#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 45 of 1

blissful hinge
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I'll try general code since I need this sorted ASAP for a school project 😬

gritty reef
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Good luck!

glad cloak
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@eager mist

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Create two materials, one for the default and one for this specific area

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Go into edit mode (if you aren't already, tab switches you in and out) and go onto the side bar and hit

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now if you change the color in the viewport display it will only change that specific area

glad cloak
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Heres what i have so far

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References

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Use them, trust me

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i used a curve

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Very handy

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Do you want the blend file?

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I have some neat shading settings you might like, also you can check out the mesh

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Ye sure

strange apex
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does Unity support default Physical material from 3ds max or Arnold materials? Or do I have to remake the materials from scratch?

kindred ravine
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Whenever I export a prefab from blender into Unity, the mask I have applied in blender doesnt seem to work, so my skin clips through my clothes

rugged flint
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Heyo! just thought id post here, im looking to partner up with an artist to work on any projects together, im a programming oriented generalist just looking to practice making games with other people for a change. Have lots of experience, no 'killer' unreachable game idea, just a lot of time on my hands!

old snow
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@glad cloak is that just for design of character or an actual weapon you will use ?

glad cloak
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@old snow no, I just used it to help @eager mist out

old snow
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it looks really nice, how many faces does it have ?

glad cloak
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I'm not to sure, I'm not at my PC right now

old snow
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the topo looks really dense, probably way too much for a small weapon

glad cloak
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It has a bevel modifier, besides that the topology should be fine for use in later projects

old snow
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if you were to use it how would you control it ? rig or physics i guess ?

glad cloak
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I don't know, I haven't made it there yet

old snow
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well for rigging you will probs have to make it straight D:

glad cloak
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That wouldn't be too hard

old snow
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ye

median siren
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Its one out of the most stupidest things I have ever made in blender

glad cloak
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Heres the finnished version @median siren

median siren
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but...

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I was talking about my plant thing

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but ur chains look cool too

glad cloak
eager mist
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cool cool

grand plinth
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looks awesome, I like the glossy material

green zodiac
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How do I make Rust?

glacial thunder
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A few days ago, I think someone on here recommended that I bake high-poly details to a low-poly mesh somehow, for use within Unity. I'm using Blender and have created a blanket model within Blender, and I have put a basic material on the mesh within Blender.

Any ideas on how I go about baking these high poly details, and whether there are any steps involving texturing / UV unwrapping that I need to know? I have unwrapped the mesh, and it appears to be rendering with the material properly in Blender.

I'm using a subsurf modifier for now, on the low-poly mesh, do I need to apply this before unwrapping to bake the detail?

I'm also kinda clueless as to what to do next with the high-poly count of this blanket and how to 'bake the detail' :/

torpid terrace
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@glacial thunder
(Idk how people are with links so if it's bad just lemme know and I'll delete this)

https://www.youtube.com/watch?v=0r-cGjVKvGw
https://www.youtube.com/watch?v=BOYRCI-dtjU
It's 2.79 not 2.8 but it's pretty much the same process, hope these help

Blender tutorial showing you how to bake a normal map from a high poly model, to a low poly model.

Download starter file: https://drive.google.com/open?id=0B8PFSrI9B3iweUVlaHFFbmRhSnM

CC-BY footage from Sintel, by Blender.org


...

β–Ά Play video

This is part 5 of the high poly to low poly series in which I show you how to bake normal maps with Blender Cycles.

See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
Facebook: https://www.facebook.com/jayanamgames
Patre...

β–Ά Play video
glacial thunder
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Ahh that's great, thank you very much! :) @torpid terrace

vast roost
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Does anyone know a good beginner tutorial for blender?

eager mist
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really search it up on YouTube, anything will do @vast roost

outer current
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For the HDRP smoothness map (alpha channel), how do you turn a grayscale image into an alpha mask and then channel pack into an image in Photoshop?

hollow island
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what do you need for 3d modelling - Skills, or , A High-Spec PC ?

maiden tangle
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why would baking vertex colors cause distortion ?

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substance painter

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it's all flat colored, same as it always is in blender but when I bake it's totally wrong

fluid oak
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@maiden tangle can you be more specific?

maiden tangle
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by distortion? I mean colors on an arm will be twisted around, other areas will be faded gradients.. it's not how I have it in blender basically @fluid oak

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this is for the id map baker

fluid oak
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Are you doing anything else to the vertices? Merging, smoothing, etc? Any mesh processing at all?

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The mesh might also just not be high enough resolution to store the details

loud tusk
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Question, if I want to make a block based game (kinda like minecraft), would I use Blender or Unity’s design tool

hollow island
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unity has design tools?

loud tusk
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like

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doesnt it have the set blocks?

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and shapes?

hollow island
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oooo, those

loud tusk
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yeaah

hollow island
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i would suggest you to use them to design terrain

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i myself am a blender user

loud tusk
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could i design the whole thing in blender

hollow island
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you should have quite a strong pc for that

loud tusk
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i do

hollow island
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specs -?

loud tusk
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i don’t know them off the top of my head

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holdup

hollow island
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.......

loud tusk
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holdup

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1 sec

hollow island
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ya i'm waiting

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take your tie

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*time

loud tusk
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there

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idk why i couldnt find it in my email

hollow island
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wtf?πŸ˜‚πŸ˜‚

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you are showing me your delivery details

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do you have your pc running?

loud tusk
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no

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wait

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nvm

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yes

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i do

hollow island
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are you using discord in your pc?

loud tusk
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Now i am

hollow island
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press win+e

loud tusk
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Yea

hollow island
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den go to my pc or something like that

loud tusk
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Yea

hollow island
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then go to properties on the top

loud tusk
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Okay

hollow island
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you see your computer details?

loud tusk
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yes

hollow island
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so?

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why were you giving me your order details?

loud tusk
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No it wasn't the order detai;s

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it had the specs there lmao

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Btw I have 3 external hard drives

hollow island
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okay, "MAYBE" yes, your "MAY" be able to create whole of them in blender

loud tusk
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Wdym "may"

hollow island
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well, my one can't

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i have same specs as yours

loud tusk
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So if yours can't, why would mine be able to

hollow island
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so close

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but you may try

loud tusk
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Gotchu

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well, unfortunately

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I don't know shit about Blender

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or Unity for that matter

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haha

hollow island
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ooooooo

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what do you wanna do?

loud tusk
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Only know a very slight bit of XAML and c# (still taking a course)

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and i'm basically learning WPF

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Can we talk abt it in a call?

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Its kinda long and hard to explain

hollow island
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look, i dont have any problem in your course

maiden tangle
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it's high enough res sadly lol

hollow island
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but, lemme tell you something :

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if you do things yourself, you will learn better than what you will learn theoritically in your classes

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  • you will remember what you had done by t=yourself
loud tusk
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It's not a class, it's basically YT vids showing like the most basic of things

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then after the video and following along,

hollow island
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πŸ’―

loud tusk
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I go back and work on my mini project where i am allowed to make mistakes

hollow island
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you play games ?

loud tusk
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And if I get stuck, i try to look back at what I did in the video

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Yes ofc lol

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Minecraft and FiveM

hollow island
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5M?

loud tusk
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And the occasional call of duty

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It's gta 5 online modded

hollow island
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pubg?

loud tusk
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Like i'm in a RP community

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Na no pubg

hollow island
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good,

loud tusk
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Lol

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I have my blender open

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but like I have no clue on sizing or anything

hollow island
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you use tiktok?

loud tusk
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Yeah I have to

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I own a social media marketing agency

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and tik tok is probably the best way to gain viewership as of right now

hollow island
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good bkoz pubg eats up a whole lot of your time

loud tusk
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because of how many people are on the app constantly lol

hollow island
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okay, now, you have a box in front of you

loud tusk
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yeah I try to limit my gaming time.

maiden tangle
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@fluid oak any ideas beyond resolution? It's not stretching like it would low uv space it's simply in the wrong position, very weird.. might have to re-texture ffs

maybe take it to pm boys getting pretty off topic for 3d

loud tusk
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Can I stream it in a call

hollow island
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okay 30 mins later

loud tusk
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Okay just dm me and let me know

hollow island
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select that box

loud tusk
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Ight

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wait

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do i right click or left lick

hollow island
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left

loud tusk
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okay

hollow island
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well right clicking will show you the meno

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*menu

loud tusk
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when i right click, it moves

hollow island
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mmmmmmmm

loud tusk
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i'm on blender btw

hollow island
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i see

loud tusk
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just so there isn't any confusion

hollow island
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i am not sure what control schemes are you using

loud tusk
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Im not sure either

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lol

hollow island
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because right clicking (by default) it shows popup menu

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and by mmb it moves

loud tusk
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when I click

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w

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a menu comes up?

hollow island
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okeh, den tiz gude

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come in privet

loud tusk
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what?

hollow island
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wait

loud tusk
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ok

kindred ravine
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Would anyone know why my hair is doing this with dynamic bones? it does it when im not even moving

hollow island
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are you using blender?

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for animation?

kindred ravine
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Unity @hollow island

hollow island
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you download model assets from asset store

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??

kindred ravine
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Why is that relevant?

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You either do or don't have an idea why it's doing that.

glacial thunder
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Anyone know how to scale a texture once it's in Unity? I have it applied to a model in Unity but the tiling settings

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*don't appear to do anything

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nvm they started to work for some bizarre reason lol

azure coyote
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I'm very new to 3D in general, and I'm wondering if it's good practice to use something like Blender to model levels, or stick with Unity's 3D primitives as much as possible

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I'm also interested in knowing how "smart" Unity is about colliders on imported meshes. If I imported a model of an open cardboard box, could I simply put a box collider on it, or do I have to manually place collider points around the inside and outside?

zenith cove
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@azure coyote depends on the level type, if you're blocking out something that has a flow and is closed (say uncharted level) it would be best to use primitives and stuff like pro builder or similar. Building the levels should always be done in unity though as a rule of thumb, otherwise you place too many restrictions on yourself.

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For colliders in depends on the mesh really, if it's something like a cardboard box then sure, a box collider would be enough

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but as a simple example, if the box is open ad you need to be able to place stuff inside, that wouldn't be good enough

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in general unity tend to be quite a pain with colliders, but there are nice plugins that solve that

azure coyote
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Yea I was concerned about placing stuff inside

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The main pain I have right now is the lack of primitives like triangles or toruses

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Is there a common solution or plugin around this sort of thing that doesn't require the learning curve of blender?

zenith cove
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Technie collider creator is quite good imo

low pebble
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Oh hey Rob

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Didn't know you were here

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@zenith cove

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Anyways here's a freebie I made, Ludwig's Moonlight Greatsword

zenith cove
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@low pebble ;D I'm on unity all day everyday so yeah

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that's dope man

low pebble
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Ahh same πŸ€—

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Thx

frail skiff
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quite a simple or even stupid question maybe: When exporting from blender as .blend files unity understands that i want this asset loaded in. Now I have mutliple assets in one blend file and it generates a prefab with all of them. Any way to bring turn them into singular assets?

nocturne field
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I am having a problem where unity imports a .fbx with animation in a wrong way

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i feel like 2 symmetrical vertex groups make trouble

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or perhaps it's related to the bones i have no idea

glacial nebula
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I organized my model by using Blender emptys: https://i.imgur.com/Orws3lR.png
But now i'm facing an issue where exporting to Unity makes everything go whack https://i.imgur.com/XrH6SwK.png
If I don't export the emptys, it works.. but I am using scripts in my game to toggle the active state of component 'categories'.
It seems like Blender empty just handles really horribly in Unity. Is there another way to organize my model in Blender and keep the structure in Unity, without all the strange issues?

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I think i'm just going to rename everything because this doesn't seem solvable from my searches

thin solstice
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hey guys

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may i ask if anyone here can help me take a look at my blender file?

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im trying to add some textures

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to this 3d model i found online

kindred ravine
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that looks sick @inland tulip

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Would anyone know how I can drag a material onto a plane I can't see? there should be a plane on my face for a tattoo

glacial vector
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Drag it onto the correct slot in the list of materials in the inspector @kindred ravine

kindred ravine
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I figured it out, I think the plane was too close to the face

vernal mirage
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Regarding trail renderer, is there a way to have it create a trail of the whole shape of the object, instead of just the center? I have a long line-like model, and when I'm dragging it around the trail is there but only at the center position. I need it for the whole shape

eager mist
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hi , i'm brandon ...how can i make procedural broken lane like in the screenshot above using visual scripting ? , that game in the screenshot is called boson x .

frail skiff
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its a blend file import but the same happened with fbx

glacial thunder
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you mean the rotation?

nocturne field
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Left side is how it's imported in unity, right side is original in blender

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(exported as .fbx from blender, but using .blendfile will give same results)

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Been trying to solve this for around 6 hours now. Any help very much appreciated :C
file is here if anyone needs that https://gofile.io/?c=YlI8E4

oak relic
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can you share the file @nocturne field ?

prime dove
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whats the best way to make something kind of worn or dirty? would it be like noise shaders or decals or what?

icy stump
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Did anyone ever have a similar issue?
https://imgur.com/3yQohDt
@nocturne field try to rig it with humanoid rig on mixamo then you have a functional humanoid rig as basis

nocturne field
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thanks. think the rig is fine though. seems related to the animations

fluid oak
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@nocturne field so if you remove the animation you can pose it fine in unity?

nocturne field
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the mesh isn't deformed in unity

fluid oak
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@eager mist there is no built-in visual scripting so there isn't really an answer. .. also kinda the wrong channel

nocturne field
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it's from the animations ig

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(i think there's actually some scale applied though)

fluid oak
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My question was meant to see if the rig works separately from the animations

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that's just the mesh

nocturne field
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hm

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you mean in import settings?

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remove the animations

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good idea

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it's still malformed

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@fluid oak

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I guess that means it's the rig and not the animations?

low latch
nocturne field
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so you're teasing me with a monster that looks way better :c

fluid oak
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@nocturne field yeah, seems to be the rig.

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Do you have it imported as humanoid or generic rig?

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And can you show the bones in unity?

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It is hard to tell whether it is the bones or the deformation of the mesh that is the issue

nocturne field
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generic

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yes i was able to traverse the bones manually

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thanks for trying to help : )

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as said I can't waste more time. now redoing it

low latch
prisma meadow
cinder saddle
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hi would anyone know why polybrush does not update the rendered geometry when using the 'sculpt on meshes' tab? thanks and how to render it...^^

kindred ravine
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With ProBuilder how would I separate parts of a cube?

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I want to lower this hallway area, but if I delete this face it still leaves all other sides

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then I have to fix this

maiden tangle
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I believe it's like shift + d?

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on selected face

final granite
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any tips how to make simulation of a metal ball going through a jelo cube, in blender?

chilly crater
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could I make a weapon by using just cubes in unity? I wouldn't want to download blender or anything else coz I don't have much storage or knowledge about that

glacial vector
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You can make a minecraft sword, not much more

chilly crater
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:/

maiden tangle
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check out probuilder lol

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has some basic stuff

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can get it inside unity

chilly crater
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I'm frightened by the fact that tutorials in yt about blender are 8 hours long lol

maiden tangle
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haha.. check out blender guru

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blender 2.8 is really user friendly, great time to start

chilly crater
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does blender take a lot of storage?

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lol

maiden tangle
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300MB

chilly crater
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oh it's that small

final granite
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and it's not that complicated actually

chilly crater
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well ima look up what's taking my space, I literally have only a few games

maiden tangle
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try a disk cleanup

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right click drive > properties

chilly crater
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deleting appdata rn

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ah, free 4gb from disk cleanup, ty :D

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tfw programs leave files and folders after deleting the program... my pc is filled with trash

broken spade
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yooooo

clever condor
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Hey. I just created a first human character in blender. Now i wanted to have clothes you can find in my game. The player should be able to put them on/off whenever they want. The same should work for different hair cuts or accesories.

Now i first dont know how to create the clothes so that they can fit on different character bodies. And i also dont know how to move them when the player does animations. If he is moving the clothes wouldnt move with the body, or would they?

maiden tangle
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Its actually not a simple answer I would google it to see your options and what best fits your game.

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Wrench didn't feel scifi enough lol

gritty reef
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With a strong enough grinder, anything is possible

rapid valley
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I'm trying to create a first person game but I don't know where to start. How do you setup the camera? Not sure if I did it correctly but I just parented my camera to my player's head.

gritty reef
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Would probably want to have some rubber wrapping or thick electrical tape around the grip and anywhere the hand would come in contact with the weapon

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so they don't zap the shit out of themselves when they pull the trigger.

final granite
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and put it around your neck area, not head, for best experience

rapid valley
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Now that I think about it, I guess I did put this here wrong lol

chilly crater
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how could I make this part here?

chilly crater
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do u know how I could do this ^^

subtle ridge
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yes

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its a concave part, so is better to triangulate while adding vertexs

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you know the "kinife" tool of blender?

chilly crater
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nah

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I started 3d modeling today lmao

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watched 3 tutorials and was like fuck this shit ima just try learn my self

subtle ridge
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you can split faces easy adding edges between vertexs

jaunty vortex
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You can use the bool tool

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or boolean modifier

clever condor
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Hey. I just created a first human character in blender. Now i wanted to have clothes you can find in my game. The player should be able to put them on/off whenever they want. The same should work for different hair cuts or accesories.

Now i first dont know how to create the clothes so that they can fit on different character bodies. And i also dont know how to move them when the player does animations. If he is moving the clothes wouldnt move with the body, or would they?

Its actually not a simple answer I would google it to see your options and what best fits your game.

I googled about that but didnt really find anything on how to move the clothing without having the body pop through it

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Because of this question i have. I dont also dont understand whats the best way to create clothes. If i would create it as an additional object around my existing character, it would probably look weird on all other characters

gritty reef
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With skeleton based animation, you can have all of the pieces of clothing share the same animation set as the character. So when a piece of clothing is on the character, it will share the same animation as the character, assuming you set it up correctly.

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Hopefully that can refine your search for resources. I don't have any tutorials to link you offhand.

clever condor
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Okay. I was just going to ask if theres any tutorials. So i have 1 skeleton that moves 2 "objects" ?

noble turtle
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what about wieght painting

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like adding extra backpacks in a character without backback you'll also need to add a bone ??

gritty reef
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See if that helps you out a little

noble turtle
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and what about using it in unity do you just make every possible clothing and enable/ disable it via onbuttonpress for a character costumazation

clever condor
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i dont understand what you mean with the 2. sentence, cookie.
I just want to have swapable accessories, for example the backpack. But i dont want to make a new character + animation with every combination of different accessories or clothing.
I want to be able to make one character with possibility to just swap the clothes etc.

noble turtle
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oh oke

clever condor
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See if that helps you out a little
@gritty reef i will

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I just thought that i may really need to make a new character + animations for every combination of accessories. But seems like i dont need that ^^

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See if that helps you out a little
Does this work with Unity too ?

gritty reef
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I don't know the implementation in unity since I haven't really worked with animations. It was just to get your ball rolling in the right direction to figure out what you need.

I know that you can have armor pieces overlaid on a character model following the same skeleton and animations. You can also swap out sections of the mesh with the modeled gear piece that also follow the same skeleton and then you get rid of any possible clipping issues.

clever condor
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Well your video helped me a lot finding Unity Videos about it

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When i searched i found nothing

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now i think i found a good one. Thank you

whole fog
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I have been thinking how it could be possible to recreate the Donkey Kong Country art style in Unity

mighty torrent
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Hi, I made terrain and put some trees on it, but when i enter play mode trees aren't visible while the camera isn't near. What is the problem?

young pasture
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is there anyone here who uses hair tools on 2.7?

kindred ravine
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With ProBuilder, is there any simple way to fix the sloped face?

kindred ravine
chilly crater
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how do I get a reference image to the background in blender?

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this guy presses N I don't see anything about background images

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k I found another way

wary eagle
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physic 100% accurate. πŸ˜„

chilly crater
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how can I get more of these lines

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subdividing doesnt add

maiden tangle
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@chilly crater ctrl + r

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mouse wheel to increase/decrease

chilly crater
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can I use knife tool with xray? it's not cutting from the other side

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and also my item is made from several elements and when I apply a metallic material to it, it shows the lines, can I combine all elements into one?

maiden tangle
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press x once you start knife

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wdym it shows the lines?

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have you been pressing f individually instead of adding loops cuts with ctrl + r?

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you shouldn't be seeing lines outside xray

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not sure what you mean by that last part

chilly crater
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like this

maiden tangle
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yea somethings up there, check your faces arent inverted as well

junior stone
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anyone know if i can define a single button to swap between positive and negative input for the scupting tool in blender?

rapid echo
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@junior stone usually holding the ctrl key is the negative input for brushes when sculpting and commonly used. But not sure if you are asking for that.

junior stone
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@rapid echo that ll work. i was trying to toggle it for sculpting with my wacom. but that works good enough tbh

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as a guitarist I dont like the sound not matching the hand movement! but thats a very nice scene πŸ™‚ @rapid echo

rapid echo
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Thank you for your comments. Yes the hand animation is not the best matching one but still it was fun project to create πŸ˜„

junior stone
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its a hard thing to do, dont mind it. im just a stickler for details there lol. Did you make this completely yorself?

rapid echo
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Yes. I use Blender now for everything.

junior stone
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and substance painter for materials?

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i can see the # for substance πŸ™‚

rapid echo
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Yes, Substance is best one as far I have been using. Blender workflow is slow and not easy to work with for proper texturing. Simple texturing can be done in Blender however.

glacial vector
#

Yeah I agree that the movements with guitars is usually way quicker and snappier. But that's absolutely amazing, great work

rapid echo
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Thank you for your comments πŸ™‚ @glacial vector

junior stone
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lets label the guitar thing as a style choice πŸ™‚

mental raft
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might be something to work on with unity animation rigging perhaps

rapid echo
#

Yes, right πŸ™‚

vital anchor
#

So I made a c# script where I said that a enemy will point towards a tranform, the player, but you have to do that through the editor. So I made a enemy spawner, and the enemys do not spawn with the player as there target, is there a way I can set a transform in a script?

maiden tangle
#

Reference the player transform via tag, layer, name, component w/e

chilly crater
#

how do I get blendermeda or whatever to my blender

kind osprey
#

This?

chilly crater
#

yeah

#

I downloaded it and ran the py file, but I can't find it in blender nor see it in add-ons in project properties

kindred ravine
#

Any idea where my object/cube/edge selector thing went??

glacial vector
#

You mean the manipulator? That's on T @kindred ravine

kindred ravine
#

T? It used to show at the top middle of the scene window

glacial vector
#

I'm not sure what you mean then

kindred ravine
#

now my package manager is missing wtf

glacial vector
#

Sounds like a restart

kindred ravine
#

tried

kindred ravine
#

@glacial vector any other magic tricks?

glacial vector
#

No, I still don't know what you're looking for

kindred ravine
#

Window > Package Manager

#

is missing completely

glacial vector
#

Oh that, probably update the engine or reinstall. Have you tried googling it?

kindred ravine
#

Yes

#

They said something about manifest.json or something but idk where that is.

glacial vector
#

Should be inunder project folder > Packages

kindred ravine
#

gotta find the project folder though, idk where it saves default

#

found it.

glacial vector
untold axle
#

if I want to do a voxel based blocky and such think like Cube World, how do I go about making the terrain and coloring it so it has hard edges and etc.?

glacial thunder
#

damn that's pretty :o

hollow lark
#

I made a little cape in blender, just by taking a plane and adding cloth physics to it, but it's completely still in unity

#

is there a way to get the physics to translate from blender to unity, or do I have to do something else in unity to make it work?

#

my model with the cape is a .blend file

inland tulip
#

damn that's pretty :o
@glacial thunder thanks!

grizzled grove
#

I see everyone is using blender, why is that? does anyone here use maya?

hollow lark
#

i used blender because it's more mainstream

fluid oak
#

@hollow lark You'd need to use unity cloth physics, totally separate from blendercloth

hollow lark
#

i did

#

i figured out the physics, but i'm having collision issues

#

the cape clips into my character, how do i fix this?

#

i tried adding a capsule collider, but my character started jerking around a lot, presumably because there is a capsule collider within the character controller

eager mist
maiden tangle
#

I mean it definitely wasint always mainstream, it has features to compete with the big dogs while staying free, and user friendly(2.8+)

Maya is the expensive suit you wear to impress your boss..imo at least, why pay?

#

Great for animation I suppose, to each their own.

#

@eager mist increase scale? Splat using noise to break repetitiveness? Or is the material supposed to be better than what its showing in general

eager mist
#

@maiden tangle It's the mesh UVs I believe, there arent any so im going through everything and doing smart UV on them

maiden tangle
#

Ah yeah that'd be it.

green kindle
#

Hello awesome people!

#

I'm trying to think a way that i could use the same technique of drawing textures for the facial expressions, but at the same time have a pupil that could track other objects in the scene, as well as the head

#

does anyone has any idea of how could i achieve this?

#

i'm using blender btw

maiden tangle
#

@green kindle link doesn't appear to be working! πŸ™ƒ

#

oh I can see it now that I open it, not appearing on the discord itself tho.

#

you would use an IK target for the head to follow, the pupils will be done with a shader, which is sorcery and therefore not practiced by myself but google has plenty of magicians willing to share.. some will be at a price πŸ§™β€β™‚οΈ

chilly crater
#

where could I get materials for blender? and how to install them?

maiden tangle
#

they've got an addon to download and import directly.

chilly crater
#

where do I do that

maiden tangle
#

try the link

jagged plinth
green kindle
#

you would use an IK target for the head to follow, the pupils will be done with a shader, which is sorcery and therefore not practiced by myself but google has plenty of magicians willing to share.. some will be at a price πŸ§™β€β™‚οΈ
@maiden tangle i have found a link with exactly the solution you were talking about, as in the shader for the eyes

#

the only thing i'm scared is how to take vectors from other game objects and pass them to the eyes to look at them

#

Here's the link if someone is interested, even demo scene

maiden tangle
#

the shader would have the details for that

#

let me know if you pick a solution, it's pretty easy to get an objects position to look at

green kindle
#

i'll let you know!

#

thanks for the help too!

maiden tangle
#

yep definitely, np

gritty reef
#

What's everyone working on this fine morning?

maiden tangle
#

flipped the handle around kinda makes more sense.. beyond that my team isn't seeing eye to eye so it's been pretty stagnate πŸ™„ wbu @gritty reef

gritty reef
#

Ooh looks awesome

#

I'm doing some data entry at work. After that's done, as long as they don't pile more on top of me, I'm gonna try to maybe do a speed model πŸ™‚

#

What's up with your team? Just different creative visions?

maiden tangle
#

yea some communication issues I think, somewhat different views but we'll work it out I'm sure πŸ™‚

#

data entry.. can't say I miss that! lol

#

and thanks! hopefully will make it back into blender sooner or later with a finished design.

gritty reef
#

We can't all be pro developers, I'll take the data entry with the consistent check hahah

#

What's your team working on? I assume something sci-fi/dystopian future based on some of your models?

forest sandal
#

why i can't use free hand mode when creating tree?

hollow island
#

because tree has leaves

#

and you cant make tree with leaves with hand

#

well, if you can

#

then go on

#

you can do it

forest sandal
#

what?

#

i don't have any spilne points is my problem

#

sorry if i confused you with free hand mode

#

nevermind i had gizmos disabled

maiden tangle
#

yeaa kind of in remembrance of the ol multiplayer experience of halo, lots of inspiration off warhammer that sort of grimy sci-fi look.
truthfully I don't think my concepts will make it into the game (I'll leave that to the actual artists lol) just kinda keeps me busy for now πŸ™‚

rigid pelican
gritty reef
#

Beefy sword πŸ˜„

junior stone
#

the handle looks a bit like a ship lol @rigid pelican

shadow mauve
#

anyone know if it's possible to "flatten" an FBX's hierarchy when importing to unity? right now i've just been combining all the objects into a single one in maya before exporting, but that feels sub-optimal

whole blade
#

Hey guys, I can import my donut from Blenderguru, but the sprinkles are all white (and the donut looks bad without the lighting)
Is there a trick to fixing this?

glacial thunder
#

Again, Azami, looking amazing...is that rendered in Unity or in 3d software?

inland tulip
#

rendered in blender, processing in photoshop, thanks :D

#

you can easily import that into unity tho

glacial thunder
#

nice, hopefully i can make something epicc one day lol

inland tulip
#

sure thing!

kindred ravine
#

Whats the best way to make a shiny material for like a hardwood floor?

#

I also dont want my skybox to reflect off things

#

I have a material with .9 smoothness and .9 metallic but it looks completely matte on objects

kindred ravine
#

anyone..?

glossy whale
#

Hey, does anyone know how i properly set vertices in blender to assign a material to in unity later? Right now i am creating a new grey material in blender to group my vertices for a material assignment. But can i do that assignment/grouping without creating an actual blender material as well? I want to use only unity materials, nothing from blender

rigid pelican
eager mist
#

metallic map has a specular map inside it right?

#

@glossy whale I believe you can group them in blender and export as FBX with no assigned materials, and use the unity standard ones, the grouping just defines the material slots in the inspector I think

outer current
#

Is there such a way to use a tileable texture (albedo, normal, etc) that can repeated and overlay a mesh's own unique normal map/AO independently of the tileable texture? Like a column that uses a rock tileable texture that can be repeated but has its own baked normal/AO map that isn't repeated.

untold axle
#

Anyone knows why when I import this object from magicavoxel the shadow has empty spaces in it like this?

zenith cove
#

@untold axle have you tried playing with light shadow bias/normal?

untold axle
#

I tried messing with the normal and bias but it makes all the shadows super harsh even the light one but it does fix it

maiden tangle
#

wouldn't be because it's been imported as ludicrously small would it?

#

lighting would be my best bet yea bias and all that..

#

also for objects that sharp consider making the shadow sharp as well, additionally changing to linear just imo.

zenith cove
#

yea very small objects can also have problems akin to that

untold axle
#

Hmm could it be to size I export them? Since it only happens in directional light

#

thing is I am using magicavoxel so the biggest I can go is 126x126 xD

zenith cove
#

does it happen even if you scale them up in editor?

untold axle
#

yup

#

i imported a free asset from the asset store

#

that object is fine

#

but when i place the mesh of it in the scene it also has same issue

#

@zenith cove

zenith cove
#

that's interesting

#

what happens if you assign the material to the mesh?

untold axle
#

same thing still happens

#

but on the prefab iot doesnt

zenith cove
#

defuq, that makes no sense πŸ˜„

#

so what if you make the mesh into a prefab then?

glacial vector
#

Looks like unmerged vertices to me

zenith cove
#

yeah but then it should happen on both instances

#

since it's the same mesh

untold axle
#

hmm let me try

#

nope doesnt fix it sadly

eager mist
#

who wears blender?

glacial vector
#

Try playing with the shadow bias on the light @untold axle

kindred ravine
#

Anyone have an idea why probuilder wont let me select a cube face?

kindred ravine
#

anyone here have experience with bakery?

#

im getting an error

#

ftrace error

chilly crater
#

how can I make the radius smaller so it doesn't show the space between

whole blade
#

Do I want to bake an item to bring it in from blender if it has multiple meshes, a particle system, multiple materials?

bold scroll
#

not sure if this is the right place to ask this. but is there something I can bake each verticey position in blender on a vertical line

#

I'm trying to make animated meshes with instancing

solemn drift
#

Who here has used multiple UV maps in Blender?

bold scroll
#

I have

solemn drift
#

Ah

#

@bold scroll how do you ensure that the UV maps A.) apply to the model in the "Rendered" view in Blender with transparent images B.) ensure that the UV maps used carry into Unity? I've found that when I import my FBX models into Unity, the UV mapped images are lost, and I have to put the image on a new material in Unity and then put that in the corresponding material slot of the imported FBX model

forest karma
#

!ranks

lilac edgeBOT
#

dynoError That rank doesn't exist.

forest karma
#

xD

sullen plank
whole fog
#

Anyone know how I can merge all these together

#

I have been trying to click bridge faces but it says I need two edge loops

#

Like I cut a sphere in half and now I want to fill in the empty space with a face

#

Any tips?

#

nvm I found dissolving faces works

whole fog
#

hows it look

maiden tangle
#

some thick wings bro

#

care to share the sprite refs? what kind of style were you going for in 3d

maiden tangle
#

just gets worse

whole fog
#

this was my reference

#

i was just making something quick and dirty as a simple test

eager mist
#

Anyone know of any 4k Prototype Grid textures anywhere?

glacial vector
tardy vapor
#

would there be any way of using the shader graph without using HDRP?

glacial vector
#

Shader graph only works with HDRP and URP. If you work with Standard pipeline you should check out Amplify Shader Editor

eager mist
#

@glacial vector ahhh, need a commercial one, almost though πŸ˜›

tardy vapor
#

okay, thanks!

glacial vector
#

Do you have dubstance deisigner @eager mist?

eager mist
#

yeah

glacial vector
#

Suuuper simple to make something like that

untold stone
#

hello guys How u doing? If you have a sec.. how do I stop the camera from my main scene of clipping so god damn much inside of the walls?

maiden tangle
#

@untold stone have you tried selecting, pressing f for focus?

#

was trying to capture some kind of weird doctor seuss creature

wary eagle
#

@untold stone Tap "F" once you've selected a small object, will reset the clipping of the camera.

mental bay
#

u guys can recommend me some free unity 3D courses to get started w unity 3D ?

#

cz i've bben using unity only for 2D till now

#

(and sorry for my english )

untold stone
#

@untold stone Tap "F" once you've selected a small object, will reset the clipping of the camera.
@wary eagle Thank you!

sudden glen
#

damn was hoping it would embed the video

eager mist
#

Where can I post an add looking for a 3D modeler?

gritty reef
limpid sparrow
broken spade
#

noice

zenith cove
#

@limpid sparrow either you have normal flipped in those faces in the inside or they are just planes with no thickness whish means that you only see one side, unless you get a shader that doesn't cull backfaces

limpid sparrow
#

Yup, figured it out. I thought they weren't simple planes. Thank you so much though!

zenith cove
#

no worries πŸ˜„

radiant mural
#

it says the prefab is packed how do i unpack it?

glacial vector
#

Right click on it

forest karma
#

xD

#

LOL

fathom trail
gritty reef
#

(I know I can't do shingles, need to get that figured out)

forest karma
#

!rank 3d

lilac edgeBOT
#

dynoError That rank doesn't exist.

forest karma
#

!ranks

lilac edgeBOT
#
Ranks

Generalist
Programmer
2D Artist
3D Artist
Animator
XR Developer
Designer
Student
VFX Artist
Audio
Producer
Content Creator
Technical Artist

forest karma
#

!rank 3D Artist

lilac edgeBOT
#

@forest karma, you joined 3D Artist.

forest karma
#

FΔ°NALLY

#

!rank Animator

lilac edgeBOT
#

@forest karma, you joined Animator.

junior stone
#

@forest karma there is a dedicated bot channel for commands and ranks, pls dont randomly use a channel

rapid hedge
#

do you know of a 3d modling software that doesn't need much prossesin power

#

or is online

eager mist
#

What are some good resources for learning blender/3D art? YouTube channels, Udemy courses, books, something else?

glacial vector
zenith cove
#

@gritty reef nice models!

gritty reef
#

Thanks Rob!

pale solar
#

yea it's good

gritty reef
#

A solid one to start with πŸ™‚

eager mist
#

how do i go back or delete

tranquil meteor
#

@pale solar how did you make that can you show me?

pale solar
#

oh

#

its a brackeys tutorial

glacial vector
#

@pine ore did you scan those mushrooms from a real object?

pine ore
#

yup

glacial vector
#

With photogrammetry for games it's common to do a retopo of the scan, so you can optimize the model and make it look better for the engine

#

Like sharpening corners, which tends to be smoothed out from scans

pine ore
#

yeah i was having trouble doing it

#

i got meshify and blender but its all so much to keep up with hahaha

glacial vector
#

It would give you a more readable and more optimized model if you do that

pine ore
#

and then there is mask maps to make for hdrp

glacial vector
#

Yes, if you do a lowpoly retopo though you can bake down details from the scan

pine ore
#

yeah i watched a tutorial on how to bake all the detail into normals or what evs it was,

#

they are supposed to be looked at from more this angle and distance as its a td

glacial vector
#

Yeah that should be fine then :) I would probably adjust the textures so they pop a bit more but your scene does look kind of desaturated so it might make sense like this too

pine ore
#

yeah i havent added in the attempt at a mask map i made for these , i scanned loads of shit and made some super detailed models , the high poly models for these are pretty nutty

#

ill load one up

#

also ive been mucking about with post processing to get familliar with some things

glacial vector
#

With wireframe?

pine ore
#

k

#

lol

glacial vector
#

Nice

pine ore
#

hahahaha

#

so dense

eager mist
#

is a glossiness map effectively the AO map?

glacial vector
#

No, they are different maps

eager mist
#

aha, thanks, What about color maps and diffuse maps? same thing? asking because substance player exports one of each but they seem to be effectively the same file

#

unless it's for a different workflow

#

like smoothness / roughness maps and the like

glacial vector
#

Base colour, albedo and diffuse are all the same thing in PBR

eager mist
#

ah good cheers

frail skiff
#

i need some help with exporting from blender to unity. Anyone have knowledge on that?

#

My problems revolve around size and rotations and yes I have done some googl-ing and have not been successful with it

eager mist
#

Hey, I am a total newby in unity (only 2 days so far) and I am trying to get into it. I was using the 3D with extra mode as there is some input to get started with. However, there is this floor object and I cannot move or scale it. Why is that? I cannot find the setting to turn that off.

#

*ground actually

glacial vector
#

Do you mean an actual ground model? Or are you talking about the grid?

eager mist
#

The ground model. Only the grid is extending

#

When I scale it only affects the grid.

glacial vector
#

Post a screenshot

eager mist
glacial vector
#

That's a weird one

gritty reef
#

Are you scaling in the transform area or with the widget?

glacial vector
#

The mesh looks like it's several meshes merged together. Not sure about why it would behave like that

eager mist
#

Thank you, it was due to the mesh!

#

I used another mesh and now its behaving like other generated objects.

maiden tangle
#

its with the origin placement btw if it's imported for future ref

violet vessel
#

can somebody help me with anti aliasing because my unity looks terrible

mystic glen
#

need help with 3d clothing design

#

how long might it take a professional to do some sort of ancient clothes?

untold axle
#

I added URP to my project and as soon as I applied convert to the marterials my shadows became like this, anyone knows how to fix it?

trail arch
#

Does anyone know how to get dynamic objects to blend in a baked scene? (VR game, player can open doors etc.) This is Unity 2019.3 URP. Edit: Light Probes are the answer

#

@untold axle Try checking out the shadow cascade settings in the URP asset object

night socket
#

Anyone know of any plugins that can generate a building with interior for blender?

By interior I just mean interior walls and doors, not furniture and the likes.
I'd also appreciate if you know of any other third party programs that do this

(also I already know of tools like archipack, which isn't really a generator but a building tool)

pale solar
#

but yea just thought il'd show it

#

it will be released soon πŸ‘

#

it's not finished though

#

also that tiltiness will be removed hopefully because thats what im trying to do

#

i will add more things

gritty reef
#

Wow, that's gorgeous @near lotus

lapis cradle
#

Does anybody know why my FBX that I export from Blender has a different default animation sometimes? I created a new run animation and now - instead of the first frame of my idle animation - suddenly the first frame of a dance animation is the default pose... It's not even alphabetically, in that case I would just add a _TPose animation or something. Any ideas?

lusty flint
near lotus
#

Still WIP. The shader needs work.

eager mist
#

Hello, not sure if I'm posting this in the right room. I have a question about using using a texture atlas and loads of objects in flat colored low poly art.

eager mist
#

I've been watching some game dev logs where the art style is flat color low poly and I've noticed that they all cram a ton of objects in a single blender file and UV unwrap and assign the meshes onto the atlas with color/gradient grid.
I have a few questions:

  1. Is it necessary to model all the items in a single blender file if you are planning to use a texture atlas?
  2. If you are using the same texture atlas (since we are using a color/gradient grid for multiple things), is it ok if you model objects separately in its own file and only unwrap it?
  3. When in Unity, lets say you have 50 objects active on a screen which all use the same texture atlas & material. Will there be a draw call for each object even if you are spawning new ones from the same texture atlas? Or will there be only one draw call since all the items are using the same texture atlas?
foggy siren
#

Hi everyone, For cloth component, I am getting some strange stretching. Has anyone seen this?

clever condor
#

I have a weird problem with texturing my tree object.
Its just two different colors i want to use but the material looks really weird on it. And i have UV mapped it correctly.

foggy siren
#

What does the texture look like?

#

Can you post a picture of that, plus the UV?

mental island
foggy siren
#

Check what C++ Runtime Library you have installed

open jetty
#

Can someone help me? for some reason after parenting the skeleton to the body, only the right side of the skeleton moves the the model and it mirrors to the other side. What can I do to fix this?

#

Never mind I figured it out. For some reason the names of the bones on the left were effecting it so I had to change them

lone light
#

Anyone had an issue with Skinned Mesh Renderer making the mesh invisible?

mental island
#

@foggy siren Thanks for the reply. This is my set of visuals C++ I have, not sure how I would go about updating it (if I need to?) and which one?

glacial vector
#

@eager mist it doesn' matter how you make your models - it can be in a single scene file or multiple. The export is what matters.
For 3, if objects share the same material they can be batched together, as long as they are static in the scene. This is on e of the big benefits of using a texture atlas

clever condor
#

Okay i fixed my problem from yesterday. Now i have a new one:
My texture doesnt show up correctly in unity, even though i first imported the texture.png then the prefab (fbx).

This it what it looks like in blender:

#

Any help ? The treestump isnt even brown -.-

glacial vector
#

Looks like an issue with your UVs

clever condor
#

The palette i used to color it contains 2 colors

#

And the UV Parts are on the right colors

#

This just turns very weird as soon as its imported to unity

glacial vector
#

Check if you have multiple UV sets in blender

clever condor
#

How do i do that ? Im really new to all this UV stuff

glacial vector
#

Object data properties > UV Maps

#

And some screenshots of your UVs and texture would help

clever condor
#

Ill make some

#

Give me a second

#

And where are the Object data properties ? I know this sounds silly πŸ˜„

glacial vector
#

In the list on the right side. It's one if the tabs (The green triangle)

clever condor
#

Its just one UVMap under UV Maps

#

can that have something to do with everything i make in photoshop looks blurred in Unity ( for example 2D prefabs )

glacial vector
#

That would be because of mipping probably, what does the texture look like in Unity?

#

If it's only 8x8 pixels or something then turning off mipmapping in the import settings might help

clever condor
#

Ill check that

frozen cradle
#

i switched to blender recently from 3ds max and now have the problem that i want to export my blender hirarchy into the object, so that my engine output objects are childed to an empty object.
i use obj (but dont really care about the file format) but blender doesnt seem to keep the hirarchy upon export. any suggestions?

clever condor
#

I fixed it somehow in the Inspector of the texture. Thanks @glacial vector

frozen cradle
#

the group structure gets lost completely upon export from blender.

So i found out you can import .blend directly which keeps the hirarchy nicely. Solved.

fierce iron
#

these are perfect hexagon does anybody know why they are not ligning up properly. I have used snapping to move them

plucky hinge
#

GREETING my fellow 3D artist

#

I am the Mighty_Hamster, I MAIN Unreal engine but have been moveing to Unity and learning for the past 3 months

#

I come to you now with much stress and fustration after seaking forumsn and tutorials in the hopes of getting some advice if posibble

#

Basicaly im working on my pipline and how me and my team will work in Unity

#

I just started working with the Roundtrip workflow but cant for the love of me get stingray shaders to import textuers to unity

#

sorry about my spelling and grammer english is my 3rd language and Discord spellcheck is not working suddly

pale solar
#

your grammar is fine with me

plucky hinge
#

thank man

#

I grew up in South korean, and had it beat into me

#

that anything below perfection is unaceptable

#

Β―_(ツ)_/Β―

#

welp.. if anyone has an answer to my issue i have been suffering and serching for over 2 weeks

#

please pm me

#

if you have a solution iim willing to pay you for it

maiden tangle
#

yea unity is pretty specific with what works and what won't, either it translates to their default shaders or it dosint, have you read up on converting it to unity?
I don't use stingray, but It seems you have to: Export ShaderFX materials to HLSL, CgFX and GLSL:

keen meteor
#

Hello guys im strugling with one question i cant answer myself, im thinking in making a set of objects that use a single texture 2048x2048, is this less demanding for unity than a couple of 512x512 textures? (sorry for my english in advance :X)

fluid oak
#

Depends on what you're optimizing for

#

But generally as long as the single texture isn't larger than the max you have set then it seems that combining is usually beneficial

keen meteor
#

Thank you @fluid oak πŸ™‚

wispy surge
plucky hinge
#

@prisma musk

yea unity is pretty specific with what works and what won't, either it translates to their default shaders or it dosint, have you read up on converting it to unity?
I don't use stingray, but It seems you have to: Export ShaderFX materials to HLSL, CgFX and GLSL:
@maiden tangle Thanks man Ill begin by looking into these πŸ‘

past tapir
#

anyone know where I can get textures with lots of maps?

#

color, normal, height, smoothness, metallic, etc.

#

just want something good to practice with

night socket
#

I'm trying to see if there's a way I can improve my modelling workflow for my game
my game is set in a school so I have to model buildings with interiors and it's incredibly annoying to do so
I'm using archipack pro and I find it to be useful but has two major flaws in my case:
takes a long time (sometimes days) to make a building

it's very hard to modify the building in edit mode without archipack freaking out
Does anyone know any better ways to create buildings with interiors? I just care about the wall parts rather than furniture btw.
Ideally I would LOVE a tool that lets me generate a building w/ interior but it seems like that doesn't exist (there's plenty that just generate a building exterior)

plucky hinge
#

@night socket I would think the process is the same as exterior just modified?

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Im personaly using Roundrtip workflow at the moment but with no stingray shaders as i cant get them to import textures

night socket
#

not really. It's still annoying to make an interior the 'same' way I made the exterior

#

if I just delete the roof and then place walls I might as well just use archipack

plucky hinge
#

@night socket have you seen the systme they made for sunken city?

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they made there system open soruce but if you was to edit it to a CLosed system that looked at the interal space Vs the enteranl, it hsould work to populate interiors

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the same way UBISOFT populated there interiours for assaisn creed Unity

#

definatly look at Ubisofts system for filling interiors

#

but at the same time i understand the issue your facing is not a easy one -__- I wish you the best of luck

rigid pelican
plucky hinge
#

@night socket I guess your real challange comes from the facat that you want your Exterior generations IE Windows to match what is proseduraly genratd for the Interior. so that the windows on the oustside would match the windows of your interior

#

that would definaly requer a logic to restrain the prosedruatl generation in ether the exteranl or internal elemnts

#

could i ask what you END gole is ?

night socket
#

I don't really care if it's automatically generated, that's just the ideal solution. I just want something that is quicker than my current process and doesn't leave me with buildings I can't modify if I don't want to risk breaking it all and having to remake it

#

this is one of the buildings. I wouldn't be able to modify anything substantial on this at all (move a window, door, etc)

plucky hinge
#

hmm in regards to placement method I definitely think there is a point of Diminished returns in regards to the time developing a procedural system VS manually placing them with an artist.

night socket
plucky hinge
#

wow

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first of all

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nice layout

night socket
#

I'm the only one working on my game and I'm not hiring an artist because I can't afford it.

plucky hinge
#

you did that alone?

night socket
#

yes

plucky hinge
#

well fist off, congrats

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nice work

#

but also i feel your pain as a solo wanting to automate the process but in my oppinion,

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at that scale

#

it would make more sence to manutaly place the assets

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as opposed to spending the time to creat a automated process

#

for a city sure

#

but this set of buildijng , evern though it is large.. its just a matter of manual work

night socket
#

I've tried the modular but I found it to be even more slow than archipack and assuming I don't merge all the modular assets, creates the problem of a lot of individual objects

plucky hinge
#

So will this layout say the same though your project?

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its not needed to change on the fly etc

#

or do you anticipate that it will shift and morph though your project many times

night socket
#

yes it will relatively stay the same

plucky hinge
#

hmm yea

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then in my opinion , i would say you just take the manual approach and place assets or things one by one

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its Tedious i know -_-

#

can i recomend you look for support

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not from paid artist but from the Congative surplus s of artists out there who would be willing to help you

#

I fully understand the mind of the solo dev, I have been there many times, but i would say the power of Cognitive surplus and the artist who would be WILLING to help you is what makes indi gamming what it is

#

@night socket even Garfield had Jon Arbuckle and lazanja

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sorry if my answers was not what your looking for , that's just my personal advice. i hope someone more educated then me chimes in and helps you but ether way, best of luck and pleas share your outcomes with us !!! i for one will be waiting to see

rigid pelican
young spire
empty spire
#

hey this might seem dumb but im trying to implement a cookie to a spotlight but when i change the texture of the flashlight (cookie) the light emits a square of white color

#

this supposed to be the cookie, when i change the texture to cookie it does a white cube

rotund ember
#

hey, is there a way to understand if mipmaps are working in URP? im trying to generate texture arrays and im not sure if mipmaps are working correctly

plucky hinge
#

@rotund ember Hmm it should be evident visually , can you post a screen shot of a texture in the distance ?

rigid pelican
thin solstice
#

hey guys, may i ask if someone can help me solve some simple blender issues? i tried googling them but the steps do not work πŸ˜•

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ill gladly pay for ur valuable time!

maiden tangle
#

@thin solstice what seems to be the problem? (fixed in dm)

outer current
#

Is there a method of being able to overlay an ambient occlusion and normal map bake onto a mesh that also uses tileable textures independently? Like a wall that has a tileable rock texture but also has an AO and normal map bake from a high poly that doesn't tile.

frigid widget
#

@outer current You can do your own shader with shader graph and have independdent uv tiling and offset controlls for ao and the other maps how you need it

dusk socket
#

ok i'm gonna try and keep it short, i have a beam of lightning and i need it to deal damage every X amount of time. Does anyone know how to do this? It would be very appreciated :).

eager mist
#

@dusk socket
It's more of a coding problem

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Not the 3d one

glacial vector
#

Yep. But trigger + OnTriggerStay is what you need

dusk socket
#

oh sorry

#

thank you @glacial vector!

rotund ember
#

@plucky hinge hey sorry for the late response. i figured it out. i wasnt generating the mips correctly but i fixed it

pallid fiber
#

The green one is the mesh collider which is placed correctly, the dark blue one is the pro builder which is behaving strange
It is like the right side got folded and placed into the left side
And if no one can help with that, could someone tell me what the lines are called? (The green lines from the mesh collider or the dark blue ones from the pro builder)

eager mist
#

How do you make it so textures repeat say if you increase the size of a cube to stretch by 1 in the x direction. How would I make it so the texture was 1x1 and not 1x2 after I stretch it.
I'm not sure if that made much sense, I'm pretty new to everything. Don't completely roast me lmao.

eager mist
#

Hello guus

#

Guys

glacial vector
#

Two options @eager mist: in UVs or in the material itself. If you're modeling something it's easy to adjust the UVs so they are not stretched. If you are just scaling a cube in Unity then there is an option for X and Y tiling on the material itself

eager mist
#

Guys can someone teach me some stuff

#

i just started using zbrush and holy cow this is by far one of the worst inteface i have ever touched

#

Cool

glacial vector
#

yyyyep good luck with that

#

It's insanely powerful when you get to grips with it, but there is a hurdle to get to that level

eager mist
#

i had to google how to zoom ..... what is this programe

glacial vector
#

What are you using for regular modeling @eager mist?

eager mist
#

blender

#

JFK

#

i don't like a payment per month like maya

#

what

#

Can you teach me something on blender

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I am begginer

#

did you use use another modeling program like max or maya before ?

glacial vector
#

I don't know your motivation for learning Zbrush but honestly, the new sculpting tools in blender are good enough that you will get by just fine with the internal tools

eager mist
#

@eager mist Nope

glacial vector
#

It's also pretty expensive isn't it?

eager mist
#

yeah, but i couldn't get into sculpting with blender, no matter how i tried i couldn't get something good

#

when i try and drag a mesh, it never worked

glacial vector
#

@eager mist This is a server for hobbyists helping each other grow, the way to learn is to go out and find tutorials online. If you need help with something specific then that's when you come here

#

We are using blender for all our sculpting at work, it's just a matter of getting used to it

eager mist
#

i tried for 2 years to use it 😞

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JFK

glacial vector
#

Have you used 2.81?

eager mist
#

Can you show some of your works?

#

yeah, it got much better with 2.81 but still it didn't work out for me, i tried using it to make a monster but it came out so bad

glacial vector
#

Fair enough

eager mist
#

i think that i still have that monster

eager mist
#

@glacial vector

near lotus
#

Just finished my huge ice and snow pack

#

140+ parts

eager mist
#

@near lotus

sleek spear
#

so If I add hair physics on blender, would it work straight away when I import my model to unity?

near lotus
#

Nope

sleek spear
#

so I need to use plugins like dynamic bones or spring bones?

#

I started working on a 3d game and it doesnt look like theres a clear route when it comes to 3d body physics

near lotus
#

It's a complicated subject and you'll need someone other than me to answer.

sleek spear
#

ok thanks

leaden pivot
#

Does anybody want me to animate for their game? I'm capable of making extremely high quality fake 2D animation in blender, and I'd like to partner with somebody who has an ambitious fake 2D project and can help me learn the Unity side of animating so that I can get more familiar with it.

maiden tangle
#

wow that's crazy, that's a model right?

#

@leaden pivot

leaden pivot
#

Yep.

#

@maiden tangle

maiden tangle
#

That's amazing, can I dm? @leaden pivot

night socket
fringe hawk
#

I only use blender so I only have tips on that, but, just in case you are using blender, I'll tell you how to go about modeling it there.

For something like this, it's good to start off with a Plane and use that as your ground.

Scale it up to the amount you need it to be and then go to sculpting mode. In there, you can edit the land to have any slight slopes and hills. If you don't have time to do that, go to Edit > Preferences > Add-ons and search for Add mesh: A.N.T landscape and click the checkmark. Then just go to Add > Mesh > Landscape and mess around with the settings until you get basically what you need. You can fix any small mistakes in sculpting mode.

After that, you can start working on trees and other things by starting off with simple shapes, like rectangular prisms. You can place these in the areas where you need each of your buildings and or trees to be.

After you know where they should be, sculpt on top of it or deform the object until you get what you need. Again, if you don't have time, go to the add-ons again and this time, search for and select Add curve: Sapling tree gen and Add mesh: Archipack/Add mesh: Extra objects.

The final thing to do is to color and texture the objects, unless you're going to do that in unity.
If you're going to do it in blender, I recommend this one addon where you can get textures for your objects. Go to add-ons and the search for 3D view: Blenderkit asset library. You can search for whatever textures you need and most of them already have depth and color taken care of.

#

I really hope this helps you

night socket
#

I always just end up with boring landscapes that are flat and end up being impossible to change after they're 'done' due to shit topology (see attached image for my previous landscape).

I've tried already to map it out with planes(sculpting isn't ideal because of the fact it usually ends up with high triangle count and having a large mesh with a large triangle count that will always be rendered because it's the ground is a big no for me)

The main problem is the paths. I want them to be separate from the grass parts but my last attempt ended up with awful topology and then I realized some paths caused problems and removing/changing the shape of them was literally impossible

And then there's the buildings. I'm not remodelling them because archipack sucks ass if you want to do any editing in edit mode and still want to use archipack to make doors and windows (archipack will remove literally any change done in edit mode. I'm using the pro version and it still does that) and it's incredibly hard to find landscape references that end up fitting the buildings

#

i've tried multiple times to find better ways to fix some of these problems such as easier methods for buildings but the answers always seem to be:

archipack
modular

and neither are ideal because of reasons I've already stated for archipack and modular leaves me with a bunch of separate objects that will usually be a pain in the ass to merge because I don't want to deal with 100s of separate objects (and then imagine if I want to change stuff after merging)

fringe hawk
#

I'm not sure how to fix archipack's issues but I'll see if I can find a way to fix it. If I do, I'll tell you. Also, if you want to fix the ground after it's done press F9.

I also created some land that could fit with what you're making but some of the hills might be too extreme so you can lower the height. Here's the photo of the settings I picked:

rigid pelican
vestal kelp
#

@leaden pivot looks like botw

stoic magnet
#

I don't know if this is the right category but, I need help with creating a tornado! I have no idea what to use and I need much help! I want a realistic tornado and not just a bunch of smoke particles.

leaden pivot
#

@vestal kelp Oooh ty

vestal kelp
#

:)

night socket
#

All the issues I've had with the landscapes I've made so far is that they're all too flat, which is no exception for this one

#

(this is a boarding school campus btw)

#

Does anyone know what I can do to make it more.. dynamic?

#

The grass parts are unity terrain while the paths and river/stream are not. (The terrain is also made from a mesh using the object to terrain script)

split lake
#

Hello, I want to bake a navmesh for my level, but it doesn't work well, so, instead, I want to use the NavMesh Surface Component. But it doesn't bake well also

#

(It's a box collider so I don't understand that behaviour)

#

Still wrong, how could I make the navmesh to cover the full mesh?

open ruin
#

hello anyone on?

frail knoll
#

yeah

open ruin
#

nvm i fixed it

#

but stil

#

do u know how i can make a texture

#

like a block texture

frail knoll
#

does anyone have any clue on how to make an active ragdoll

buoyant tundra
#

Hi, I am having a really hard time solving a problem with converting world maps I can find online into a map I can work with in Unity (either 2D or 3D). Would really appreciate some help if anyone has a spare minute throughout the day?

rapid echo
rigid pelican
wary eagle
near lotus
crystal panther
#

Amazing render tbh

near lotus
#

Going up on the asset store real soon!

gritty reef
#

So pretty o:

near lotus
#

Gonna try to get a build uploaded tonight to share with everyone.

torpid elk
#

I've got some trouble. It's my very first own project I want to try to finish. There is one cannon you rotate 90 degrees and shoot projectiles to enemies that walk along 4 lanes. The porblem is - at first I made some mistake with my cannon blender model and had to fix it. When I did it I changed somehow (haven't noticed) the position of center of coordinate system. And thus instead of rotating cannon around beatifully-centereed Y axis there is parallel shift in this axis. After few rotations my cannon starts aiming to mountains, not lines. Any ideas how to fix it? Or should I make another cannon model?

near lotus
hushed aurora
#

@torpid elk just create an empty gameobject you place as parent of the canon, put it where you want, and rotate it instead of the cannon

torpid elk
#

I made this mistake, because I realised too late that blender is z-up and unity is y-up and had to find a way to fix it. In a meantime I had to replace cannon somehow that the rotational axis has been moved. Thanks for advice

whole fog
#

redoing my bee to make it resemble a zinger more I think I got the basic shape outline down

whole fog
#

hows it look so far?

clever condor
#

bruh i failed to post -.-

glacial vector
#

You might wanna consider merging those into only a couple of images

clever condor
#

xD

glacial vector
#

No need for so many separate posts

clever condor
#

Hey Guys & Girls. I created my first couple low poly weapons i might use in a game i am currently making. Can you give me some opinions on what you like about it / what i could do better next time. They took less and less time with each one being finished. The bow was my biggest challenge.
I uploaded pictures on imgur: https://imgur.com/a/37sUF82

torpid elk
#

BTW, do you have any good solution to change z-axis = up in blender to y-axis = up in unity? Any good methods to make this transition?

buoyant tundra
#

is it not enough to rotate it before import?

#

speaking of blender, does anyone know how I can select multiple objects (countries in my case) and downscale them not together as one but relative to their own position? (so I add a small amount of space between each countrys border/meshes)

wary eagle
whole fog
#

so anyone think I got a good basic shape for a wasp?

#

I used a curve to get it to look more like a zinger

near lotus
#

It's a reaaaaally basic shape. It's so basic that there isn't anything to critique. It looks like a bent cylinder, which is what it is.

whole fog
#

i know it is

#

I intend to sculpt it to make it look like a wasp or a bee

#

or at least something that looks like one of those things

rigid pelican
merry yoke
#

Hey all, anyone run into an issue where the scroll wheel stops zooming in/out in editor?

#

does it have something to do with the input system? I copy dragged it from another project

rigid pelican
#

click ctrl and the middle button on the mouse

#

and move forward and backwords

#

thats if you zoomed to much in

merry yoke
#

yay that did it! you da human!

rigid pelican
#

np glad to help

ocean yacht
#

I have a character and the animation moves the character but the bones in the armature doesn't move.

Could someone please tell me why this is happening? I'm new to 3d modeling. Thank you.

rigid pelican
hoary crow
#

Hey Guys Need a 3D Artist Who can do Modelling and other 3D Stuff for My Horror Game S.C.A.R.E.D

Things We need

  1. Nice Collaboration
  2. Work Done On Time
  3. Nice Experience

Payment - Free
You will Get Credits
DM For More Details

If Interested Fill The Form - https://forms.gle/3seXSZLGJ89Z4GcXA

Having any Doubt DM Me
Thanks
Regards,
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maiden tangle
#

@rigid pelican I know over bloom is kind of a meme but I like the glow on this guy looks cool! πŸ™‚

rigid pelican
#

ty

wet kiln
#

Hello, are there any tutorials out there on how to import fbx characters and use them?

torpid elk
#

I'd like to ask if you have any good tutorial or books about blender usage in terms of game dev (like basic modeling, textures, animations)? I want to feel more confident and control what I do

junior stone
#

@open jetty its not recmmended (or necessary) to post the same thing in different channels

open jetty
#

no worries. Thanks

vital frigate
#

How can i import magicavoxel model to unity?

bronze mango
#

All tutorials show the workflow to create small game assets for game engines, say a car: sketch, model, texture, done, but I can't find anything on how to not lose texture detail when you model something large (for example a house), I can't a have a 4k texture for every hose in a game. Do you have separate materials for walls (with a tileable texture) and other parts? How do you do it?

clever perch
#

does anyone have any tips on how i can get rid of these hard edges where the two objects intersect? Im using blender

gritty reef
#

Join the two objects and then use a combination of the knife and merge vertices? That's all I can think of.

mossy fjord
#

Hello! I was wondering if anyone has had a similar issue to me and know how to solve it. I modeled This dog in blender and exported it as an fbx to unity. Unity for whatever reason distorts my model and I can't seem to find a solution. I've applied the transformations in blender and that's done nothing for me. Anyone know a solution?

eager mist
#

check the import settings and switch the normals generation around a bit @mossy fjord ? just a guess, idk if it will help or not

#

Anyone know why some of my very low poly models, turned ultra high?

#

it seemed that something subdivided them x10

mossy fjord
#

the thing is It's not just the normals. It's the actual geometry that's deformed

eager mist
#

oh weird- yeah; i dont know what would cause that, srry. but another guess would be maybe that its some form of topology issue. what does the wireframe of your model look like?

#

also worth a check; did you apply the modifiers (assuming you are using a subsurface modifier?) cause blender modifiers dont play nice with unity sometimes

mossy fjord
#

admittedly the topo isn't great. That's probably the cause of the issue. I was hoping i could get away with the lazy topo. All modifiers are applied

latent dome
#

you shoul watch the backface culling @mossy fjord

near lotus
#

@mossy fjord It looks like either a flipped normals issue or you're using a transparent shader in Unity that's causing depth issues.