#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 46 of 1

near lotus
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Have you double triple quadruple checked that it isn't a flipped normals issue?

mossy fjord
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I'm pretty certain that it isn't a flipped normals thing. Heres the face orientation

gritty reef
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Have you tried importing the fbx into a fresh Blender project to see if it is deformed there as well?

mossy fjord
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I have and it looks the same as the blend file

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Even the animation looks the same

gritty reef
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Oof, yeah, I have no idea then

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I take it the other shoulder is fine?

mossy fjord
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No other shoulder is the same

gritty reef
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ah okay

mossy fjord
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Thats what i get for being lazy

gritty reef
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You don't have any faces or edges hidden inside the model or loose vertices hanging around?

mossy fjord
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Not that know of. I've removed doubles in blender and it doesn't remove any verts

gritty reef
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That's about all I got. Sorry man.

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Hate to see all that work go to waste.

mossy fjord
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Thats alright. Thanks for trying

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If I apply the armature and then import to unity it's 100% fine. Is there some sort of setting that affects the weight assigned to bones in unity compared to blender?

slate axle
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Guys, when I import a model that I made in Blender, into Unity, it loses thr Emission materials. How do I fix that?

gritty reef
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I don't know anything about bones and animation or any of that, but the dudes in #๐Ÿƒโ”ƒanimation might be able to help you if no one here throws anything out there @mossy fjord ๐Ÿ™‚

mossy fjord
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I'll give it a go. Thank you!

gritty reef
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No problem and good luck!

frigid widget
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@slate axle most material propeties that are defind in Blender do not survice the import via FBX into unity , you have to adjust the materials in unity to your liking

slate axle
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Oof

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Thanks

fluid oak
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@bronze mango Stuff like tiling textures, and trim sheets.

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If you can afford it, stuff like decals and vertex blending can help a lot too.

vast roost
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Hi, when I try to import a portal with color from blender as fbx into my game it just turns black and has no glow. The material is just plain white not the blue material that was added on the blender file. I dont know whats happening

fluid oak
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Unity doesn't use blender materials

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You need a unity material.

vast roost
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thanks

crystal wing
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Newer to Blender. I had 1/4 of this model, and I mirrored it get the other pieces. Is there a quick way to combine all the mirrored faces and edges together?

mossy fjord
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Enable clipping in the mirror modifier

crystal wing
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I tried that, it didn't work :(

mossy fjord
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Are you sure that the vertices along the edges of the mirror are touching?

crystal wing
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Yea, as far as I can tell. I had to leave the computer for a bit. But I'll double check that

mossy fjord
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If that doesn't work you can try to merge close vertices by pressing Alt+M and choose "By Distance"

crystal wing
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๐Ÿ‘

carmine isle
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Hey guys, I want to have an outline effect on my character, think like Borderlands. Should I just do it in blender has part of the model or use shaders?

mossy fjord
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Alright guys, I'm convinced that Unity is just messing with me at this point. I've retopologized this model, rerigged, the whole thing. I updated unity and reimported my model. I get the same error with the mesh formation but to a slightly different degree. The shoulders are now relatively normal but now there's a cavity in the chest area right under the neck. There HAS to be something up with importing the rig to unity. I've tried going to the rig setting in unity and changing the skin weights from Standard (4 Bones) to 255 and it's done nothing for me. Does anyone have ANY suggestions? It feels like I've tried everything at this point.

rugged flint
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looking for an artist/level designer to help with a multiplayer sandbox game

eager mist
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Can you extract a rig from an exported FBX and use that same rig on your own models?

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e.g. in blender

fluid oak
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You can do it directly in unity, if it is a humanoid rig

visual geode
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Hello guys! Where i can ask for a help from 3d Artist? I mean i want same 3d and can give back same code.

lone light
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Cavity as in polygons got sucked in or polygons invisible @mossy fjord ?

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Also can you try triangulating your geometry in your 3d software before doing an import?

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In case you don't have triangles

lost hemlock
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If I'm making a low poly 3D environment in blender, should I add lighting in blender or add it in unity?

lost hemlock
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Also is Blender a good program for simple 3D animation / effects? Like special attacks in a moba or action game etc

visual geode
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Any 3D Artist need a code side help? I have a proposal for you. To make a exchange code on art.

rigid pelican
safe silo
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@rigid pelican how do you make THIS? I am a level between beginner and intermidiate at blender, but how do you create this?

rigid pelican
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alot of s,e,draging

safe silo
safe silo
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I'd love to learn how to model a sword

vestal kelp
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im trying to make shattering but when i put it into unity it doesnt say there are any slices

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blender btw

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any fixes?

rigid pelican
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oh

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welp good news my mouse wheel is broken lol

mossy fjord
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@lone light Cavity as in polys getting sucked in. The normals are all facing outwards. I also triangulated the mesh and it did nothing

lone light
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๐Ÿค” if you export that mesh and import it in a different 3d tool does the same thing happen?

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That would point at Unity

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IF you're doing FBX you can also try a different version

mossy fjord
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Which other file types support animations in unity?

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I don't have any other 3D tools on my pc besides Unity and Blender so I can't test it sadly. However, when I import the FBX that I export from blender back into blender it looks and animates fine

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Also when I apply the armature in blender it looks completely fine in unity but then I can't animate it

bronze mango
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How do you model and texture things that are a bit bigger without losing quality? I see three ways:

  • modular: downside - each piece will have a different material
  • triplanar mapping: - downside is that you'll have to place a lot of decals to avoid repetition
  • one piece: downside is that the texture will look bad due to lower texel density.

I see a lot of awesome unity levels but I can't figure this thing out

near lotus
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You wouldn't use triplanar mapping generally, on something like a house for example. You would use a lot of tiling textures on regular UVs.

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Modular is another good way. You can create a bunch of parts and texture them all together, so they share a material. Then assemble your house with them.

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Using detail maps is generally a good idea for tiny details.

crystal wing
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Why is it that importing a model from Blender to Unity changes my materials? It's not even the lighting. I checked the material in both programs, and the actual hex colour is different in Unity (along with all the values for stuff like metallic being gone)

near lotus
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Because 1:1 compatibility with materials between Blender and Unity isn't the expectation. You need to set up your materials in Unity.

crystal wing
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There's no way around that, eh? So set up textures in Blender, if it has a texture. Then make a material in Unity and apply the texture, if it has one

near lotus
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Set up textures in Blender...? I guess, only if you're doing texture painting or something.

crystal wing
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Alright

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Seems odd that it doesn't import with 1:1 compatibility.

near lotus
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No idea why you would think that. They're two different programs with different shaders and different uses.

crystal wing
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I know that, just thought something as simple as the hex colour code would be retained. Would baking the texture be a viable option?

near lotus
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See I can't answer because I don't know what you're trying to do.

crystal wing
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Fuck, I don't even know what I'm trying to do.

near lotus
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It would help me if I knew what your end goal was.

crystal wing
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Working on a game with a friend. I'm actually coding it in Unity, he's just making models for me. He's newer to Blender, but actually has the creative skill to make shit. I know the basics of Blender, but I can't design for shit.

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He's sending me .blend files that already have materials, but I can't use them without manually creating the materials after I import them.

near lotus
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Yeah that's how it is.

crystal wing
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Damn, alright. Thanks.

near lotus
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Are his materials complicated? Is he using nodes and stuff to make them render nicely in Blender?

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Or are they just basic colors?

crystal wing
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Just basic colours that are metallic and shit at the moment.

near lotus
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Ok, just set them up in Unity then. It's the best solution.

frail skiff
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when bringing assets into a scene- is there any tricks to doing that efficiently? Currently using a set of assets which fit together quite well but dragging stuff into the scene always just places them wherever kinda

glacial vector
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Holding v to vertex snap is useful for placing modular pieces

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But there is also a ProGrid package in the package manager than can be helpful for level art

frail skiff
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ok nice thanks alot already 2 things i didnt know

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the only decent way i found is by replacing the mesh inside the mesh filter but that would not be clever since there the mesh renderer doesnt care about that right? In addition to this it is quite a hassle because i need to "open" up the hierarchy of the objects everytime since i need to access the mesh inside

glacial vector
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It's not ideal but it works

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But ctrl+D to duplicate if you already have one present

frail skiff
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the thing is i totally loose focus on whats which mesh cause everything is open

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even with just these 20 things once i open everything up its 60

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ok so importing them on from one FBX seems to save myself from having that many unncessary icons

glacial vector
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And materials ๐Ÿ‘

frail skiff
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youre right its only one material now

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now i am wondering tho. What if i wasnt working on this alone hmmm

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then i guess ill have two of these massive fbx files with meshes in them?

glacial vector
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Not sure what you mean. You wouldn't have two people working on the same mesh

frail skiff
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true but i might have different people bringing different meshes in and if you have to search through multiple huge fbx "folders" it might become strange

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but am i actually just doing something entirely wrong tho ? i have worked with ue before and each mesh actually is imported as that into the engine but in unity i always get two of each

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im sure there is a way to not have that happen?

junior stone
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@frail skiff did you just export your scene as an fbx from your modelling software?

frail skiff
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yes @junior stone

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exporting them one by one did this ... (one sec making a screenshot)

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since i want to access the meshes tho, to replace them i need to open them all up, you know what i mean?

junior stone
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you can have them all in the scene in blender and export them separately instead of as one fbx tho

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when you export, you can choose to export only selected

frail skiff
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yea thats what i did in the latest screenshot i shared

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thats one fbx per object

junior stone
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oh ok, but wouldnt you just keep the .blend file and re-export them if you need to?

frail skiff
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you mean import the blend file instead of fbx?

junior stone
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I mean open the blend file in blender and re-export the fbx files you changed

frail skiff
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not sure what you mean ? I can just export again from blender since i have the export folder and the asset folder for the project share the same location

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its gonna automaticaly reimport

junior stone
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what do you think will happen if the fbx file on unity corrupts?

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if its all in one fbx

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you re basically asking for trouble

frail skiff
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hmmm didnt know thats a thing

junior stone
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im not saying it will happen, but its always possible

frail skiff
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these are.. i guess automatically generated prefabs?

junior stone
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mhmm, whats the roblem with that?

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they are meshes, not prefabs

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if you check their inspector, they dont have a transform component

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they do have import settings

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are you confused about what the sphere is?

frail skiff
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not sure why its 0.999999 but whatever^^

junior stone
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huh

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oh wait

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I have things mixed up, those are kinda prefabs. but you cant edit them there. you can drag them into the scene taht way. if you open the arrow it shows you the mesh object and the sphere is the material

frail skiff
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exactly

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the mesh is inside

junior stone
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you can think of the parent being a fbx file, and the mesh is a child of it together with the material

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data wise

frail skiff
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ok but my issue is, that everything gets extremely messy because of this

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now I place an object in my scene

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to replace this

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i need a mesh to drag on it

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now i cant just access the prefabs down in my project window

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i need to open each of these prefabs up and take the mesh from there

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and with only about 20 of these prefabs- stuff looks like this

junior stone
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does it now allow you to just drop the parent in there?

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the actual object

frail skiff
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nope sadly not

junior stone
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you could click the little + icon next to the mesh field and select the mesh from there

frail skiff
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now thats kinda cool but that also means i cant use folders to seperate houses - grounds and so on

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my workflow seems to not work well with unity so far

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lol

junior stone
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why do you need to change the mesh in the meshfilter component btw?

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wouldnt it be easier to just drop a new fbx into the scene?

frail skiff
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not really cuz i made everything tile you know ? so i want Ground_01 at the location x 0 y 0 z 0 and Ground_02 at x 2 y 0 z 0

junior stone
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so you take the mesh for 1 and put it on 0,0,0 and take the 2nd mesh and place it at 2, 0, 0

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I assume what you are doing is take the first object, duplicate it and replace the mesh

frail skiff
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yes

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thats exactly how i do it

junior stone
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yeha I wouldnt rly do taht, just drag a new mesh object from the project window into the scene

frail skiff
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is there a trick to you know.. not have it be placed somewhat random? like can i place it atleast on top of others somehow?

junior stone
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you may be able to use progrids for that. that ll give you a grid to work with. alternatively you could place a plane with a collider on it and if you drag a mesh over it. it will snap to the plane

frail skiff
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ok ill try that out

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somehow i disabled my move gizmo during taking screenshots tho so ill have to fix that first lol

junior stone
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alternatively alternatively, you can hold v to snap meshes to the vertices of another mesh in the scene

shrewd palm
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Can someone help me, ive just made a model for my game in blender, and used the uv unwrap to texture it in blender. I have saved the fbx file and when i to to use it in unity it is blank and dark. And with no texture.. Im new to blender and unity and wanted to create an asset for my game .. how would i go about doing this? thanks

junior stone
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@shrewd palm you need to export the texture along with the mesh (or assign the texture to a material in unity) and assign that to the object

shrewd palm
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@junior stone how would i go about doing that? i can't see the option to export texture from the export popup

shrewd palm
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@here anyone?

wraith kettle
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@shrewd palm that looks like your normals are flipped, just from the image. Would need to look more into it to be sure

shrewd palm
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@wraith kettle could you help me do that.. I have never done this before and have not a clue what im suppose to do.. Im trying to get this into the game before my deadline in 3 hours.. (part of a final course project)

wraith kettle
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Unfortunately I have a meeting in a few minutes but I might be able to help after

shrewd palm
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@wraith kettle no need, it was a relatively easy fix. After some googling. thanks for the help

junior stone
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I dont think the @ here command works

atomic stump
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Hey everyone! Quick question for you if anyone has an answer. I am a teacher and am looking at different tools to speed up our Unity development pipeline. I teach kids about many aspects of programming, art, and project management pipelines, but character modeling, rigging, texturing, and animating is way more complex than we usually have time for. I was thinking about getting something like Character Creator 3 to significantly speed up that pipeline, but I am wondering if anyone with industry experience can tell me if that is a bad move to make from a high-school-preparing-kids-for-the-workforce perspective. Anyone have some guidance for me? ๐Ÿ˜„

carmine isle
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Is there a reason why I have a blender exported model and when I put a camera inside I see the inside of it's head, but when I use a simple cube and put a camera inside it, it doesn't take it into account?

eager mist
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@carmine isle If you want to see the inside of a model use a material with double face (or something similar) set to true

eager mist
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Hello

safe silo
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hi

lofty pewter
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I have a question, if its not a good practice to use more than one mesh collider, how will I make my rigidbody + mesh to not fall through the terrain?
Should I use the hitboxes instead (not very precise..) ?

young saffron
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The trrain should have a collider

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you should be sure that your mesh collider is effective

lofty pewter
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I am talking from the pov of the rigidbody, the terrain mesh collider works but If I have 40 Multiplayer players in on game, I cannot have a mesh collider for every player

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unity doesn't let u do that

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performance wise

glacial vector
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You should use primitives for characters. You don't need that many capsule colliders for a pretty solid hitbox

quiet tulip
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How in the world r u guys making these masterpieces in Blender, its so hard

wary eagle
gritty reef
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Hella cool Simon ๐Ÿ™‚

trail coral
stray stone
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@trail coral There isn't anything like the blender generate slot, I would suggest looking up tri planar shaders.

trail coral
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i'll do that then, thx โ˜บ๏ธ

stray stone
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No problem.

buoyant bluff
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,ohiury nguyg owergiw eypawyhgiliesh

dreamy ether
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@trail coral there is a triplanar node which works simmilarly to sample texture 2d

trail coral
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oh there is? ๐Ÿ˜ฎ

daring crystal
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hi, sorry if it's the wrong channel. I'm trying to use an unlit shader graph, but when I apply it to an object it just disappears, even though the material's thumbnail display correctly

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could someone please help?

eager mist
daring crystal
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didn't see shaders channel, thanks

safe silo
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@knotty cedar

knotty cedar
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ะจะพ (What?)

void narwhal
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ok im using blender and just got the blenderkit addon, how do i even open it

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been looking around for hours

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the website only shows how to install the addon but how do i open it in blender 2.8??

safe silo
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ะจะพ (What?)
@knotty cedar ัะพั€ะธ ัะปัƒั‡ะฐะนะฝะพ ั‚ะตะฑั ะฟะธะบะฝัƒะป

pallid fractal
maiden tangle
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Anyone open to some modeling work let me know, bitgem style payment through paypal. (Message portfolio/example piece) Thanks!

empty spire
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hey guys i have this headbob script that I attack to my main camera to make my camera bob in a sort of parabolical way but its not working, can anybody tell me why?

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{
    public Vector3 idlePosition;
    public float transitionSpeed = 20f;
    public float bobSpeed = 4.8f; //speed that head bobs
    public float bobAmmount = 0.05f; //how dramatic the bob is

    private float timer = Mathf.PI / 2;
    private Vector3 camPos;

    void Awake()
    {
        camPos = transform.localPosition;
    }

    void Update()
    {
        if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) //is moving
        {
            timer += bobSpeed * Time.deltaTime;
            //timer to set position
            Vector3 newPos = new Vector3(Mathf.Cos(timer) * bobAmmount, idlePosition.y + Mathf.Abs((Mathf.Sin(timer))), idlePosition.z);
            camPos = newPos;
        }
        else
        {
            timer = Mathf.PI / 2; //reinitialize
            //smooth transition from walking to stopping
            Vector3 newPos = new Vector3(Mathf.Lerp(camPos.x, idlePosition.x, transitionSpeed * Time.deltaTime), Mathf.Lerp(camPos.y, idlePosition.y, transitionSpeed * Time.deltaTime), Mathf.Lerp(camPos.z,idlePosition.z, transitionSpeed * Time.deltaTime));
            camPos = newPos;
        }

        if (timer > Mathf.PI * 2) //completed a full cycle; reset to 0 to avoid bloated values
        {
            timer = 0;
        }
        
        
    }
}````
junior stone
empty spire
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thanks

eager mist
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does this look good/

bold jungle
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Does anyone know what's the issue here? I am trying to use ProBuilder's Fill Hole option but it doesn't seem to create a face on my geometry

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I tried Select Holes, then Fill Holes

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For reference this is how the geometry looks like

true laurel
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Is anyone willing to make me a 3D model of siren head for free?

safe silo
true laurel
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Is that a bow?

safe silo
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Is that a bow?
@true laurel yeah

latent dome
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Nice ! @eager mist

compact girder
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hi I am new to 3d modelling. I was trying to import a .fbx model which i have downloaded from a website. After import, the entire model looks a bit metallic and no material can be found on model. But when i import same .fbx in unity, I get the correct output. attaching screenshots

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I need to edit that model in blender ๐Ÿ˜

eager mist
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Wow.

latent dome
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nice !

inland tulip
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thanks ^^

tender sail
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How do I remove duplicate vertices when I do not have the button for it

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Wanna merge the arm and the body together

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Like so?

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Even the search button says that my blender does not have that thing...

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Having the latest blender problems?

coral hemlock
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@tender sail That option moved in the new blender, it's now in the menu under: merge vertices -> by distance

tender sail
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Did it and still seems to be disconnected

coral hemlock
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did you have everything selected? you're sure they are exactly snapped on top?

tender sail
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Well I think my snapping tool isn't working properly

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'cuz if it would've worked properly then the vertices would be on top of one another

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But not sure how to fix it

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In older versions you were supposed to hold down CTRL

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But now it doesn't snap in place

coral hemlock
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there's snapping options at the top of your screen

tender sail
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even tho' I have snap to vertices enabled

coral hemlock
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are you in vertex mode? might have to do them one by one if the geometry doesn't line up perfectly

tender sail
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"vertex"*

coral hemlock
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and it's toggled on?

tender sail
coral hemlock
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seems legit, and they don't snap? none of your screenshots have been in vertex mode, which may be necessary for snapping vertices

tender sail
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well I have been in in every mode possible and they don't even seem to snap

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They move too "smoothly"

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Not like a grid based thing or smthing

coral hemlock
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weird...you're just using G to move the vertices?

tender sail
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Yup...

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We could screen share if possible?

coral hemlock
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sure what the hell

tender sail
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@coral hemlock Thanks for the help! ๐Ÿ˜Š

eager mist
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does anyone have the two people next to their unity icon?

high shore
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Hallo, how do you change what colours a model is using from the texture file? I have one with a multitude of colours but it's looking at a specific bit of the texture

tender sail
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Can someone explain this "shade smooth" to me?

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Why does this happen to only one part of the body?

gritty reef
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I had an issue like that that happened on some mirrored stairs and I couldn't figure out how to resolve it.

eager mist
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How to make 3d character?

tender sail
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@eager mist Do you wanna create a human?

eager mist
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This is Actually Trash

maiden tangle
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turn the bloom down senpai @eager mist

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I think the lighting is the first thing I would notice, hard to make out the rest of the model in the shade let alone with the glow

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cool concept! like the gun is flowing to show power, maybe flickers when it's low kinda thing

tender sail
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Question: Do you have to set up a simple rig onto a player model in Blender when you're gonna later on export it into Unity... Or can I skip that and do it in Unity?

rigid pelican
maiden tangle
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lower is kinda wide

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looks sick!

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@tender sail Unless you try third party assets it's not something you want to be animating characters in (at least humanoid)

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anything's possible though I'm sure, but I do know you can't make rigs in unity natively

tender sail
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@maiden tangle I guess I have to rig them up in blender then?

maiden tangle
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@tender sail yep or get an asset on the store but none free that I know of

eager mist
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can someone help?

tepid blade
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Unwrap it properly

eager mist
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how so

tepid blade
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what does your model look like?

eager mist
tepid blade
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Add seams

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Follow a Blender UV tutorial

foggy siren
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Hi Everyone, I have a strange problem with Blender FBX export to Unity. My default pose when exporting all clips in an NLA stack is a pose in an animation not even being exported. For example, here is the exported FBX default pose in Unity:

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The TPose clip is the first in the NLA stack, and it's also the first animation in my list of Animations, I appended an "A" to the Animation Clip name to bring it to the top. No matter what I do, when I import into Unity, I get this strange default pose.

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This is the correct pose when I don't use a humanoid rig in Unity, It comes in as a TPose (Great!)

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Only when I select Humanoid does it get this strange default pose.

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I figured this out just by experimenting... The default pose is not the first FBX file exported from Blender, it's the first animation clip in the Clips list in Unity:

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Unity does not have a way for you to move the clips around in this view, (you cant move the clips up or down in the heirarchy). So you need to get this correct from the start, you remove all your animations, and ensure TPose is your first animation clip. And then you manually re-add all your other animations into the list and set them to the correct animation.

What a giant pain in the ass this, since you can't control what order your animations are exported in Blender. The NLA strips seem to have no effect on the order your clips are exported and seemingly use some other property on the file as the order they are imported into Unity. Maybe a timestamp on the animation clip? It seems arbitrary and probably something Unity or Blender need to sort out..

Sorry anyone if you are getting notifications on these posts.. I just Rubber Ducked this one.

#

Unity really needs to add the ability to move Animations up or down in the Import window:

eager mist
#

@tender sail yes

tender sail
#

In this episode we model a low poly character in Blender, to be used in the RPG series.

See Brackeys' channel for the programming half of this series: https://www.youtube.com/user/Brackeys

Download reference images here:
https://www.dropbox.com/s/q12ji6k6bf3fa8a/Player ref...

โ–ถ Play video
#

Takes a lot of time at first, but when you master it you could do it in 10 minutes or less...

true laurel
#

Hey, so I have a enemy that I just added a running animation too, before I added the animation I had a follow script for it to follow the player, after I added the animation it now just runs in a straight line the direction it was spawned. Can anyone help?

eager mist
#

You should not be afraid to use photos and real world refs for human anatomy

#

does blender support unity??

#

with like textures and stuff

#

More like the opposite

#

Unity supports stuff produced with Blender

eager mist
#

^

loud fable
#

can anyone gove advice on a good way to get started learning basic modeling

maiden tangle
#

youtube series @loud fable

loud fable
#

Thanks!

eager mist
rigid pelican
eager mist
#

Can anyone help me on a project

maiden tangle
#

@eager mist what kind of help did you need?

glacial vector
#

Cute!!

maiden tangle
#

ty!

junior stone
#

@maiden tangle love those textures!

#

mind showing a wireframe? ๐Ÿ™‚

maiden tangle
#

Yessir most definitely, asap tomorrow ๐Ÿ™‚

junior stone
#

feel free to tag me ๐Ÿ™‚

rigid pelican
gritty reef
#

LOOK AT HIS HAT oml it's so cute

junior stone
#

@rigid pelican so much bloom

safe silo
#

@rigid pelican IT'S AWESOME!

rigid pelican
#

yea i like the bloom effect and omg the pings xD

gritty reef
#

Is it a staff? Is it a mace?

Yes.

safe silo
#

yea i like the bloom effect and omg the pings xD
@rigid pelican I do not understand how you can do it

rigid pelican
#

yea a staff sorry for late reply im working on a solo leveling fan base game

#

xd

gritty reef
#

The glorious bloom button

safe silo
rigid pelican
#

its where to activate the

#

bloom effect

safe silo
#

Yeah, I know bloom, I just do not know how people make such full-detaled and very very beautiful models

gritty reef
#

I'm looking into getting a tablet for 3d. Specifically for hand painting textures but could see myself doing some sculpting on it. I don't want one with a screen, just a flat drawing tablet. Does anyone have recommendations or suggestions for my search?

rigid pelican
#

any tablet work for 3d ,_,

#

trust me im working like with the cheapest if im right

gritty reef
#

hahah fairs

safe silo
#

I'm looking into getting a tablet for 3d. Specifically for hand painting textures but could see myself doing some sculpting on it. I don't want one with a screen, just a flat drawing tablet. Does anyone have recommendations or suggestions for my search?
@gritty reef though I'm not very good at sculpting and awful at drawing, I've got a tablet wacom Intuos S and I can recommend it

gritty reef
#

@safe silo I was looking at the Intuos M on the recommendation of Protag. I had/have a Wacom tablet from many years ago (I think it was like a 14th birthday gift from my parents) and it's lasted forever and I had a great experience with it. But it's a cheapie, has some lag issues now, and I want something solid that I can use for the next 5+ yrs.

safe silo
#

@safe silo I was looking at the Intuos M on the recommendation of Protag. I had/have a Wacom tablet from many years ago (I think it was like a 14th birthday gift from my parents) and it's lasted forever and I had a great experience with it. But it's a cheapie, has some lag issues now, and I want something solid that I can use for the next 5+ yrs.
@gritty reef Well, I think mostly the tablets can be usable for 2-3 years

rain sky
#

should i use c4d to model for unity or should i use blender

proper lagoon
#

I think its personal preference, i use Maya

glacial vector
#

c4d isn't really made for games. It's possible, it just doesn't have the same toolset

safe silo
#

should i use c4d to model for unity or should i use blender
@rain sky I used c4d earlier, but it's AWEFUL for games so I moved to blender

rain sky
#

i guess iam gonna go for blender then

young spire
#

@eager mist i realize you asked a while ago, but here's a great infographic for blender-> unity

#

By default, unity imports blender .fbx files as each object having (100,100,100) scale parented to a single (1,1,1) scale object. It is TERRIBLE. The above settings make eevrything work flawlessly.
Note that materials and textures are not totally compatible! You'll have to remake all of your materials within Unity to get them to look right.

gritty reef
#

Did 3d move? I feel like we moved...

glacial elm
#

it did

#

and i hate that

latent dome
#

Yes I think too

glacial elm
#

hate change. And specially when its not organized. Numbers are always at the top of a organized library. Not letters. Numbers. I feel like i want to scratch my face off

eager mist
#

Can anyone help me with my gun and enemy damage script???? Just @ me and I will send it inb DM thanks!

maiden tangle
eager mist
#

thanks

maiden tangle
junior stone
#

That's looking pretty clean on top as well. Great work man. I rly need to get on thst hand painting textures lol... @maiden tangle

maiden tangle
#

a lot of fun! cheers

teal mesa
#

Clicking Swap UVs fixed it, dose anyone know what it did?

fluid oak
#

@teal mesa The mesh has multiple UV maps, one for the texture and one for lighting. They were in the wrong order, so the lightmap UV was being used for the texture.

teal mesa
#

Ah that makes sense, thank you for the heads up

rigid pelican
molten venture
#

is it normal to make a 3d stage in one go in Blender for a small arena game?

wary eagle
#

Still need some extra polish, and some small parts are not textured for now.

gritty reef
#

ooh nice

#

what's the polycount on that?

wary eagle
#

Let me check, can't remember! ๐Ÿ˜…

#

7K

#

Nvm, 7K is on Tri+Quad+Ngons
I'm at 13K tris

final granite
#

how to setup hair particles? Like I don't want hair on horns for an example, I can't find how to tweak "area of effect"

silver crescent
#

Just added this image but it isnโ€™t vertically and horizontally as same as the cube and yes Iโ€™m new to blender xD

#

Nvm got it

gritty reef
#

Just a heads up @silver crescent, you can use ALT+PrtSc to take a screencap of your currently selected window and then CTRL+V it into discord.

silver crescent
#

ik but I'm too lazy lol

old snow
#

thats literally easier than taking your phone and taking a picture wtf

wary eagle
#

And WIN+ALT+ PrtSc will take a screenshot, and save it in C/Video/Capture

#

Can be useful if you need more than 1 screenshot!

fluid oak
#

Is there a good LWRP lit decal shader anyone could recommend?

queen mulch
#

projectors are not supported by SRP and LWRP.

fluid oak
#

I know that there is at least one unlit decal shader that works fine in urp.

#

So it seems to be more that 'it doesn't come with one' than 'it can't be done.'

sleek spear
#

whats the best way to add custom clothing to a 3d character? so you can mix and match shoes, pants, shirts and so on

old snow
#

good question buddy, been trying to find that myself for a few weeks

junior stone
#

its quite simple, all you need to do is make a base model and add all of the clothes on top of it with separate objects, or if they need soft-skinning you can do the same thing in blender and add weights to them, then hsow or hide the right clothes

old snow
#

ok i was typing the same

#

:_ D

junior stone
#

I was faster

old snow
#

yea

#

i kept going :DD

#

you could use cloth physic asset, ive seen a few in the asset store

junior stone
#

depends on the art style of the game tho

old snow
#

but that takes up on the performance i guess

#

Also ive seen some mesh masking, but havent really found out more, but basically you masked out the body mesh that was underneath the clothes to remove clipping

#

well idk how that really works

naive garden
#

I'm trying to import a downloaded FBX file into my unity project but when I do so the mesh is all grey and untextured. Does anyone know how to fix this?

glacial vector
#

You need to also import the textures and set up a material

naive garden
#

Okay, How do I do that?

glacial vector
#

just... drag it in

naive garden
glacial vector
#

If you haven't done this before you should look up a tutorial

naive garden
#

I've watched a few but they all talk about this "Export Materials" button under the mesh but when I go to it, it's greyed out

glacial vector
#

Yes, I believe that's not used anymore

woven quiver
#

im making a 3d model of my desk with Blender (i will make my whole room soon or later) and i wanted to know how i can make it so if i point and click on a draw, it opens and closes

glacial vector
#

That's a coding question

woven quiver
#

dont i like have to set something up in blender as well?

glacial vector
#

You need the drawer to be a separate mesh so you can move it independently in unity

woven quiver
#

define "mesh", sorry im not understanding ๐Ÿ˜…

glacial vector
#

if you make to cubes in blender and export them both as a single file, they are still separate meshes

#

Which means you can move them independently

woven quiver
#

ah i see

heady hedge
#

would someone be able to help me, im pretty new to blender and im trying to make a car, im currently working on the wheels and i cant get them to have any thickness they are just a circle, can someone help me fix this?

silver crescent
#

Oh lol kind of the same question as @heady hedge

woven quiver
#

this could be usefull if i wanted to apply physics to the desk but that's not the case

glacial vector
#

Select the objects you want and ctrl+j to join

woven quiver
#

Oh thank you :D

robust breach
#

Does anyone know why the trees are not generated with a random size as they should?

#

ive beens stuck on this shit for days

gritty reef
#

@heady hedge You can go to edge select, hold ALT and click the edge to select the ring and press F to smart fill the empty area. You'll have an NGon and can break it up by selecting vertices and connecting them with J until you've got some nice quads.

#

@silver crescent Similarly, select pairs of edges and F to connect them with a new face since your area is more complex than Miffy's.

#

Actually, I didn't notice you don't have a bottom face on that. You can select the edge (r), extrude it straight down, and then merge vertices at the (g) corners.

silver crescent
#

Thx

woven quiver
#

im having issues with blender and unity

#

i just finished a model of my desk

#

imported it into unity

#

and it seems like whatever face is exposed isnt loading

glacial vector
#

Your normals are inverted. Select all your faces and go to Mesh>Normals>Recalculate outside @woven quiver

woven quiver
#

on blender?

glacial vector
#

yes

crystal wing
woven quiver
#

it fixed it, thx GWcmeisterPeepoLove

crystal wing
#

Not sure if this is the right place for this. Just trying to understand the issue better first, I guess. I'm repurposing SteamVR's highlighting script to show where an item can be placed.

#

But the highlight it makes is... idk... one sided? So that you only see the inside edges of it.

#

This is fine when the highlight is ON the item it's highlighting, but when I place that highlight elsewhere, it's odd.

sage viper
#

Hey guys, I am very new to 3d modelling and I have started learning modelling using Probuilder and Progrids in unity. I have faced one issue where I'm unable to change geometry of the shapes( for example moving the faces of an object). I think this happened when I merged all the objects into a single game object. Can someone help me out with this as i need to change the positions of few objects in the scene. Thanks in advance ๐Ÿ™‚

night socket
#

can someone tell me why unity isn't getting any of my textures from the .blend file I have?

#

exporting fbx (I've tried everything. path set to copy with embed textures set to true etc) brings even worse results so don't tell me to do that

fluid oak
#

Couldn't you just import the textures separately?

night socket
#

no because there's too many and I don't want to spend ages making materials

#

also the fact that if I have to make changes to the texture later on I have to update it in Blender and Unity which is just annoying

cedar spoke
#

Export it as stl

night socket
#

STL doesn't seem to be supported by unity

#

and I'm not adding another extra plugin to support it

wary eagle
eager mist
#

hi is there a designer here that can design for free i will pay u if i get some money from thegame

#

i really need a designer bc this is my first game

last vine
#

Have you tried youtube tutorials? They're quite helpful I'm finding.

eager mist
#

yea

#

but i can't ddo it all by myself

#

plus its a big game

last vine
#

Yeah I feel it.

eager mist
#

are u a 3dd designer

#

@last vine

last vine
#

I wouldn't call myself an experienced one, I'm learning the basics myself

#

But I'm trying

shrewd mortar
#

Hey guys, i have a small question, is there a way to put a background image that doesn't change in a 3d scene instead of skybox?

maiden tangle
#

well a skybox originally is a box of pictures

#

from all angles

#

the procedural skybox unity uses wasn't how it always was, there are free examples on the asset store that you can replace with your own images @shrewd mortar

pseudo aspen
#

hey! im a super noob to unity, i just got it a few hours ago. im looking for help with something very specific. i want to make a mod for a game that uses the weapon models from unturned, and the unturned weapon models are in a unity package, and the game requires "3d model" files to use in the game. i thought i had done it right when i exported the Ace revolver, i right clicked the texture, [ https://prnt.sc/sgktei ] and exported it from the microsoft 3d texture viewer. But when i do the same with the crossbow [ https://prnt.sc/sgkwly ] it looks like this. [ https://prnt.sc/sgkx6i ] , basically i need a way to export this ( a model and the texture ) as a FBX file. if anyone responds to this please @ me as i likely wont see the message if you dont. thanks!

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

maiden tangle
#

not quite sure what I'm doing on this one yet

maiden tangle
final granite
#

my first proper weapon model, painted the texture manually in blender, i'm pretty pleased with result shulSip

#

any suggestions for improvement?

old snow
#

kinda looks like chinese plastic gun ๐Ÿค”

ember fox
#

Guys is there any easier way or tips to weight paint voxel characters?

night socket
#

also in relation to my problems with unity not importing 3d objects correctly (textures not importing) and that according to some people that it's impossible for unity to be able to do that and it's not it's fault for whatever reason, godot literally does it fine with no changes to my blend file at all while unity cannot do it at all.

#

I see no reason why unity shouldn't be able to do one of the most basic things it should be able to do as a 3D game engine.

final granite
#

unity wont load blender procedural materials ?

queen mulch
#

@night socket Unity can do all those things just fine. Are you having problems with importing texture sets? or materials ? or materials with blenders node based procedural textures?

glacial vector
#

No, you would need to make them inside unity @final granite

final granite
#

GWmythiFeelsBadMan that sucks

glacial vector
#

They are entirely different render engines. But with ShaderGraph you can do many of the same things

final granite
#

wish i asked first, instead of spending hours on nodes ๐Ÿ˜…

queen mulch
#

You can render those textures and set them in unity if you wanted

final granite
#

how? ๐Ÿค”

queen mulch
#

You would need to use a technique called Texture Baking. Lots of tutorials , bake out the textures save them and in unity add them to a material.

night socket
#

@queen mulch they're materials that literally are just principled bsdf with a image texture attached. All of them.

Keep in mind:
Godot doesn't have a problem with this at all
Some materials work fine in Unity, some don't (seemingly completely random. Trust me, I've checked every multiple times)

I also can't just import every texture and make a material for them by hand since there's a tonne of them and it'll also mean when I update 1 I have to update it in both Unity and Blender

final granite
#

thanks

wide wasp
#

If you don't like how it imports your files, write your own importer.

frozen vault
#

can someone send me script how to make a active ragdoll?

glacial vector
#

Oh hello, yes this is wrong

#

This channel is for 3D art related questions

#

Take 2 ๐Ÿ˜„

gritty reef
#

@glacial vector I'd just like to say, your patience and helpfulness astounds me sometimes.

glacial vector
#

You're the second person to say this to me today ๐Ÿ˜„ Thank you, I appreciate it

#

I'm the oldest of five kids in my family so I've built up huge reserves of patience

maiden tangle
#

Haha I know this all too well.

hollow wedge
#

hello, is it a bad idea to store uvs outside the 0-1 grid?

maiden tangle
#

outside of the texture space ? only temporarily to organize, uv's have to be in the texture space to work.

#

@hollow wedge

hollow wedge
#

i have big buildings and if i fit them in the texture space 0-1 they will have really crappy texel density

#

i could tile the shaders but then id have to make alot of shaders, which sucks for batch rendering

#

i tried to set it up outside of the 0-1 texture space grid, the lightmapping works fine and it tiles

#

bad idea?

leaden pivot
hollow wedge
steel bobcat
#

does anyone know how to get this to snap into place

maiden tangle
#

@steel bobcat what have you done

steel bobcat
#

LOL

maiden tangle
#

I'm not sure what software ur using but I would imagine it's done by hand

#

reset position and then half snap ?

#

that's my best guess

steel bobcat
#

ok will try

#

im using unity

#

there is this steam game that lets you have mmd models walk around your desktop

#

im trying to import non mmd models from a mobile game(for myself)

#

theyr unity so im just trying to piece them back together and then see if i can import them somehow

maiden tangle
#

I would ask the author what program they used and if they have any suggestions for snapping the pieces as well

#

oh it's ripped or something yea, good luck anyway.

steel bobcat
#

ty ty

hollow wedge
#

@maiden tangle sorry mate, but do you have any idea what that black screen bug is? i've been getting it a lot in U2019.0.3

maiden tangle
#

I would upgrade to 3.9f1 but it could be a number of things from outdated drivers, editor layout needing to be reset to a render pipeline bug

#

@hollow wedge

hollow wedge
#

@maiden tangle thanks for the tips, much appreciated

eager mist
#

I am willing to pay someone to be my designer dm me

#

If your up to it

steel bobcat
#

ive gotten closer but i cant seem to quite get it

maiden tangle
#

yea might be better to merge vertices in blender so it's not separate

humble shadow
latent dome
#

You have to correct all the errors before playing

#

But I think it is not the right place for this message

wary eagle
latent dome
#

Nice

wary eagle
#

Thanks!

gritty reef
#

Fantastic as always.

ember fox
#

I used weight painting on my voxel character (imported from magicavoxel) in Blender 2.8+. The painting looks fine (pic 1) however, for example the arm bone affects the body (pic 2)

#

Why is that? ๐Ÿ˜„

#

All right I figured it out but I can't remove my message (don't know why), just ignore it

maiden charm
#

guys im imported model and in the viewport its looks normal, but when i try to render geometry is shifted, why ?

rigid pelican
onyx summit
glacial thunder
#

It is the right channel :)
Looking pretty good, especially those barrels!

onyx summit
#

im really just playing around trying to learn unity

near lotus
#

A lot of the stuff shared here is just WIP stuff and people messing around in unity

wary eagle
thorny wasp
maiden tangle
#

$125+

thorny wasp
#

@maiden tangle and if i were to sell a model like this? ยฃ5 is fair you reckon?

green kindle
#

depends on the level of detail, topology, what tier of poly is (high, low, mid, etc) if it's rigged and so on

#

but yeah, for a high poly, detailed, rigged game ready model could easily be 125+

#

for high quality game ready low poly $30 to $40

sullen urchin
#

Hey, so Unity completely jacked up one of my imported models. Could I get some help with this?

#

Here's the model in blender

#

also yes I know it looks grody it didn't need to look good

#

And here's the same part in Unity

#

I opened the fbx of the model itself, it's all fine

#

But when I import it into Unity, it gets all messed up on that one wall

wintry yoke
#

Not sure if this question belongs in 2D or 3Dโ€ฆย is it possible to mask a 3D object that's a child of a 2D Image that has a Mask component? In particular, I'm using URP with the shader graph (learning it just now)

wintry yoke
#

Another solution I could entertain is if I can get one 3D object to act as a mask for the first 3D object.

glacial vector
#

You'll need to use an occlusion shader for that probably. I don't think UI can mask 3D objetcs

eager mist
#

How to replace the player with the model i created in blender

junior stone
#

@eager mist you typed that in discord instead of google

eager mist
#

Well sh t

strong edge
#

in blender, how to I move an object to that a selected face of the object is aligned with z=0?

#

like if i add a cube and move it to some crazy position, how to I move it so that the bottom face of the cube is laying perfectly on the x/y plane

sullen urchin
#

Hey mates could I get some help to the question I asked earlier? I'm just entirely lost as to how to fix it.

fluid oak
#

@sullen urchin Have you tried switching the uvs maps in the importer?

sullen urchin
#

I suppose I haven't.

#

How do I do that?

glacial vector
#

This is not the right channel @eager mist but just click on the arrow... It's a drop down

eager mist
#

Sorry, I don't know what I was thinking. I figured sense my game was 3d might as well ask in here, even though it is for 3D are. Sorry, also I meant the box not the dropdown arrow, I'm new to unity.

glacial vector
sullen urchin
#

Hey, so I'm asking here again lol. It seems like I've found why my mesh is so jacked up. It's "inverting" certain areas on the mesh, where their texture is displayed on the inside rather than the outside, causing the faces you look at to be transparent. Is anyone else having this problem with imported 3d models? Is it fixable?

eager mist
#

does anyone know why this 4K texture looks so trash? (although I'm looking at it on a 1080p monitor) the floor looks great though, so not sure why this texture looks so naff :(

https://i.ibb.co/kmC5DBF/Image1.png

sullen urchin
#

Can you send the link where you downloaded it from?

eager mist
#

sure

#

first one on there, the wood pixel one

sullen urchin
#

Looks like I can't download it without a subscription, so idk

#

What modeling program are you using?

eager mist
#

not using one, it's a standard Unity 3d Plane with the SBSAR used as the material, hmmm, not sure whats causing it...

sullen urchin
#

Yeah, I dunno then. I haven't used SBSARs much. Sorry I can't be of help

eager mist
#

no worries, i'll keep investigating

thorny wasp
#

Anyone know where i can get some free Teenager 3D models? Male and female

eager mist
#

Hey, so I'm asking here again lol. It seems like I've found why my mesh is so jacked up. It's "inverting" certain areas on the mesh, where their texture is displayed on the inside rather than the outside, causing the faces you look at to be transparent. Is anyone else having this problem with imported 3d models? Is it fixable?
@sullen urchin if you are using blender you can recalculate normals or flip normals manually

sullen urchin
#

Ahh aight. Don't normals have something to do with which way a face is facing?

eager mist
#

Yea you can see it that way

sullen urchin
#

Alright, I'll try that. Thanks!

wary eagle
maiden tangle
#

Hey @wary eagle are you available for some work? Love your stuff let me know if I can dm! ๐Ÿ™‚

rigid loom
maiden tangle
#

painted style really does the fur justice nice pup!

wary eagle
#

Sure @maiden tangle ! Feel free to message me!

wispy surge
silk charm
#

I have a question because i want ton make my own character and i already have the head and that wasn't that complicated but now i need the rest and what is the best way to make that?

vestal kelp
#

So I cut a model with knife tool in blender, but it doesnt show it cut in unity. Fixes?

junior stone
#

@wispy surge never seen this style before, that looks freaking awesome

lofty sleet
#

anyone know how to fix this? i first wanted to make the triangle inside orange but now it makes the background orange. made in blender

eager mist
#

@sullen urchin Iโ€™m pretty sure SBSAR is only used in substance painter

#

I would try and apply it to a model like it should be used and then exporting that texture with the details and stuff added to it and then export to unity

gray mango
#

are there any 3d artists that own a quest that would like to talk about developing a game for it?

#

@ me

thorny wasp
wispy surge
#

( >W<) thanks @junior stone

junior stone
#

@thorny wasp I stand by my point that that is straight up nightmare fuel

#

@wispy surge is that just a cell shader or is there more going on on that rendering?

little lily
#

Does anyone know why my transparent texture shows artifacts on this quad? Tex has alpha is transparency checked, shader is set to transparent & additive blend

#

i think it's because i'm using a lit PBR shadergraph

little lily
#

ok fixed by using default URP lit shader & separate normal map. nw ๐Ÿ™‚

shrewd mortar
#

Hey guys, has anyone had the chance to use MeshBaker asset? I tried to bake a skinned mesh with it and for some reason my animations don't work anymore even though i went step by step by their tutorial (just with my own meshes).

thorny wasp
#

If anyone wants the fiverr gig for the guy who made this hit me up! ยฃ6 is so cheap! It's rigged and everything

exotic crow
#

Hello, I am making package for unity asset store, how can I make it work in HDRP and standart render pipeline??

near lotus
#

You are allowed to include additional .unitypackages in your asset store submission. You can include a version of the package with shaders, materials, and prefabs that support HDRP.

thorny wasp
gritty reef
maiden tangle
#

I feel like its a controller so it dosint have to be 1:1 with the body, but I'm no animator

fluid oak
#

@thorny wasp wow, that is a great model for that price. Who's the artist?

#

I didn't realize you could get a decent custom model that cheap, I might need to hire a modeler...

elfin token
#

anyone know how to make unitys embedded materials automatically search and remap?

#

or anything to speed up the workflow

#

I've got dozens of objects that share the same material & don't really want to go and manually assign each one the same material

maiden tangle
#

I think it was a joke, you're not getting a custom sculpt optimized rigged and ready for $5 lol

gritty reef
#

Done with the scene. Gonna throw it in unity, slap some colliders in there, and see if I can walk around it ๐Ÿ™‚

wispy surge
#

@junior stone just emission with clamped fresnel

wraith kettle
thorny wasp
wispy surge
#

@wraith kettle ( >W<) thanksies

wary eagle
fluid oak
#

@thorny wasp thanks!

#

I wonder if he can do more stylized characters

thorny wasp
#

He can! im ordering some dead body models off him tomorrow @fluid oak

fluid oak
#

Well, realistic style doesn't always translate well to anime-ish stuff ๐Ÿ˜„ I'll have to ask him I guess

mortal umbra
#

Does anyone have any documentation on how to do a kinda pixellated 3d environment like in octopath travellers?

maiden tangle
#

@mortal umbra It would be done in photoshop like any texture I would imagine, seeing the complexity of the texture I can't see them painting directly on the model like most would do on a lower res

mortal umbra
#

Yeah I assumed that, just was wondering if anyone had any source on how to effectively produce a result like that.

#

thanks tho

maiden tangle
#

Ah, yeah I would imagine being almost a niche category it's pretty much word of mouth but if you do some scrollin on their twitter I would imagine they have some replies to related questions.
good luck with it ๐Ÿ™‚

lofty sleet
#

Does anyone have any critique?

gritty reef
#

Topo looks all kinds of fucky. You might have more luck using sculpting for projects like that rather than using hard surface style modeling.

#

A lot of the character/natural modeling I've seen, the artist starts out with a rough blockout and then they use subdivision to add detail and keep topo clean. Rather than starting with what amounts to a higher poly model and then trying to tailor it as you extrude.

onyx summit
#

any way to make 3D pixel objects in like blender or unity?

gritty reef
onyx summit
#

yes

#

exactly like that @gritty reef

gritty reef
#

Well, in blender you can use snapping increments to get a blocky design. Just choose how far you want it to snap and then move/extrude faces using that distance.

#

Let's say I want to use that as my base size for each "pixel". I can just hold CTRL and move that face along the Y axis in chunks of 1m

#

You can set it to lock by default by clicking the little magnet icon to make it easier

#

then when it comes to texturing it's super, super easy since you'll want each "pixel" to be a single color.

onyx summit
#

im very new to blender so i dont anything about the program. Maybe you could explain a bit more in dm's or something

gritty reef
#

Because it's not my go-to style, I'm not familiar with the exact setup that's best for this style of design. You'd be better off looking on youtube for Voxel designs in blender tutorials to get an idea of how to manage settings like scale and snapping.

onyx summit
#

ahh okay

queen mulch
#

In the new dev builds of blender there are new mechanics coming that make that kind of modeling very easy like auto booleans and extruding and removing squares. But that is yet to be in main build. You can use something like MagicaVoxel( https://ephtracy.github.io/ )(https://www.voxelmade.com/magicavoxel/) and export your designs to unity.

sick hollow
#

Using Unity 3d is tight

eager mist
#

can someone design me 3d lens

#

Dm

#

pls thank you

#

for like a gun

eager mist
thorny wasp
uncut magnet
#

Siren Head

gusty raft
#

so

#

im trying to make vrchat model

#

ive rigged it in blender

#

when i imported it to unity

#

it looked like this

#

this is normal?

quaint laurel
#

I think this is not normal

tepid bolt
#

well your wrong

#

jkjkjk

rotund snow
#

I'm looking for some help on the best workflow to use to texture game assets created in Blender. Should I just unwrap the model and create the texture in Photoshop, or should I create a material in Blender, like a PBR material and bake it into a material and export it that way. Should I be creating a high poly version of the model to create a Normal map. Or should I be doing something different? Just wondering what type of workflows others are using at the moment.

daring cairn
#

Building a portfolio of anime characters using 3DS Max and Unity. Working on some more clean outfit designs but still trying to make sure it looks cutescene ready to. Doing work on faces to morph better

queen mulch
#

@rotund snow You should ask yourself what does my game require in terms of graphic styling and what workflow and pipeline best fits the project. Is there more than one artist working on the project? Is there a game document that lay's out all of those details? All of those workflows you mentioned can be done but ask yourself if you will need those steps. Will you need AO maps? Will you need highpoly mesh normals baked onto a low poly model? Will you need to use blender material nodes and shaders then bake all the maps needed and import them to unity? All those questions can be done with blender sure but what does your game actually require?

rotund snow
#

@queen mulch Thanks so much for the response. Very much appreciated. It's good advice for sure as I did try a model with and without AO and couldn't really see any difference. It's for a mobile game so I guess extreme detail is not needed. I am working solo on this project. I guess I'm trying to understand what are the common workflows used by others for texturing. I really wasn't sure if those methods were being used or if there were better alternatives. I've read so much about different ways to go about this, like using Substance Painter for example. There are so many options I was finding it difficult to know which one I should use.

wispy surge
eager mist
#

Does anyone want to design for me dm me

onyx summit
serene salmon
#

hey guys im trying to make a map for my game... and i saw Dani makes a map but instead of using 6 cubes for a space he uses 1 cube and puts the player inside using ProBuilder... any knows how to do this?

white ledge
#

@onyx summit i really recommend doing 3d pixel art with magicvoxel instead of blender, it was literally made for it!

#

magicvoxel is able to export into unity just fine, you'll just need an asset

#

that optimizes the models for unity

#

it exports to blender just fine too, if you want to rig it

maiden tangle
#

Any suggestions/critiques on this one? started last night a little hesitant on which direction to take it.. possibly steampunk ?

#

was thinking of turning the pack into some kind of energy jar, if that makes sense where you can see light emitting out of the caged glass

onyx summit
#

ill check it out @white ledge

white ledge
#

for sure, you'll be able to make those exact scenes in magicvoxel

#

good luck hf

late surge
#

@daring cairn You did a great job on that piece! Have you worked on other anime-style 3D Models before?

daring cairn
#

@late surge I've had some practice. I keep practicing all the time now to produce more real time cartoon / anime work

late surge
#

@daring cairn You've definitely put in a lot of work, your piece looks nicely polished! Would it be okay if I DM you? I've been looking to meet 3D Modelers who work with anime-styled models!

daring cairn
#

@late surge Sure, I'm mostly looking for contract work but can answer some questions. Thanks

eager mist
#

help im tryng to make a cube but you can only see the textures from inside out

daring cairn
#

Flip the normals https://www.youtube.com/watch?v=ui5kaAbLrso ( if you see something from inside out, means the polys are facing the wrong way )

vestal kelp
#

anyone know how to make a image thicker in unity?

river sundial
#

Wdym thicker?

snow plinth
#

I am trying to make a car driving game for mobile and I have a button for the gas that you press. In the inspector I run a function which moves the car forward when you click gas. What happens is when you click the gas button, you accelerate to the max speed and keep going until you click break, and that's when you gradually slow down. Is there a way I can detect when my gas button is not being pressed so the speed goes down like it does when you click the break?

#

Here is my code

using UnityEngine;
using UnityEngine.UI;

public class PlayerMove : MonoBehaviour
{
    public float maxMoveSpeed = 10f;

    public float currentMoveSpeed = 0f;

    public float acceleration = 0.2f;

    public Joystick joystick;

    private CharacterController cc;
    private bool gas = false;

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

    public void Gas()
    {
        gas = true;
    }

    public void Break()
    {
        gas = false;
    }

    public void Update()
    {
        if (gas)
        {
            if (currentMoveSpeed < maxMoveSpeed)
            {
                currentMoveSpeed += acceleration;
            }
            Vector3 forward = transform.TransformDirection(Vector3.forward);
            cc.SimpleMove(forward * currentMoveSpeed);
        }
        else
        {
            if (currentMoveSpeed >= 0)
            {
                currentMoveSpeed -= acceleration;
                Vector3 forward = transform.TransformDirection(Vector3.forward);
                cc.SimpleMove(forward * currentMoveSpeed);
            }
        }
    }
}```
#

For example, I could run the break function whenever my button isn't pressed

maiden tangle
#

@vestal kelp google unity sprite to 3d voxel

#

Cant make an image have depth beyond sending it through a converter

#

@snow plinth Input.GetKeyUp ?

somber pasture
#

Need help pm me wanna make character model in blender but need a reference to use

#

And probably a tutorial and help XD

molten slate
#

So I'm creating the prototype for a card game. What is the best way to get text to be rendered on the card within certain boundaries? I was using 3D Text, but as far as I can tell, there's no way to set any outer boundaries to stop the text from going over the size of the card. What's the best way to fix this? Am I missing some option somewhere?

How it looks currently:

glacial vector
#

You should probably use TextMesh Pro

molten slate
#

What's that?

#

Oh I see the option! I didn't notice it before. I'll try it out ๐Ÿ™‚

#

Oh that's exactly what I was looking for! Thank you Ole!

glacial vector
#

Yay ๐ŸŒž

molten slate
#

When in 3D, how do you crop a sprite instead of stretching/resizing it?

#

For example, here. How would I get this to crop instead of stretching out in a 3D space?

#

Sorry if I'm asking stupid questions ๐Ÿ˜… I'm new to Unity

#

And is it possible to make sure any sprites loaded will stay the same global size, instead of changing depending on how many pixels they have?

#

I think I'm going to go ahead and get ready for bed, so pings would be appreciated! I'll respond when I wake up ๐Ÿ˜„

glacial vector
#

Ask this in #archived-art-asset-showcase instead. But if you're new you should try and follow tutorials on how to do these things @molten slate

snow plinth
#

@maiden tangle Hi,
I am using a UI button and not a key press. My first script was when you click space then it goes and when you let go it stops, but Iโ€™ve changed it to be a mobile game with UI elements.

gusty raft
#

how can i merge my meshes into 1 mesh

#

i want this for a model

strange wing
#

Hello, I recently made some basic blocks to generate maps with, and they work fine in Blender, but when I try to import them in Unity the UVs seem to be all out of whack... Is there an easy fix I'm not seeing ? Gave up and just modified the UVs with ProBuilder inside Unity

#

(don't mind the wiggly bits of the texture, those parts will never be seen by the end user so I didn't bother UV mapping them properly)

eager mist
#

Anybody have any ideas as to why this isn't matching up in Unity, when it's basically seamless in Maya?

#

This is using the same material too.

#

It's almost like Unity just completely ignores my UV mapping.

molten slate
#

@glacial vector Even though it's technically in a 3D space? I'll do that ๐Ÿ™‚ Also, I couldn't find any documentation or tutorial on how to do what I'm trying to do

tall forum
#

@eager mist what are your model import settings?

#

@molten slate to make the sprite in 3d space use the same global size every time, you can use a gameobject with a looping particle system, emission set to 1 particle, velocity of zero, lifetime same as particle system lifetime, then change the size property.

As for "cropping" rather than stretching, I believe you can set the texture import setting for Wrap Mode to Clamp.

molten slate
#

@tall forum Huh, thatโ€™s an interesting workaround. I also already have it on clamp

tall forum
#

@molten slate particle system also lets you specify a 3d scale.
Not sure about cropping in Unity itself...I guess crop and save a copy in photoshop/gimp?

molten slate
#

Well if the cropping isnโ€™t an option thatโ€™s alright. Iโ€™ll just have to make sure everything is the same scale. Thank you Josiah! ๐Ÿ˜„

gray mango
#

question about voxel style games. i want to build a premade world by hand, maybe 700x700(x16?). i will probably create the blocks in magicavoxel and optimize them in blender. is it feasible to have each block its own mesh, or will i have to find some way of merging vertices between blocks.

#

and does anyone know any good resources on this topic? (also not against paying for courses)

floral sage
eager mist
#

Anyone want to be my designer pls u will be paid

#

Dm me

sly reef
#

Hey, does anyone need a 3D artist to knock out some assets? Yes, I'm 100% free! I'm looking to collaborate on some cool projects!

maiden tangle
#

I'll pm wilze if that's ok? @sly reef

sly reef
#

Yea bro sure

vestal kelp
#

so im trying to make shattering, and i have a model thats cut but when i import into unity its not cut. any fixes?

limpid zephyr
#

Hello! This summer I've been working on a game with a small team of student developers and we're looking for one more artist to add to the team. This is not for profit, just for all of us to practice and learn. We started about 2 weeks ago and we have about 3 weeks to go. The project is a downhill, infinite runner where you ride on a scooter. Think SSX Tricky meets Temple Run. We're targeting PC and mobile platforms. The time commitment we're looking for is about 10-20 hours per week and we have three meetings weekly on M/W/F @ 8:30pm. We're looking for one motivated artist to work on modeling, UV'ing, and texturing in-game environmental assets.

#

If you're interested, just send me a direct message

eager mist
#

why is my screen gray?

#

nvm

dense copper
#

How can I make sure uv maps transfer exactly from blender to unity? When I import a model of a bunch of buildings and the ground the ground texture is shifted so the footprints and buildings don't match up

dense copper
thorny wasp
#

Does anyone know where i can find a free Abandoned house with interior?

glacial vector
#

That sounds like a lot to ask for

thorny wasp
#

Yea i know, dont ask you wont know ๐Ÿ˜›

strange wing
#

Hey, how do I keep ProBuilder from fucking up my game because it keeps resetting colliders ? All the answers I've found online are for outdated versions of ProBuilder

#

For more detail: I have a stair model and a clip mesh with no stairs on it and just a single flat surface, and even if I set that clip mesh as the collider mesh ProBuilder resets it whenever the program runs

#

It's driving me absolutely insane

eager mist
#

im pretty new to this stuff

#

but heres what ive come up with

#

just messign around

queen mulch
#

@dense copper
Unity does not modify UV's on import. I suspect the UV's are fine and the problem you are having is due to the way you where displaying the texture before you applied it in unity and was most likely not matched up to the uv layout correctly. One thing you can do is while in Blender's UV editor export the "uv layout" as an image and bring it to unity and in your objects material set the uvlayout map in the albedo slot.(In Blenders UV editor)

#

This should now show the uvlayout on your modeland should line up.If not there are a couple things to look at in blender tab into edit mode for your model then look into Object Data panel

#

Here you can see if you have multiple UV sets for that model and remove any uv layouts that are not needed.If you have a single entry thats great.Now back in unity select your Model object and look into the materials properties

#

Here you can select the proper uv layout if you had accendently had multiple. If everything is as should be then it is like expected and the texture was not placed correctly to match with the uv's in the firstplace. (also: Check offset, rotation, and tiling properties in your material that can also cause that issue)

eager mist
#

oof

wary yacht
#

@sly reef thats exactly what i need if you are still interested

sly reef
#

yea sure

gray mango
#

any 3d artists interested in working on a staxel like game in vr?

eager mist
#

curve. i subdivided between 2 vertices and now i can't make smooth turns and curves. normally if i create a new spline it makes nice smooth curve
https://i.redd.it/dsifdb3es6151.png

inland tulip
#

Hey, anyone who's experienced in importing blender models + materials into unity?

#

If you are, feel free to dm me! ^^

gritty reef
#

@eager mist Is your spline set to Bezier or is it Poly? Poly has no curve handles, bezier does.

eager mist
#

@gritty reef why would that matter.

#

when i dont subdivide it does smooth curves

gritty reef
#

Poly draws straight from point to point. To get a smooth curve, you have to add more and more points. Bezier does the curve on its own.

eager mist
#

-> normally if i create a new spline it makes nice smooth curve

#

subdividing it doesnt change anything

gritty reef
#

Most splines are bezier by default

eager mist
#

hell no. i use path

#

bezier is stupid

gritty reef
#

It's the same concept. Set your path to bezier and it will allow you to use the handles to modify your path's curve

eager mist
#

nah. i tried that long agooo.

#

if you place a path curve there is no handles

#

i dont want even stupid shitty ugly handles

#

ew disgusting. go away wit hthat xD

glacial vector
#

Great attitude towards someone who tries to help

eager mist
#

its not towards him.

gritty reef
#

S'all good. I haven't messed much with paths so I'm not totally familiar with them.

eager mist
#

its towards handles

gritty reef
#

Handles are the only way I know to achieve the same curve you're talking about.

#

That being said, I don't know how blender handles paths ordinarily.

eager mist
#

just move the vertex

gritty reef
#

ah okay, so it's some kind of automatic smoothing

eager mist
#

surely surely lol

#

normal. that's totaly normal in 3d

glacial vector
#

It's more like the control points in Maya, as opposed to curves with bezier points

gritty reef
eager mist
#

cant cause i ve deleted the old stuff

gritty reef
#

ripperoni

#

Well if you run into the issue again, it looks like setting the path to NURBS makes it smooth automatically. It might have been accidentally changed to poly or bezier.

eager mist
#

hm

#

ok.. thanks

lethal tangle
#

If I made a default Blender cube 0.1m, would the file size be drastically smaller than the same cube but 1000m?

#

Same verts count

gritty reef
#

The .blend file stays the same size

glacial vector
#

shouldn't change fbx either

gritty reef
#

I made a default cube and the blend size is 607kb. I scaled it way up and it stayed the same size.

mental kernel
#

I've created this today

#

This is the time-lapse please check this out

junior stone
#

@mental kernel thats an uhm... interesting character

dense copper
#

@queen mulch Thank you so much for that - I only have 1 map but I will mess with it in blender to see if I can look at it like you said. A temporary solution I came up with was just to tile the material in unity a bit on the x axis which shifted it back

gritty reef
#

I did some emission texturing on the monitor face, but it's going to take some practice to make it look "natural"

mental kernel
#

Aaaa nice ha

eager mist
#

Quick question why is my unity background pink

hexed mango
#

uhh I have a problem with a spaceship I'm modelling, I can't decide if I should keep every moving part as a separate object or if I should just use skeletal animation

#

can you easily take the rotation of a gameobject and make a bone copy it? I've got an asset that would be really good for targeting and I would like to be able to use it, but I don't think it works with bones directly

hexed mango
#

nvm I just found out Unity handles every bone like a gameobject.. since the asset works with gameobjects it should work

eager mist
#

i made a vegetation but its all just some plans with a transparent texture, a friend told me that this is not optimized, is there a better way to do it ?

thorny wasp
eager mist
#

@thorny wasp what is quid

thorny wasp
#

ยฃ6 @eager mist

#

$7 or something like that

eager mist
#

he made that just for you?

#

but that person did not made that from 0 to 100 for 6 pounds

#

o0

thorny wasp
#

he did

eager mist
#

perhaps he she already had that asset

thorny wasp
#

hes done other things for me, with the same theme

eager mist
#

you're cruel

#

give name of him

eager mist
#

^^

thorny wasp
#

(its much more creepy in game, he crawls and shit)

fluid oak
#

can confirm

rigid pelican
maiden tangle
#

new sellers tend to start on discount to get their reviews up and their name out there, he does good work for sure- expect his price to go up lol

near lotus
#

Yeah, he's either doing this for fun, or he's starving to death. If he's doing it for fun, he'll get bored and quit eventually, and if he's starving to death, expect his prices to go up.

#

I guess the third option is he could actually starve to death.

glacial vector
#

@eager mist This is the standard way to do foliage. It becomes more and more heavy the more layers of transparency have to be rendered on top of each other. The most important optimization is to use cutout transparency instead of transparent or fadeout

#

The issue you're referring to is called alpha overdraw, you can look it up

eager mist
#

@glacial vector oh thanks, I was already using the transparent cutout shader so its all good

paper grove
#

How much does it cost to have someone make a character with changeable clothing and hair styles? Im a college student but I need it for a project after I graduate ๐Ÿ˜ฌ

vapid trail
#

Hi, I need help ;/

#

I want to make a small Wooden Log in Blender

#

For my first Unity game

#

How would I make my Square in blender into a spherical log?

#

not spherical but a circular rectangle shape

#

can someone help me?

eager mist
#

@vapid trail look up a yt video

vapid trail
#

I have

eager mist
#

or get a free log asset from unity

vapid trail
#

I dont see any good assets

#

What tool can I use to sculpt a spherical rectangle from this square?

#

In blender?

eager mist
#

i dont know blender so ask

vapid trail
#

Ok

#

Can someone show me how to sculpt my square to smoothly remove bits?

gritty reef
#

@vapid trail the shape you're looking for is a cylinder. Delete the default cube and click add>cylinder (in the top bar inside the editor window). From there you can model it into a log.

#

I'll post a screenshot for you when I'm on my PC in case you still need help.

vapid trail
#

Thx

#

i dont know blender so ask
@eager mist xD

eager mist
#

@gritty reef yea i just relized that xD

vapid trail
#

XD

gritty reef
#

And you can change its base attributes in the little context menu that pops up when you create it

#

@eager mist At least you tried lol

rigid pelican
mortal maple
#

Whatโ€™s the right way to render thousands of meshes? Is it best to combine all the meshes into one mesh or can you limit draw calls if you have 1000s of GameObjects?

glacial vector
#

If meshrenderers share the same material and their gameObjects are marked as batching static, they will be combined into the same drawcalls

mortal maple
#

How many can you make before seeing a drop in frame rate? I mean on a modest system.

glacial vector
#

That varies greatly from project to project. Draw calls is only part of the puzzle

mortal maple
#

So if Iโ€™m instancing these gameobjects at runtime and I set them all as static in the editor, once I add them can they be disabled and destroyed individually like normal or are they stuck together

glacial vector
#

They can still be destroyed, it's just the renderer that batches them together

mortal maple
#

Ok cool

#

Iโ€™ll give it a try

#

Thanks

gritty reef
latent dome
#

really nice @gritty reef !

gritty reef
#

Thank ya ๐Ÿ™‚

craggy storm
#

I'm very new to working with 3D and for days now I've been trying to simply import a premade room I found on CGTrader. I've been unable to find a file format for which the textures will load in automatically in Unity. In my search I realized that none of these models were UV mapped (I think?) and so I looked into the process of doing that. But it seems insanely time consuming, and this map has like 40 objects. Do people really do this every time they import a 3D asset? Am I missing something?

orchid pier
eager mist
#

Hey guys i need a 3d Character DM me if you can give me a hand with it

craggy storm
#

So on a whim I tried using a much older version of Unity I happened to have installed, and now the Materials tab is appearing on my fbx asset. I have no clue why this tab does not appear on the newest version of Unity for me.

craggy storm
#

After extracting the materials and textures from my fbx, none of the textures are applied to the materials. Is there a way to get them on there automatically, or do I have to sort through dozens of textures and figure out which ones are correct?

gritty reef
lament tide
#

postet it in both since i wasnt sure

stuck tartan
#

Hi guys, I'm just wondering why this object with a white material is representing more of a grayish color

fluid oak
#

@stuck tartan Lighting, presumably.

#

Unless it is emissive, an object will never be brighter than the lights hitting it.

stuck tartan
#

gotcha

eager mist
#

hey i need a designer for my company pls DM me

deep fulcrum
#

you want height as well?

gritty reef
#

You could extrude a plane to the shape or just draw the shape with a spline

mortal maple
#

I managed to fix my problem by selecting gpu instancing in the material. So as long as Iโ€™m sending meshes with this material it doesnโ€™t take as many batches? Does this still work if Iโ€™m using the same material on different meshes?

eager mist
#

What would be the best way to turn this top-down image into terrain? I just need the shape not the color details
@lone kestrel then just write a script that maps coordinates to black and white (or 2D coords), or do the same in photoshop

eager mist
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Hello,I need a little help with unity

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So basically what i did is i created an 3D animation in blender but need to have a road and a forest around it and those roads are from a game called ''unturned'' unturned is compatible with unity blender however is not...so what im trying to do is im trying to import the object into unity of the game and then export it as a FBX Into blender,but i don't know how to import it into unity...Can anyone help me with my issue?

eager mist
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Is there a way to make the scene and game view look the same?

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in-game view always appear to the darker

high yoke
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Pretty sure itโ€™s just a preview

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Of lighting

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Increase intensity @eager mist

near apex
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try adding less or more lights/suns

craggy storm
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Is there a tutorial somewhere for importing a full 3D environment in FBX format? For the life of me I cannot figure out how to import anything without the materials or textures getting messed up

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Sometimes some of the textures show up, sometimes none of them do, but never all of them

eager mist
maiden tangle
autumn ridge
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anyone have any good resources on fps ai?

eager mist
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@maiden tangle gonna check it out, thanks

rigid pelican
maiden tangle
gritty reef
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Is that an old timey camera on top of there?

maiden tangle
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@gritty reef Indeed it is!

eager mist
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pretty cool looking gun

hexed mango
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you can actually get retopoflow for free on github! They would like for you to pay that price but they let you download it for free

autumn ridge
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How do i press a key proggramitically?

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Like i want to press "Esc" after an event

quartz stone
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Hi can someone help me make a specific cube with legs

eager mist
maiden tangle
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Feeling a painterly look on this one

lyric copper
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hey

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can someone help me

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with something in blender

maiden tangle
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@lyric copper better luck just throwing it out there, people stop by now and again

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What's up?

lyric copper
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im making a cylinder but its appearing as a sphere

maiden tangle
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That is odd..

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As in its too "rounded"?

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Or its a literal sphere when you click add cylinder

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Because you can change the subdivisions on shape create

eager mist