance is broken atm, cant use gpu instancing with it, they are working on a fix for it though

glacial vector
#

The integration you mean?

eager mist
#

ah no, the plugin still works so if you dont need GPU Instancing thats cool

glacial vector
#

If you're following a Learn course then there's a trial period on substance @rugged terrace

#

An alternative would be the newest version of Quixel Mixer. But it's not the same

rugged terrace
#

what is the main difference between those two?

glacial vector
#

Mixer isn't really meant to paint directly on objects. But that's what painter is built for. And Painter is just the industry standard, there's nothing that really compares to it

rugged terrace
#

so it is Substance or Painter?

glacial vector
#

It's Substance Painter...

rugged terrace
#

ehh lol, yes sure, that sucks, but thanks

glacial vector
#

Honestly it's well worth the subscription. But you can also buy a perpetual license through steam

rugged terrace
#

oh it is on Steam too? Cool

#

But it only accounts for one year worth of updates. But yeah, good to know thanks. Does ZBrush have any open source alternatives?

willow nebula
#

Blender sculpt tool ?

glacial vector
#

Blender 2.81 is probably the best alternative yeah

gritty reef
#

@wary eagle Nice pipe ;o

maiden tangle
#

Mike you worked at parks and rec? That's so cool man lol how was it?

gritty reef
#

Pretty chill job. First few years I did park maintenance, just going around trimming the weeds and fixing mulch and such in public parks. Then I was moved into a large park full time to help take care of a rose garden.

maiden tangle
#

Nice, park jobs always seemed appealing to me

gritty reef
#

Not a very good career because of pay/benefits, but it was a good starter job when I was a teen/early 20s

maiden tangle
#

Yea definitely.

gritty reef
#

This is the place I worked πŸ™‚

foggy siren
#

This got buried in General...

Hi Everyone, I have a prefab I created that references a rigged humanoid mesh. I added a bone to the mesh in blender and I exported the FBX while my game was still running, and somehow I lost all the meshes in the prefab viewport.

On the actual import, its fine, and I can copy the prefab into the scene and it renders fine, but only in my prefab it seems to be broken. Has anyone seen this, or does anyone have time to help troubleshoot?

#

It renders fine in the viewport, all meshes seem okay. It just seems broken on the prefab.

#

Is there some kind of cache I can clear? Or a way to regenerate the meshes in Unity?

eager mist
#

I have a question. I'm new to unity and listening to a brackeys tutorial on how to make a Fps, and I keep getting the error "Input axis Mouse x is not setup" I wrote the code in visual studio, and am trying to run it in unity, but the camera won't rotate by the X axis. I probably sound like a complete noob, but what did I do wrong?

gritty reef
#

This channel is more for the 3d visuals in a game.

cinder saddle
#

good evening!

#

Would anyone know if I can automatically generate a prefab variation when adding a fbx ?

#

Or do it for all at once? thank you.

maiden tangle
#

Wow beautiful place to work!

cinder saddle
#

? ^^

glacial vector
#

You should phrase differently @cinder saddle, I don't understand what you mean. But ask it in #πŸ’»β”ƒunity-talk instead

cinder saddle
#

Isn't it more fit in 3d related?

glacial vector
#

This channel is for art, your question is about pipeline

cinder saddle
#

well I'm doing that to structure my level art.. thought youd know but ok

eager mist
#

ok thanks.

glacial vector
cinder saddle
#

Oh okay thx, I was wondering if this feature already existed

#

I mean you guys do it this way?? it takes forever to make a single one 😦 once done its good but still

#

All I want is to have my content dynamic everywhere easily and being able to drill in and out like staircases with all elements individual etc

#

anyway shall do i ll find out

#

thanks

glacial vector
#

Unfortunately not... There might be assets or plugins for this though

eager mist
#

do you know a library of photorealistic meshes which are recommended?

eager mist
#

@eager mist im pretty sure its a shadow related issue i just have no idea how to even begin to fix it lol πŸ˜”

cinder saddle
#

@eager mist You can check out megascans professional use wise its only usable in ue4 tho - textures.com has some too

thorn cairn
#

anyone know where i can find good resources to help with learning how to make games that use 2d textures in a 3d environment in unity? (sorry if this question belongs in 2d)

cinder saddle
#

what you want is to make a game? or to learn modeling/texturing ?

#

anyone got a fix for this? unity 2018.4 and probuilder, cant select backface vertices properly... so annoying

thorn cairn
#

i want to make a game but in order to make the game i want im gonna have to learn modeling/texturing

#

but im using 2d textures in a 3d unity game but it will appear 2d because of the camera angle

#

im just trynna find out if there are any good tutorials online for how to make smthng like that tho

rapid echo
eager mist
#

@cinder saddle but thezhave onlz specificthings

gritty reef
#

@thorn cairn Someone smarter may correct me here, but I was under the impression that 2d games built in unity are technically built in a 3d workspace to produce a 2d game based on the camera position to the canvas.
In short, the dudes in #archived-art-asset-showcase will probably be of more help than us 3d scrubs πŸ™‚

tall blade
#

-- Message removed --

gritty reef
#

This channel is more for the making of the 3d stuff rather than the implementation of it.

tall blade
#

I'll move it there