#๐โart-asset-workflow
1 messages ยท Page 46 of 1
I'm pretty certain that it isn't a flipped normals thing. Heres the face orientation
Have you tried importing the fbx into a fresh Blender project to see if it is deformed there as well?
No other shoulder is the same
ah okay
You don't have any faces or edges hidden inside the model or loose vertices hanging around?
Not that know of. I've removed doubles in blender and it doesn't remove any verts
Thats alright. Thanks for trying
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?
Guys, when I import a model that I made in Blender, into Unity, it loses thr Emission materials. How do I fix that?
I don't know anything about bones and animation or any of that, but the dudes in #๐โanimation might be able to help you if no one here throws anything out there @mossy fjord ๐
I'll give it a go. Thank you!
No problem and good luck!
@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
@bronze mango Stuff like tiling textures, and trim sheets.
If you can afford it, stuff like decals and vertex blending can help a lot too.
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
thanks
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?
I tried that, it didn't work :(
Are you sure that the vertices along the edges of the mirror are touching?
Yea, as far as I can tell. I had to leave the computer for a bit. But I'll double check that
If that doesn't work you can try to merge close vertices by pressing Alt+M and choose "By Distance"
๐
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?
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.
looking for an artist/level designer to help with a multiplayer sandbox game
Can you extract a rig from an exported FBX and use that same rig on your own models?
e.g. in blender
You can do it directly in unity, if it is a humanoid rig
Hello guys! Where i can ask for a help from 3d Artist? I mean i want same 3d and can give back same code.
Cavity as in polygons got sucked in or polygons invisible @mossy fjord ?
Also can you try triangulating your geometry in your 3d software before doing an import?
In case you don't have triangles
If I'm making a low poly 3D environment in blender, should I add lighting in blender or add it in unity?
Also is Blender a good program for simple 3D animation / effects? Like special attacks in a moba or action game etc
Any 3D Artist need a code side help? I have a proposal for you. To make a exchange code on art.
@rigid pelican how do you make THIS? I am a level between beginner and intermidiate at blender, but how do you create this?
alot of s,e,draging
@rigid pelican I tried copying your catana :3
I'd love to learn how to model a sword
im trying to make shattering but when i put it into unity it doesnt say there are any slices
blender btw
any fixes?
@lone light Cavity as in polys getting sucked in. The normals are all facing outwards. I also triangulated the mesh and it did nothing
๐ค if you export that mesh and import it in a different 3d tool does the same thing happen?
That would point at Unity
IF you're doing FBX you can also try a different version
Which other file types support animations in unity?
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
Also when I apply the armature in blender it looks completely fine in unity but then I can't animate it
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
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.
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.
Using detail maps is generally a good idea for tiny details.
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)
Because 1:1 compatibility with materials between Blender and Unity isn't the expectation. You need to set up your materials in Unity.
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
Set up textures in Blender...? I guess, only if you're doing texture painting or something.
No idea why you would think that. They're two different programs with different shaders and different uses.
I know that, just thought something as simple as the hex colour code would be retained. Would baking the texture be a viable option?
See I can't answer because I don't know what you're trying to do.
Fuck, I don't even know what I'm trying to do.
It would help me if I knew what your end goal was.
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.
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.
Yeah that's how it is.
Damn, alright. Thanks.
Are his materials complicated? Is he using nodes and stuff to make them render nicely in Blender?
Or are they just basic colors?
Just basic colours that are metallic and shit at the moment.
Ok, just set them up in Unity then. It's the best solution.
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
fit together quite well - i mean like this
Holding v to vertex snap is useful for placing modular pieces
But there is also a ProGrid package in the package manager than can be helpful for level art
ok nice thanks alot already 2 things i didnt know
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
so every replacement takes these steps right now
It's not ideal but it works
But ctrl+D to duplicate if you already have one present
the thing is i totally loose focus on whats which mesh cause everything is open
even with just these 20 things once i open everything up its 60
ok so importing them on from one FBX seems to save myself from having that many unncessary icons
And materials ๐
youre right its only one material now
now i am wondering tho. What if i wasnt working on this alone hmmm
then i guess ill have two of these massive fbx files with meshes in them?
Not sure what you mean. You wouldn't have two people working on the same mesh
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
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
im sure there is a way to not have that happen?
@frail skiff did you just export your scene as an fbx from your modelling software?
yes @junior stone
exporting them one by one did this ... (one sec making a screenshot)
since i want to access the meshes tho, to replace them i need to open them all up, you know what i mean?
you can have them all in the scene in blender and export them separately instead of as one fbx tho
when you export, you can choose to export only selected
oh ok, but wouldnt you just keep the .blend file and re-export them if you need to?
you mean import the blend file instead of fbx?
I mean open the blend file in blender and re-export the fbx files you changed
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
its gonna automaticaly reimport
what do you think will happen if the fbx file on unity corrupts?
if its all in one fbx
you re basically asking for trouble
hmmm didnt know thats a thing
im not saying it will happen, but its always possible
but importing them one by one gives me ... this https://cdn.discordapp.com/attachments/497873833043296277/708010608192127046/unknown.png
these are.. i guess automatically generated prefabs?
mhmm, whats the roblem with that?
they are meshes, not prefabs
if you check their inspector, they dont have a transform component
they do have import settings
are you confused about what the sphere is?
huh
oh wait
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
you can think of the parent being a fbx file, and the mesh is a child of it together with the material
data wise
ok but my issue is, that everything gets extremely messy because of this
now I place an object in my scene
to replace this
i need a mesh to drag on it
now i cant just access the prefabs down in my project window
i need to open each of these prefabs up and take the mesh from there
and with only about 20 of these prefabs- stuff looks like this
nope sadly not
you could click the little + icon next to the mesh field and select the mesh from there
now thats kinda cool but that also means i cant use folders to seperate houses - grounds and so on
my workflow seems to not work well with unity so far
lol
why do you need to change the mesh in the meshfilter component btw?
wouldnt it be easier to just drop a new fbx into the scene?
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
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
I assume what you are doing is take the first object, duplicate it and replace the mesh
yeha I wouldnt rly do taht, just drag a new mesh object from the project window into the scene
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?
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
ok ill try that out
somehow i disabled my move gizmo during taking screenshots tho so ill have to fix that first lol
alternatively alternatively, you can hold v to snap meshes to the vertices of another mesh in the scene
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
@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
@junior stone how would i go about doing that? i can't see the option to export texture from the export popup
Something went wrong.. this is not how it suppose to be
Thats what it supose to look like
@here anyone?
@shrewd palm that looks like your normals are flipped, just from the image. Would need to look more into it to be sure
@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)
Unfortunately I have a meeting in a few minutes but I might be able to help after
@wraith kettle no need, it was a relatively easy fix. After some googling. thanks for the help
I dont think the @ here command works
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? ๐
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?
@carmine isle If you want to see the inside of a model use a material with double face (or something similar) set to true
Hello
hi
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..) ?
The trrain should have a collider
you should be sure that your mesh collider is effective
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
unity doesn't let u do that
performance wise
You should use primitives for characters. You don't need that many capsule colliders for a pretty solid hitbox
How in the world r u guys making these masterpieces in Blender, its so hard
small wip on my Sample scene!
Hella cool Simon ๐
ok maybe i can ask here since all the other channels are ping-shitposts....
How can i in shadergraph, project a texture without a UV map?
In Blender, you use the Texture Coordinate + "Generate" slot - how do i do that in unity? ๐ค
https://cdn.discordapp.com/attachments/497872469911404564/708331237504450570/unknown.png
@trail coral There isn't anything like the blender generate slot, I would suggest looking up tri planar shaders.
i'll do that then, thx โบ๏ธ
No problem.
,ohiury nguyg owergiw eypawyhgiliesh
@trail coral there is a triplanar node which works simmilarly to sample texture 2d
oh there is? ๐ฎ
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
could someone please help?
@daring crystal It's more of a #archived-shaders question instead of #๐โart-asset-workflow one
didn't see shaders channel, thanks
@knotty cedar
ะจะพ (What?)
ok im using blender and just got the blenderkit addon, how do i even open it
been looking around for hours
the website only shows how to install the addon but how do i open it in blender 2.8??
ะจะพ (What?)
@knotty cedar ัะพัะธ ัะปััะฐะนะฝะพ ัะตะฑั ะฟะธะบะฝัะป
@void narwhal
Anyone open to some modeling work let me know, bitgem style payment through paypal. (Message portfolio/example piece) Thanks!
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?
{
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;
}
}
}````
@empty spire #๐ปโcode-beginner will probably find you more people to help
thanks
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
I tried Select Holes, then Fill Holes
For reference this is how the geometry looks like
Is anyone willing to make me a 3D model of siren head for free?
made in 5 minutes in blender
Is that a bow?
Is that a bow?
@true laurel yeah
Nice ! @eager mist
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
I need to edit that model in blender ๐
Wow.
nice !
thanks ^^
How do I remove duplicate vertices when I do not have the button for it
Wanna merge the arm and the body together
Like so?
Even the search button says that my blender does not have that thing...
Having the latest blender problems?
@tender sail That option moved in the new blender, it's now in the menu under: merge vertices -> by distance
did you have everything selected? you're sure they are exactly snapped on top?
Well I think my snapping tool isn't working properly
'cuz if it would've worked properly then the vertices would be on top of one another
But not sure how to fix it
In older versions you were supposed to hold down CTRL
But now it doesn't snap in place
there's snapping options at the top of your screen
even tho' I have snap to vertices enabled
are you in vertex mode? might have to do them one by one if the geometry doesn't line up perfectly
"vertex"*
and it's toggled on?
seems legit, and they don't snap? none of your screenshots have been in vertex mode, which may be necessary for snapping vertices
well I have been in in every mode possible and they don't even seem to snap
They move too "smoothly"
Not like a grid based thing or smthing
weird...you're just using G to move the vertices?
sure what the hell
@coral hemlock Thanks for the help! ๐
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
Can someone explain this "shade smooth" to me?
Why does this happen to only one part of the body?
I had an issue like that that happened on some mirrored stairs and I couldn't figure out how to resolve it.
How to make 3d character?
@eager mist Do you wanna create a human?
turn the bloom down senpai @eager mist
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
cool concept! like the gun is flowing to show power, maybe flickers when it's low kinda thing
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?
in progress
lower is kinda wide
looks sick!
@tender sail Unless you try third party assets it's not something you want to be animating characters in (at least humanoid)
anything's possible though I'm sure, but I do know you can't make rigs in unity natively
@maiden tangle I guess I have to rig them up in blender then?
@tender sail yep or get an asset on the store but none free that I know of
Unwrap it properly
how so
what does your model look like?
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:
Here is my NLA stack and the pose I want as my default in Blender:
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.
Now, why this is a Unity problem and why I am asking this question....
This is the correct pose when I don't use a humanoid rig in Unity, It comes in as a TPose (Great!)
Only when I select Humanoid does it get this strange default pose.
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:
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:
@tender sail yes
@eager mist This video is really helpful: https://www.youtube.com/watch?v=aAO4C_8y0w8&list=PLFt_AvWsXl0f4c56CbvYi038zmCmoZ4CQ&index=2
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...
Takes a lot of time at first, but when you master it you could do it in 10 minutes or less...
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?
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
^
can anyone gove advice on a good way to get started learning basic modeling
youtube series @loud fable
Thanks!
Introduction to 3D modeling for games
http://skilljutsu.com/views/gamedev-art-intro-to-3D-modeling-for-games.html
A decription of common 3D modeling workflows
http://skilljutsu.com/views/gamedev-art-3d-modeling-techniques.html
And then you should try to find some Youtube Tutorials on how to get started with BLENDER 2.8x
APPS
- Blender 2.8x (modeling)
- Sustance Designer & Substance Painter (texturing)
- Unity (assemble everything in-game
Can anyone help me on a project
@eager mist what kind of help did you need?
bird merchant? fun thing in my spare time tonight
Cute!!
ty!
Yessir most definitely, asap tomorrow ๐
feel free to tag me ๐
LOOK AT HIS HAT oml it's so cute
@rigid pelican so much bloom
@rigid pelican IT'S AWESOME!
yea i like the bloom effect and omg the pings xD
Is it a staff? Is it a mace?
Yes.
yea i like the bloom effect and omg the pings xD
@rigid pelican I do not understand how you can do it
The glorious bloom button
@safe silo https://gyazo.com/d88fab43e4ed70a7d4e847890261ef1e
@rigid pelican sorry, what did you send?
Yeah, I know bloom, I just do not know how people make such full-detaled and very very beautiful models
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?
hahah fairs
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
Small WIP! ๐ https://media.discordapp.net/attachments/700021894870597753/709455680032997407/unknown.png?width=877&height=475
https://media.discordapp.net/attachments/700021894870597753/709455610722385960/unknown.png?width=877&height=475
https://media.discordapp.net/attachments/700021894870597753/709455540778172437/unknown.png?width=877&height=475
1x 4K texture set.
@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 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
should i use c4d to model for unity or should i use blender
I think its personal preference, i use Maya
c4d isn't really made for games. It's possible, it just doesn't have the same toolset
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
i guess iam gonna go for blender then
@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.
Did 3d move? I feel like we moved...
Yes I think too
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
Can anyone help me with my gun and enemy damage script???? Just @ me and I will send it inb DM thanks!
@eager mist #๐ปโcode-beginner
thanks
@junior stone will probably get back to finish this soon but here's the base
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
a lot of fun! cheers
Hi,does anyone know what might be causing this problem
Clicking Swap UVs fixed it, dose anyone know what it did?
@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.
Ah that makes sense, thank you for the heads up
is it normal to make a 3d stage in one go in Blender for a small arena game?
Small render into substance. ๐
Still need some extra polish, and some small parts are not textured for now.
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"
Just added this image but it isnโt vertically and horizontally as same as the cube and yes Iโm new to blender xD
Nvm got it
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.
ik but I'm too lazy lol
thats literally easier than taking your phone and taking a picture wtf
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!
Is there a good LWRP lit decal shader anyone could recommend?
projectors are not supported by SRP and LWRP.
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.'
whats the best way to add custom clothing to a 3d character? so you can mix and match shoes, pants, shirts and so on
good question buddy, been trying to find that myself for a few weeks
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
I was faster
yea
i kept going :DD
you could use cloth physic asset, ive seen a few in the asset store
depends on the art style of the game tho
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
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?
You need to also import the textures and set up a material
Okay, How do I do that?
just... drag it in
If you haven't done this before you should look up a tutorial
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
Yes, I believe that's not used anymore
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
That's a coding question
dont i like have to set something up in blender as well?
You need the drawer to be a separate mesh so you can move it independently in unity
define "mesh", sorry im not understanding ๐
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
ah i see
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?
How do i make multiple meshes a single thing?
cause im getting this in unity:
this could be usefull if i wanted to apply physics to the desk but that's not the case
Select the objects you want and ctrl+j to join
Oh thank you :D
Does anyone know why the trees are not generated with a random size as they should?
ive beens stuck on this shit for days
@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.
Thx
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
Your normals are inverted. Select all your faces and go to Mesh>Normals>Recalculate outside @woven quiver
on blender?
yes
it fixed it, thx 
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.
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 ๐
can someone tell me why unity isn't getting any of my textures from the .blend file I have?
here's what it looks like in blender
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
Couldn't you just import the textures separately?
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
Export it as stl
STL doesn't seem to be supported by unity
and I'm not adding another extra plugin to support it
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
Have you tried youtube tutorials? They're quite helpful I'm finding.
Yeah I feel it.
I wouldn't call myself an experienced one, I'm learning the basics myself
But I'm trying
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?
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
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!
not quite sure what I'm doing on this one yet
my first proper weapon model, painted the texture manually in blender, i'm pretty pleased with result 
any suggestions for improvement?
kinda looks like chinese plastic gun ๐ค
Guys is there any easier way or tips to weight paint voxel characters?
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.
unity wont load blender procedural materials ?
@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?
No, you would need to make them inside unity @final granite
that sucks
They are entirely different render engines. But with ShaderGraph you can do many of the same things
wish i asked first, instead of spending hours on nodes ๐
You can render those textures and set them in unity if you wanted
how? ๐ค
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.
@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
thanks
If you don't like how it imports your files, write your own importer.
can someone send me script how to make a active ragdoll?
Oh hello, yes this is wrong
This channel is for 3D art related questions
You should ask in #๐ปโunity-talk
Take 2 ๐
@glacial vector I'd just like to say, your patience and helpfulness astounds me sometimes.
You're the second person to say this to me today ๐ Thank you, I appreciate it
I'm the oldest of five kids in my family so I've built up huge reserves of patience
Haha I know this all too well.
hello, is it a bad idea to store uvs outside the 0-1 grid?
outside of the texture space ? only temporarily to organize, uv's have to be in the texture space to work.
@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?
what is this ๐bug๐?
@steel bobcat what have you done
LOL
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
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
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.
ty ty
@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
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
@maiden tangle thanks for the tips, much appreciated
yea might be better to merge vertices in blender so it's not separate
Help me I donโt working
You have to correct all the errors before playing
But I think it is not the right place for this message
Nice
Thanks!
Fantastic as always.
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? ๐
All right I figured it out but I can't remove my message (don't know why), just ignore it
guys im imported model and in the viewport its looks normal, but when i try to render geometry is shifted, why ?
dont know if this is the right channel for this but what you guys think?
It is the right channel :)
Looking pretty good, especially those barrels!
im really just playing around trying to learn unity
A lot of the stuff shared here is just WIP stuff and people messing around in unity
https://www.youtube.com/watch?v=e8KHiEsOeHQ Coming soon!:)
Low Poly Vehicles Controller available soon on the Unity Asset Store!
If anyone knows, How much would i expect to pay for a Model like this:
$125+
@maiden tangle and if i were to sell a model like this? ยฃ5 is fair you reckon?
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
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
Not sure if this question belongs in 2D or 3Dโฆย 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)
Another solution I could entertain is if I can get one 3D object to act as a mask for the first 3D object.
You'll need to use an occlusion shader for that probably. I don't think UI can mask 3D objetcs
How to replace the player with the model i created in blender
@eager mist you typed that in discord instead of google
Well sh t
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
Hey mates could I get some help to the question I asked earlier? I'm just entirely lost as to how to fix it.
@sullen urchin Have you tried switching the uvs maps in the importer?
This is not the right channel @eager mist but just click on the arrow... It's a drop down
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.
post again in #๐ปโunity-talk
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?
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 :(
Can you send the link where you downloaded it from?
sure
first one on there, the wood pixel one
Looks like I can't download it without a subscription, so idk
What modeling program are you using?
not using one, it's a standard Unity 3d Plane with the SBSAR used as the material, hmmm, not sure whats causing it...
Yeah, I dunno then. I haven't used SBSARs much. Sorry I can't be of help
no worries, i'll keep investigating
Anyone know where i can get some free Teenager 3D models? Male and female
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
Ahh aight. Don't normals have something to do with which way a face is facing?
Yea you can see it that way
Alright, I'll try that. Thanks!
Rifle grenades for SMF. https://www.artstation.com/artwork/Vd54k8
Hey @wary eagle are you available for some work? Love your stuff let me know if I can dm! ๐
wip
painted style really does the fur justice nice pup!
Sure @maiden tangle ! Feel free to message me!
(>w<)/ Onion lass 2020 @Fanifacation
#b3d #lowpoly #Blender3d https://t.co/3HFa7eTHCJ
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?
i have this now
So I cut a model with knife tool in blender, but it doesnt show it cut in unity. Fixes?
@wispy surge never seen this style before, that looks freaking awesome
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
@sullen urchin Iโm 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
are there any 3d artists that own a quest that would like to talk about developing a game for it?
@ me
Best ยฃ6 ever spent LOL
( >W<) thanks @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?
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
ok fixed by using default URP lit shader & separate normal map. nw ๐
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).
If anyone wants the fiverr gig for the guy who made this hit me up! ยฃ6 is so cheap! It's rigged and everything
Hello, I am making package for unity asset store, how can I make it work in HDRP and standart render pipeline??
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.
Can anyone tell me if this looks right?
I can't, sorry Thomas. I can share something I'm working on though ๐
I feel like its a controller so it dosint have to be 1:1 with the body, but I'm no animator
@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...
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
I think it was a joke, you're not getting a custom sculpt optimized rigged and ready for $5 lol
Done with the scene. Gonna throw it in unity, slap some colliders in there, and see if I can walk around it ๐
@BobMHood @Fanifacation ( >w<) bob and onion #b3d #lowpoly https://t.co/OmoUCyp9Yg
@junior stone just emission with clamped fresnel
@wispy surge It looks good! It reminds me a bit of one of my favorite artists https://www.artstation.com/chanins
@fluid oak its this person! https://www.fiverr.com/rageberry Hes amazing, im ordering some more off him tomorrow! :p
@wraith kettle ( >W<) thanksies
FAMAS Forgrip. (1K textures, 3K tris)
He can! im ordering some dead body models off him tomorrow @fluid oak
Well, realistic style doesn't always translate well to anime-ish stuff ๐ I'll have to ask him I guess
Does anyone have any documentation on how to do a kinda pixellated 3d environment like in octopath travellers?
@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
Yeah I assumed that, just was wondering if anyone had any source on how to effectively produce a result like that.
thanks tho
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 ๐
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.
any way to make 3D pixel objects in like blender or unity?
Are you talking voxel style? Like this: https://i.pinimg.com/originals/f1/3c/65/f13c65c37957eeae23edd32e5fa2ce80.jpg
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.
For instance, here's a 1mx1mx1m cube
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.
So you can build things in cubes
im very new to blender so i dont anything about the program. Maybe you could explain a bit more in dm's or something
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.
ahh okay
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.
MagicaVoxel Official Website
Using Unity 3d is tight
Streaming some blender if anyone wants to stop by ๐ https://www.twitch.tv/bboys_tv
The big KREEP
Siren Head
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?
I think this is not normal
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.
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
@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?
@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.
https://twitter.com/heredis12/status/1264430198105141249?s=20 ๐ฅboi Rusty's OC
@rustyknight_s27 's Kaomi ( OwO) on #3D #b3d #lowpoly #commissionart https://t.co/XggM68uHgH
Does anyone want to design for me dm me
just need some color
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?
@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
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
ill check it out @white ledge
@daring cairn You did a great job on that piece! Have you worked on other anime-style 3D Models before?
@late surge I've had some practice. I keep practicing all the time now to produce more real time cartoon / anime work
@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!
@late surge Sure, I'm mostly looking for contract work but can answer some questions. Thanks
help im tryng to make a cube but you can only see the textures from inside out
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 )
Today, we learn how to flip normals in Blender 2.8!
IMPORTANT LINKS:
Blender https://www.blender.org/
SOCIAL MEDIA:
YouTube (skits) https://www.youtube.com/c/kaikayskitsongs
YouTube (gaming) https://www.youtube.com/c/kaiplaysgames
Instagram https://www.instagram.com/kaikaysl...
Wdym thicker?
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
@vestal kelp google unity sprite to 3d voxel
Cant make an image have depth beyond sending it through a converter
@snow plinth Input.GetKeyUp ?
Need help pm me wanna make character model in blender but need a reference to use
And probably a tutorial and help XD
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:
How I don't want it to look:
How I do want it to look:
You should probably use TextMesh Pro
What's that?
Oh I see the option! I didn't notice it before. I'll try it out ๐
Oh that's exactly what I was looking for! Thank you Ole!
Yay ๐
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 ๐ 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 ๐
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
@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 Iโve changed it to be a mobile game with UI elements.
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)
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.
@glacial vector Even though it's technically in a 3D space? I'll do that ๐ Also, I couldn't find any documentation or tutorial on how to do what I'm trying to do
@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.
@tall forum Huh, thatโs an interesting workaround. I also already have it on clamp
@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?
Well if the cropping isnโt an option thatโs alright. Iโll just have to make sure everything is the same scale. Thank you Josiah! ๐
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)
https://gyazo.com/1643a33dc0d61d67768e403f2d1f0d11
https://gyazo.com/315d025e668612286840a2b97a71f888
Why doesn't unity turn the blender material into a unity material?
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!
I'll pm wilze if that's ok? @sly reef
Yea bro sure
so im trying to make shattering, and i have a model thats cut but when i import into unity its not cut. any fixes?
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
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
Does anyone know where i can find a free Abandoned house with interior?
That sounds like a lot to ask for
Yea i know, dont ask you wont know ๐
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
im pretty new to this stuff
but heres what ive come up with
just messign around
whatcha think?
@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)
oof
@sly reef thats exactly what i need if you are still interested
yea sure
any 3d artists interested in working on a staxel like game in vr?
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
Hey, anyone who's experienced in importing blender models + materials into unity?
If you are, feel free to dm me! ^^
@eager mist Is your spline set to Bezier or is it Poly? Poly has no curve handles, bezier does.
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.
-> normally if i create a new spline it makes nice smooth curve
subdividing it doesnt change anything
Most splines are bezier by default
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
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
Great attitude towards someone who tries to help
its not towards him.
S'all good. I haven't messed much with paths so I'm not totally familiar with them.
its towards handles
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.
ah okay, so it's some kind of automatic smoothing
It's more like the control points in Maya, as opposed to curves with bezier points
Give this a try @eager mist
cant cause i ve deleted the old stuff
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.
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
The .blend file stays the same size
shouldn't change fbx either
I made a default cube and the blend size is 607kb. I scaled it way up and it stayed the same size.
I've created this today
In this video I have created a Low Poly character using Blender.
This video is a Timelapse.
This is the time-lapse please check this out
@mental kernel thats an uhm... interesting character
@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
Made a wall-mounted monitor ๐
https://media.discordapp.net/attachments/672083977766699028/715209872811229184/unknown.png
I did some emission texturing on the monitor face, but it's going to take some practice to make it look "natural"
Aaaa nice ha
Quick question why is my unity background pink
i want the line to go infinite https://i.imgur.com/pi6FMnz.png
i have escalator
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
nvm I just found out Unity handles every bone like a gameobject.. since the asset works with gameobjects it should work
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 ?
6 quid model from fiverr, Amazing! this modeller is INSANE!
@thorny wasp what is quid
he made that just for you?
but that person did not made that from 0 to 100 for 6 pounds
o0
he did
perhaps he she already had that asset
hes done other things for me, with the same theme
^^
(its much more creepy in game, he crawls and shit)
can confirm
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
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.
@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
@glacial vector oh thanks, I was already using the transparent cutout shader so its all good
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 ๐ฌ
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?
@vapid trail look up a yt video
I have
or get a free log asset from unity
I dont see any good assets
What tool can I use to sculpt a spherical rectangle from this square?
In blender?
@eager mist this is #๐โart-asset-workflow .
@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.
@gritty reef yea i just relized that xD
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
Whatโs 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?
If meshrenderers share the same material and their gameObjects are marked as batching static, they will be combined into the same drawcalls
How many can you make before seeing a drop in frame rate? I mean on a modest system.
That varies greatly from project to project. Draw calls is only part of the puzzle
So if Iโm 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
They can still be destroyed, it's just the renderer that batches them together
Some wall panel works in progress ๐
really nice @gritty reef !
Thank ya ๐
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?
Made this in design doll
Hey guys i need a 3d Character DM me if you can give me a hand with it
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.
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?
@lament tide Hey bud, since you're talking animation, a better place to ask might be up in #๐โanimation.
postet it in both since i wasnt sure
Hi guys, I'm just wondering why this object with a white material is representing more of a grayish color
@stuck tartan Lighting, presumably.
Unless it is emissive, an object will never be brighter than the lights hitting it.
gotcha
hey i need a designer for my company pls DM me
you want height as well?
You could extrude a plane to the shape or just draw the shape with a spline
I managed to fix my problem by selecting gpu instancing in the material. So as long as Iโm sending meshes with this material it doesnโt take as many batches? Does this still work if Iโm using the same material on different meshes?
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
Hello,I need a little help with unity
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?
Is there a way to make the scene and game view look the same?
in-game view always appear to the darker
try adding less or more lights/suns
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
Sometimes some of the textures show up, sometimes none of them do, but never all of them
@eager mist I've heard good things about this one if you have the $$
https://blendermarket.com/products/retopoflow
anyone have any good resources on fps ai?
@maiden tangle gonna check it out, thanks
wip
Is that an old timey camera on top of there?
@gritty reef Indeed it is!
pretty cool looking gun
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
Hi can someone help me make a specific cube with legs
@lyric copper better luck just throwing it out there, people stop by now and again
What's up?
im making a cylinder but its appearing as a sphere
That is odd..
As in its too "rounded"?
Or its a literal sphere when you click add cylinder
Because you can change the subdivisions on shape create
rig