#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 47 of 1

dark slate
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guys what is the common workflow between blender and Unity?

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rig in blender and then FBX?

red fiber
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why is there holes in my 3d model

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heeelp

copper bridge
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Check face direction in Blender.

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In Blender there's a setting that will allow you to see your faces direction. First of all do you have Blender?

red fiber
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yes i have blender

copper bridge
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Which version?

red fiber
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latest i think

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2.82 i think

copper bridge
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Ok go into overlay (in the upper right) and there should be an option to enable face orientation.

red fiber
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i dont see it

copper bridge
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Make sure the model is selected in object or edit mode (overlays is the top right option with the two circles)

red fiber
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ok i see it now

copper bridge
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Cool.

red fiber
copper bridge
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Right. Just select those faces in edit mode and flip them.

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Mesh>Normals>Flip Normals.

red fiber
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ok i flipped them

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i think it will work now

copper bridge
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It should.

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Also just another tip, make sure your models never have negative scale in Blender or the same thing will happen if you import it in Unity. I made that mistake once and it took forever to fix the model.

red fiber
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gotcah

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*gotcha

gray mango
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hey guys, i'm new to the 3d side of unity. what exactly is this shading happening? and why is it happening? it only happens from a distance.

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i'm off to bed, but it's a minecraft clone WIP with greedy meshing, hope someone can shed some light

maiden tangle
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@gray mango something to do with your camera or fog of some kind

pulsar sentinel
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I was wondering, is using a 8K atlas a bad idea?

gritty reef
eager mist
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i know its asking a ton but can somone teach me how to use blender the yt turoials are not really helping me

gritty reef
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Learn keybinds, extrude faces BOOM, advanced 3d modeler.

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Most of what I suggest is to learn your keybinds. It'll save you tons of time and you can fly through models if you know what key to press when. After that, it comes down to learning to keep your topology clean and getting the shapes you want.

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IE, practice practice practice

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What I did was watch youtube tutorials to understand the basics. How to use tools, some of the more useful basic modifiers like Mirror and Subdivide, the keybindings, and generally how to keep your topology clean (only using quads and making sure the mesh is neat and tidy). From there, I just started playing around, making random shapes, getting the general gist of low poly design until I could make things efficiently and quickly. The tank I posted above, for instance, took me about 15 minutes to make (the low poly version), and now I'm using it to learn subdivision and high poly design (which is an area I haven't really gotten into yet).

carmine isle
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Do you guys know why I have some grey here? From far away it doesn't do that, but when I move it changes like this

gritty reef
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Looks like you've got two planes inside each other.

quartz stone
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Someone here is good with rigging?

junior stone
quartz stone
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Oh ok

half tangle
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Blender if youโ€™re a beginner

maiden tangle
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Anyone familiar with 3Dcoat know how I would make a selection into a layer?

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freezing it? or is that something else

gritty reef
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@tender wigeon A lot of people recommend Maya. Like most of the Official Unity tutorials I've seen utilize it. If you don't have a student license or don't intend on moving past a hobby level, Blender is a free and powerful alternative.

raw glen
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Dear Unity Community, i have some expierence in 2D and made an Platformer so far and now i want to try out 3d ๐Ÿ™‚ So my question is, are there any handy tools u recommend for level building? Or creating terrain? I want to make a Fun shooter like serious sam to play with my friends. Open to unity asset store recommendations too that cost. So much fun so far! Thank u ๐Ÿ™‚

eager mist
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For this simple on collision method. When something hits the target, it will stay for a few seconds and then gets destroyed

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The object is never destroyed for some reason

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Is it because collision method does not do the timer and stuff like the update method

copper bridge
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@raw glen Let's see...
-For animating you can either use asset store rigs that come with animations (standard assets and unity chan are some good free) or use Mixamo, which will auto rig and animate any model you upload. I highly recommend Mixamo but it only downloads one animation at a time, so it helps to know how to set up actions and copy them all into a single file.
-You can find a lot of free 3d models on sites like Turbosquid, Free3d, sketchfab, and many others. Just make sure whatever you use doesn't have any copyright restrictions.
-You can download an add on (don't know the name of it offhand) that allows you to convert MMD and PMD/PMX models into Blender friendly files. This will let you use those files in Unity. I can't even begin to tell you where to find MMD/PMD/PMX files because there are countless sites you can get them from. Again, definitely look at copyright restrictions. I can't legally advise you on copyrights, but I can tell you it's very very easy to violate them by accident when using pre-made or downloaded models. Best of luck, hope your game turns out well.

eager mist
paper stump
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blender to unit

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y

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anyone know why this happens?

potent wraith
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looks like inverted normals

paper stump
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oh snap

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is that easy to fix?

silver cradle
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so i need help

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im trying to export a fbx from a prefab

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but the armature is completely rendered useless after the fact

potent wraith
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you mean import?

paper stump
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very nice

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that worked!

silver cradle
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no i mean export a fbx out of a prefab

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or i guess

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import it from the prefab in unity

potent wraith
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@silver cradle how does it become useless?

silver cradle
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so i have a armature within it but upon exporting and placing the fbx the bones dont function with the vertex groups

potent wraith
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Can you demonstrate how you do it? Maybe a gif or a video?

silver cradle
potent wraith
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oh, is that some kind of plugin?

silver cradle
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yep

potent wraith
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Better ask the creator of the plugin then. Or it's community if it has one.

carmine isle
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Like I want to move a vertex on the right by let's say exactly 20 how can I input that?

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I know I can move, scale, and rotate the actual object but what about vertex (and possibly edges and faces)

quartz stone
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Can someone help me, I made a cube with legs to be as my main character in unity but my rigging is not working so I need to do the rigging again

hollow briar
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Hello , i want to import my object created in unity with cycles engine

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And i want to import it with all the nodes i used in shading mode

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Can anyone help me?

potent wraith
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you can't do that.

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you'll have to recreate your material in unity

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you meant *blender in your first sentence, right?

hollow briar
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Oh yes sorry blender*

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Oh man

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Seriously i gotta recreate everything?

potent wraith
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well, if you used the pbr master node in blender, you only need to assign your textures and maps the same way in unity.

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nothing complicated

hollow briar
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Whatโ€™s that ? pbr master node?

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Could you help me ? How should i import it ? the extension?

potent wraith
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.blend or fbx

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you just need to import the textures separately.

hollow briar
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But it comes with material which i cannot edit

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But i have applied textures through nodes

potent wraith
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you can assign a new material

hollow briar
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In shading mode i use texture nodes .

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Used*

potent wraith
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It doesn't matter how you applied them. Textures are textures.

hollow briar
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Okay so where will i get the textures ?

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How to save them separately

potent wraith
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I don't know your set up in blender so I can't really say anything, but if it's any close to the regular workflow, it should work in unity the same way.

hollow briar
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Can i send u the blend file?

potent wraith
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I guess pbr node is called Principled BSDF in blender.

hollow briar
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Ohhh yes i know that

potent wraith
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Nah, I don't have time to open it now. You can take a screenshot though.

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maybe that will help.

hollow briar
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Just guide me that will be fine . I am sending u the photo.

potent wraith
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Post it here then.

hollow briar
potent wraith
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it was literally a photo...

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can you take a screenshot please? I can't see sht...

hollow briar
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Oh sorry

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Wait

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Iโ€™ll send u the photos of nodes first

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These are the textures i used

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How do I include them in unity

potent wraith
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So you basically have a complex shader just for the vertex color..?

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you can create a shader in shader graph or write code it if you know how.

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but I think you should just bake the texture and import it in Unity

hollow briar
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Okay i can bake

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For coding i just know the basics so I donโ€™t think so itโ€™ll workout for me

quartz stone
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Can someone help me?

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My problem is a bit up

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Scroll upwards

maiden tangle
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@hollow briar shader graph built in or amplify's on the asset store would be what you're looking for to reproduce the nodes somewhat in unity

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my rigging is not working so I need to do the rigging again
@quartz stone
it sounds like you answered your own question?

hollow briar
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Iโ€™ll try @maiden tangle

quartz stone
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Yeah but idk how to rig it from start

maiden tangle
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most if not all rigging tutorials will walk you through that from start to finish

quartz stone
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Yeah but itโ€™s not a human

maiden tangle
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same principles

quartz stone
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Itโ€™s a cube with legs lol

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Is mixamo good for it?

maiden tangle
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extrude bones the same, baking etc

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I wouldn't know

potent wraith
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You need a humanoid rig for mixamo animations.

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I doubt you can assign it to humanoid avatar in unity.

quartz stone
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So a cube with legs is humanoid?

maiden tangle
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is the cube in the shape of a human? do you have a spine, shoulders and all appropriate major bones making up a humanoid?

quartz stone
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Uh no

maiden tangle
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I've used odd shapes in mixamo before, it's not meant for it though

quartz stone
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Just legs with knees and stuff

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So how do I rig it up

maiden tangle
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if it's a simple model just animate manually and it can be done quickly to reflect the character

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you can't use a character with only legs and knees in mixamo, that being said you rig it as you would minus the things you don't need

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just don't expect to animate in mixamo

quartz stone
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If I add arms to can I animate it in mixamo

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?

potent wraith
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It has to have a certain set of bones, just adding arms wouldn't help.

quartz stone
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Uhh idk how to rig well

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And for some reason unity thinks that the side of the cube is the bottom part and not the legs

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Why is that

potent wraith
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that being said, you might be able to rearrange the bones in the unity avatar settings, but it would look weird anyway. why not just make your own animations?

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that has to do with your objects pivot point or import settings.

quartz stone
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I know how to model

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Not how to rig and animate

potent wraith
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well, then just learn it

quartz stone
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The import settings in unity right?

potent wraith
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it's not such a big deal

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export settings in blender and/or import settings in unity. Depends on how you export it.

quartz stone
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Oh ok

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So how they should be

potent wraith
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google it.

quartz stone
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Ok

potent wraith
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there are many settings. I don't hold them in my head all the time.

quartz stone
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Yeah ok

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Is it the render output settings?

obtuse oyster
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@quartz stone Please do not DM people without asking them first, it is against our conduct to send unsolicited DMs

potent wraith
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no, it's the export settings in blender if you export fbx and import settings in unity.@quartz stone

quartz stone
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Ok sorry vertx and what dlich?

potent wraith
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A bit before, I linked a video in this channel explaining how to export from blender to unity. Scroll up a bit and watch it.

quartz stone
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Oh ok tnx

maiden tangle
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Anyone familiar with 3Dcoat know how I would make a selection into a layer?

simple aurora
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Hey all. I'm used to 3d content-creation software, moreso than Unity.. Is there an equivalent to Maya's MEL/Python script editor, where I can write a script to automate boring tasks eg - duplicate a bunch of objects. Or to set lots of parameters, build a rig based on the objects I've setup in Unity?

glacial vector
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In Unity @simple aurora? You can write scripts that run in the editor. You can build them from the ground up really easily, but there are also some even easier solutions like using ScriptableWizard

simple aurora
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@glacial vector thanks! I'll take a look at that wizard thing. Just needed a pointer in the right direction ๐Ÿ™‚

rigid pelican
eager mist
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Spike man

quartz stone
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Is this rigging good?

fluid oak
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Does it work?

light wagon
rigid storm
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How can I make my materials tile instead of simply stretching?

eager mist
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I'm wanting to get a 3D Artist certification through Unity. I'm kinda wondering though, what do they mean by "working with particles"? Do they mean creating particles from scratch or just knowing how to use them and adjust values?

smoky loom
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when i create a new cube i can't change his color can someone helpme plz

rigid storm
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@smoky loom You have to give him a material

smoky loom
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i made it but i have problems with the light so it is black at the other side

rigid storm
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@smoky loom In that case, you'll need to increase the ambient lighting

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go to Window -> Rendering -> Lighting settings

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change environment lighting source to color and make the color very bright

eager mist
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My camera is not showing the lines of view

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This is the scene and it should display its viewbox

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any ideas?

maiden tangle
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@coarse lagoon your mesh normals are inverted

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I would go edit mode > A > mesh > flip normals

high yoke
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Ah yes, normals.

maiden tangle
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good shape taking place so far, keep it up!

high yoke
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@coarse lagoon DAYUMN whos the girl in your pfp?

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Bruh she fine as hell

maiden tangle
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then go thru that

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maybe other ways to do it just how I fix it

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@coarse lagoon

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3d is a lot of fun, 2d skills can definitely carry over well

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anyway good luck with it ๐Ÿ™‚

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oh are you into mirrors edge?

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parkour in general we need more of in games I think, can get pretty stale all moving the same

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right that sounds fun, I think I've seen similar stuff it's always satisfying when you get the grapple just right, good stuff

serene plover
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question regarding how unity handles ngons

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i wanted to bevel the edge of a table im creating but doing so in blender creates ngons

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so it kind of ends up looking like this

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i know Unity doesnt like ngons much so is there something better i can do here? or does rounding off each of the 4 corners this way should not affect performance as much?

gritty reef
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Totally flat ngons aren't as big an issue, but you should still try to maintain quads. Just select two vertices on opposite sides of the ngon and press J to connect them and split up the ngon. Keep doing that until you've cleaned up your topology and have some nice quads

serene plover
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Appreciate the input, I'll try that

eager mist
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quads aren't too critical @gritty reef @serene plover

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in Unity

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unless it's an animated object in which case quads are more predictable

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what I do is simply select whatever face on those props are Ngons, and just select "triangulate" in Blender. All it does is split that face appropriately without adding any vertexes.

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This is of course a method you'd use mostly for props. I haven't found a hard surface prop model yet that has not one triangle. It's really common.

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Triangles are better than Ngons, Ngons sometimes don't even show up in some software, like holes

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I may actually use triangles for some animated humanoids however to improve knee bending. I'm experimenting. I know PS1 and N64 models had lots of triangles.

serene plover
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doesnt importing the mesh from blender to unity convert the model into tris anyways @eager mist ?

fluid oak
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Everything is triangles once it goes to the video card

solar bridge
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Hi every one, I have a question :

int layermask = 1<<8; //Is only check in layer 8 or check layers 1 to 8????

Thank for read.

eager mist
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@serene plover maybe in Unity, but if one tries to put an object with Ngons into an external model editing software (Zbrush or Substance, maybe even Maya, can't remember which did this), then Ngon will display as holes in the mesh.

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If for no other reason, it's just good practice to triangulate your meshes.

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Doesn't take long, and it shows people you know what you're doing if you want to work for someone.

serene plover
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true, i ended up triangulating the corner of the table

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kind of looks like this now

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with the bottom looking like this

eager mist
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Looks good

warm sonnet
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How would I go about exporting meshes from Unity to an .obj or a format that blender could read?

eager mist
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I haven't tried that, actually.

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Seems possible but cumbersome

sullen plank
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There's an FBX exporter package in Unity, personally haven't tried it though. Also ProBuilder can "Probuilderize" any model and export it as obj

glacial vector
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FBX Exporter works great if you're on windows

azure dirge
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does anyone know why this is happening? the colours look funky... while the texture looks just fine

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the skin is 1 colour, so I am very confused

lofty sleet
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i want to only put this colour on one face but it automatically creates this when i create the colour i want

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anyone knows how to fix it?

azure dirge
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if you only have 1 material, it will be assigned to everything in that object @lofty sleet

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so you need to make atleast 2 materials and assign the green part to the part you want to be green

obtuse hound
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How to set camera's near field clipping in unity? Zooming in on my ground plane culls most or all of the spot I'm trying to look at in the editor ๐Ÿ˜ฆ

azure dirge
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hdrp, lwrp or normal unity @obtuse hound

lofty sleet
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okay and how can i make colours all the faces at once, because i now need to do face for face and there has to be a better way

azure dirge
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You could combine them into one object with ctrlJ, then assigning the materials to the correct faces. and then seperating them with P

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Think thats the fastest way

obtuse hound
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Just normal unity. The Clipping planes is set at 0.01 and it still isn't quite enough

azure dirge
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cant you make it 0.001

obtuse hound
azure dirge
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sont know if thats possible tho haha

obtuse hound
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Nope. I'm used to that in blender...

azure dirge
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same

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maybe the best thing to do is make all the objects bigger?

obtuse hound
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Probably so. most of the assets are just placeholder blocks anyway, so I suppose an implied world scale isn't really a thing quite yet

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I just realized I posted all this in the wrong channel, totally my fault >.<

Thanks for the assistance either way Mark

azure dirge
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no problem

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I went here to find help for the issues I have haha but I ended up helping others

eager mist
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@azure dirge Have any maps other than a color (albedo) texture?

azure dirge
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yea I used a mask and normal map

eager mist
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I had the same issue with my Slender model

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it's the normal map

azure dirge
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oof

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you're right

eager mist
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did it give you an error and tell you to label it as a normal map?

azure dirge
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nope it didnt

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normally thats the thing that reminds me to edit that

eager mist
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try going to the texture's properties and change its type to normal map

azure dirge
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Did it

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thanks haha ๐Ÿ™ˆ

eager mist
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np!

obtuse hound
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Solution to my problem:

Regardless of the clipping plane the cam has, you can adjust editor by having an item focused and using Right Mouse + W / S to +/- respectively. Works great

eager mist
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whats the normal map for if I may ask?

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It looks low poly

azure dirge
eager mist
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which is a good style btw, just curious. Normal maps are usually for high res models that need more bump detail.

azure dirge
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and I didnt like the look of it being completely flat

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so I threw a crumbled paper normal map on it in substance painter

eager mist
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Blanket looks good

azure dirge
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maybe you can also help me with this

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1 moment

eager mist
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I was just wondering why the character needs a normal map

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since it doesn't seem to add anything from that image you showed

azure dirge
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yea, its shirt does need a little bit of the normalmap, and I tried to keep the entire model inside one texture

eager mist
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oh little tip btw, if a texture is for a small object or one that is slightly further from the camera, or if the textures are just too high res to begin with, you can change the display resolution for each texture as you please in-engine without editing the texture itself.

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I do that and it cuts down a lot of render time.

azure dirge
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oh nice

eager mist
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Also I would recommend baking something called Occlusion into the camera, that way anything behind the camera loads out completely.

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And setting your culling as close as you can, of course.

azure dirge
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Iknow the textures dont rly fit together. but something weird is happening with these cacti

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maybe you know how to fix this ๐Ÿ˜

eager mist
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hmm looks like the res is low res and the filtering is messing it up at the seams

azure dirge
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I thought It had something to do with the AO map

eager mist
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You could try turning the texture to no point (I think that's what it's called) and see if that looks good. It'd add a pixelation tho.

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It's a cool style though, I turn off that filtering a lot for my stuff.

azure dirge
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where can I find that texture to no point thing?

eager mist
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but maybe that blurring effect is causing the seams to overlap weirdly?

azure dirge
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haha it sure looks cool

eager mist
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What seems to be the case is the seams of the model are too close to where the color ends on the texture image. Usually baked textured fix this by extending the color farther out on the image from the borders of the object's UVs.

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thanku! :)

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lemme get that for you brb

azure dirge
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oh then I will try something brb

eager mist
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okie dokie

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Hehe I see you've got some Christian songs on Spotify, noice

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I really like Remedy Drive

azure dirge
eager mist
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whatchu do?

azure dirge
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I Changed the export settings inside of substance painter from 'No Padding' to 'Dilation Infinite'

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now everything is filled

eager mist
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Is it a PNG or JPG?

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You can lower its in-game resolution and also turn off or turn up the blur filtering.

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For low res, blurring is kinda N64 style while no blur is more like PS1.

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My game with occlusion and baked lighting and culling and LOD, PLUS the low res textures, it all runs so so so smoothly even with the volumetric and godrays and all.

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I love optimizing things ^^

azure dirge
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that filter mode doesnt rly do anything for me

eager mist
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Yea in your case it wouldn't, it was more something to test and see if the UVs were too close to the boundaries

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Is it JPG or PNG?

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Also does it have a normal map?

azure dirge
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welp it doesnt rly need one

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all the textures are png's

eager mist
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okie, hmm

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you could send the assets to me and I can see if I can figure out the issue

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if you want

azure dirge
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yea sure

glacial vector
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Looks like your UVs are too tight for mipmapping

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Try unchecking "Generate mipmaps" under advanced settings to see it that makes a difference

azure dirge
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where is that option?

glacial vector
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On the texture settings

eager mist
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I'm in HDRP so idk if those options show up for me

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seems fine on my end

glacial vector
azure dirge
eager mist
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o it's under Advanced

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seems like there's no issue with it on my end

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Change the Alpha Source to Input Texture Alpha

azure dirge
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doesnt change anything

glacial vector
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Did you apply it?

azure dirge
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yea

eager mist
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ok now I'm seeing something when it's on Bilinear... subtly

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I'm gonna try resizing the image

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yeah the borders aren't lining up

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it's something that could be fixed easily in Blender by just shrinking the UVs slightly, since these are solid colors

eager mist
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oh nvm they fixed it, noice

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I also modified the wind prefab so the trees in the wind blow in a jittery way, almost like how it'd look in pixel art

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I'm trying to mix pixelated style with realism and make it look nice

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I just made them look pixely by changing that resolution of textures in-engine, and then putting them on "Point (no filter)"

azure dirge
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looks very nice

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was my first time using HDRP's post processing

eager mist
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Very pretty

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^^

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I bought this huge forest asset pack, and a huge lava one by the same devs

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They're amazing

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I use those assets a lot

azure dirge
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the ones I used are all free luckily hehe

eager mist
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hehe

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the pack I got is all photographed textures

azure dirge
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ohh neat

eager mist
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and also the wind effects, plus LOD

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and particle effects like leaves falling and such

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and water

azure dirge
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that's pretty nice

eager mist
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and lots of grass and foliage

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yee

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I need to really get serious about learning how to make maps well

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I haven't messed with splines and such yet

azure dirge
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are you a student? cuz substance painter has free student licences

eager mist
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I mean... kinda? I don't have any specific university tho

azure dirge
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oh

eager mist
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I'm studying and working to get a Unity 3D Artist license

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but I don't think that counts heh

azure dirge
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uhhh

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if you're not in a college or anything then I don't think so

eager mist
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yup

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yea

glacial vector
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It does not. But what do you mean by the Unity 3D Artist license?

junior stone
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maybe he means certification @glacial vector

eager mist
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certification yes

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I accidentally said license

jolly sundial
#

Is there a channel in this discord to post jobs / look for people to hire? Looking for an environment artist to make my game not look terrible PepeLaugh

eager mist
#

but yeah that's what I'm aiming for, my main knowledge is in Blender, and I'm getting really familiar with the artist related stuff in Unity

glacial vector
#

Use Unity Connect for this @jolly sundial

eager mist
glacial vector
#

No that's network programming

jolly sundial
#

I will check that out Ole

eager mist
#

oh ok

smoky loom
#

hello i used a material but when i put a (gridbox) the color become black
help me plz

empty star
#

Anyone good for a 1 minute chat?

#

I need some help with something very brief

gusty surge
#

Any way to access the Armature of an avatar in unity after configuring that avatar?

last tapir
#

Why do some surfaces "flash" on models I import from blender?

calm atlas
#

Maybe a problem with the normals?

last tapir
#

So I've done the normals, cut the ngon's into tris and quads.

#

But they still flicker.

#

I've tried unity specific materials and that makes no difference, neither does different lighting.

#

So it has to be something I've done daft in blender. But I've literally taken a square, scaled it up and out, moved some edges and extruded some surfaces.

#

Then used another object to cut a hole through the middle.

#

I'll get a video. But it's driving me insane.

#

I want to know what's causing it before I go on creating more stuff because if it's something I'm doing wrong I'll end up wasting loads of time ๐Ÿ˜„

#

Does the same thing on my macbook pro and my windows pc so don't think it's a platform thing

calm atlas
#

Looks like z fighting to me. Do you have two layers of geometry?

glacial vector
#

Agree it looks like that

eager mist
#

im streaming some work with blender

sullen plank
eager mist
#

alright

eager mist
#

@last tapir Did you remove doubles?

azure dirge
#

does anyone know whats happening here

calm atlas
azure dirge
#

oh

willow nebula
#

Seems like some noise in the volumetric fog.
Is that in play mode ?

azure dirge
#

im sorry Hjorth

#

nah its in the scene view

#

recorded with a external screen recorder

eager mist
#

@azure dirge That's due to the fog not being set to high quality

#

it looks like that because there's lower samples to lower render time

azure dirge
#

I see

willow nebula
#

not only

#

in play mode, the fog gets smoother because we use a sort of dithering pattern

#

try just hitting the play button and look at the rendering in the game view

azure dirge
#

the volumetric fog quality with a low Depth extent did fix it in the scene

#

alright

#

looks much better in the game view

#

thanks

eager mist
#

oh yeah heh

#

yeah it always looks better in-game

#

sorry

#

XD

willow nebula
#

The "high density volumetrics" setting is not recommanded in game.

eager mist
#

Yeah I don't usually use it

#

I actually used the noise to my advantage in my last game. Basically if you have a really bright light source in the middle of dense fog, that effect shows up in game despite the dithering. So in my last horror game, if you saw the noise in the air, that meant somewhere that direction the exit was there.

azure dirge
#

nice idea

eager mist
#

thanku :)

eager mist
#

ok so, I have Naturemanufacture's Forest asset pack, and the various included splines aren't showing up in the 3D section of the create menu in the hierarchy.

#

They say that "if you have compiler errors before import, they won't show up".

#

I... imported the asset pack right after making a brand new project.

#

So idk what's happening.

#

Everything else shows up fine, all the prefabs work fine, but those splines aren't showing up as options to create.

#

I'm updating the project to see if that fixes anything.

gusty surge
#

Any way to access the Armature of an avatar in unity after configuring that avatar as a humanoid?
I had to config it for the animations to work, but now I don't see the Armature in the game explorer, which means I can't use the head bone to rotate the head with camera movement (it's first person)

lofty sleet
junior stone
#

@gusty surge did you export the armature with the model?

#

I assume you mean a blender armature, but thats not default exported along with the mesh

#

@lofty sleet add a directional light, you should be relatively close at that point

gusty surge
#

Yes I exported the blender armature with the model

#

And it was in unity

#

Then when I configured the avatar and set it to humanoid it disappeared

#

I was wondering if I could access it in unity after it is alredy configured as a humanoid @junior stone

wary eagle
gritty reef
#

Ooh space assets ๐Ÿ˜„

wary eagle
#

No this is totally a submarine! ๐Ÿคฃ

gritty reef
#

Whatever floats your boat lol

wary eagle
#

haha!

rigid pelican
eager mist
#

i recently did this and am currently thinking about advertising them as assets. do you think i should?

#

Hey if I'm exporting a model from Blender to unity what should I export it as

wary eagle
#

@eager mist as an FBX, it's the best way to.

eager mist
#

rip

#

k

#

ty

prime beacon
#

i need a 3d artist for my game

#

thing is im broke

eager mist
#

is imported it as an obj

eager mist
#

wait is it better to rig in blender or unity?

near apex
#

definitely blender for me!

#

and if you want to split you character in separate parts the only way I know is importing them separately but if you have bones then you don't need to separate them

#

try importing as fbx

eager mist
#

k ty

#

I have a folder with all the textures, how do I put those textures on my model in Unity

#

How can I put the textures next to the gun, onto the gun?

fringe scarab
#

can anyone help with this before and after thingy when i export from blender to unity?

#

been stuck at this for a while๐Ÿ˜ญ

#

and its just the backside

gusty surge
#

it's cause of backface culling

#

You need to use the solidify modifier on any planes in your model @fringe scarab

sullen plank
#

@fringe scarab @gusty surge Please don't use reaction gifs here

fringe scarab
#

sorry

pallid fractal
#

@eager mist drag them into the appropriate slots in the material

eager mist
#

ye i figured iot out a while ago xD im dumb

gusty surge
#

Is it because they have AO and height data?

#

This is what they look like in blender

#

Node structure in blender (all of them look like this, just different images)

#

Image textures from substance painter, all parts are uv unwrapped

errant plover
#

Starting with the basics. Did you select Materials on Export?

carmine isle
#

Do you guys put your .blend files in version control? If so, do you have an appropriate folder to put them in your folder structure?

rigid pelican
frigid trench
pallid fractal
#

@carmine isle I've some times created a BaseAssets folder parallel to the Assets folder for .blend files and other supporting resources

forest venture
#

I downloaded this basic zombie assets from store and when I tried to implement my gun shooting, it was not detecting the zombie. I figured (i might be wrong, cause I've no knowledge about mesh and rendering... design stuff basically) that this is happening because the mesh file I have is on different axis.

Can someone help me and tell how to solve this (if this is the issue) else help me with that issue :p

muted fjord
#

I'd imagine you just have to rotate the collider by 90 on the X axis @forest venture

gusty surge
#

@errant plover I saved the .blend file in the assets folder

#

I tried fbx too, same thing happens

wispy surge
agile siren
#

Hey all! I'm looking to hire a modeler to modify my high-fidelity monsters to match the Synty Studios style. Goal is that players wouldn't know that the monsters and the environments were made by different artists. The monsters are already animated, so a 2nd goal is that they can use the same animations. (I realize they may need slight modifications to the animations, but really the goal is to not have to re-do the animations from scratch, as that costs $$$ for me ๐Ÿ˜„ )

Does anyone have the skills or know someone that does? I have > 30 monsters to do, so it's a long-term gig. Thanks!

vague hound
#

i need help my camara is not working

errant plover
#

@agile siren for the most part, you can change the shading to flat. Use quads instead of tris and remap the UVs to your desired colour.

agile siren
#

@errant plover I'll try to play with that more. I once "converted" them to a faceted look using Quantum Theorys converting tool, but the poly count was too high -- more faces than you'd see in the Synty characters, so it didn't really match quite well.

errant plover
#

Lol... Do you have an fbx or a picture sample of what you want to change?

agile siren
errant plover
#

You could use a decimate modifier with planar selected.

#

Well, depends on what the original mesh looks like.

autumn flare
#

Hey does someone has a 3D Stick man figure that is used by games like Fun Race 3D and stuff, like a chibi plain model... if you have could you please send me...

fluid oak
#

Can you show an example of what the style you are after is, @agile siren ?

smoky loom
#

can some one help me plz when i use grids its become black help plz

fluid oak
#

@smoky loom You are putting that texture(which is not a normal map) into the normal map slot, so it is messing up your normals.

#

And messed up normals means messed up lighting

smoky loom
#

@fluid oak how can i fix it ?

crisp shard
#

Anyone know how I can recreate this effect but with a solid top? Object fading down

glacial vector
#

Map the UVs of the top to the top of the UV space

#

Just give the whole cube a planar unwrap

crisp shard
#

Hmm i'm kind of a beginner with unity shading stuff, I really do not know how to give the cube a planar unwrap

glacial vector
#

You would need to make your own cube

crisp shard
#

Would it be performance intensive if I made like 10 cubes at varying transparencies and just put them right under each other?

glacial vector
#

Yes, transparency is a demanding task for the renderer, especially if it's may layers over each other

agile siren
#

@fluid oak This is my monster in the "Fantasy Kingdom" asset by Synty Studios. At first glance it may look like it fits.

However, the polycount is a bit high, and since I used a LOD tool to lower the count on my original mesh to get it to match more, the quality isn't where I'd like it to be -- like, some of the meshes were optimized in ways that don't work as well as it should.

But in essence, matching this style.

dim gust
#

hey can someone help me with Textmesh here?

prisma patio
#

can someone help me with a restart after a few seconds colliding with a solid. I'm new to this. Thanks

cedar pivot
#

in Blender, i have a pretty complex NurbsPath.
i have a small segment of road.
i want to map the road segment onto the Path using an Array and Curve modifier.

I create the Array to fit the length of the Path. this works fine
when i map the Array onto the Curve, the whole thing explodes in some unholy mash where the road segment seems to scale up by a factor of 100, and all array elements seem to be in the same location in world space.

what the hell is happening? i've been trying to figure this out for hours

errant plover
#

Did you apply the scale on the mesh?

eager mist
#

what is the best place to download 3d models for free?

azure dirge
#

you could try the unity store, sketchfab or turbosquid

eager mist
#

I've looked around but don't seem to find how to fix this

wary eagle
pale spindle
#

Just getting the grip of Blender. Im using the rigify addon, but whats the deal with the extra/final rig after you set up the metarig? My metarig is fine but the rig generated after you hit the "generate rig" button is messed up

dapper spoke
#

is there a way to convert a probuilder prefab into a normal prefab?
I took a basic rectangular floor tile unit and reskinned it with different materials (wood, stone, brick etc), however in preview they will only display the blue 3d cube icon & not a 3d image

pallid fractal
#

@pale spindle the generated one is the one that you're supposed to use. you should hide or delete the metarig

pale spindle
#

@pallid fractal I got that, but the character have very odd movement when i test it in pose mode

marble obsidian
#

If I export from Solidworks to Blender as gltf, then from blender to Unity as FBX, is there a way to keep Solidworks assemblies as individual parts rather than on solid model?

pale spindle
#

As far as i know, solidworks makes bad 3d models for game engines because of performance. the software is ment for real world objects

#

that doesnt look like the movement on tutorials lol

#

advertise in that channel, not here

maiden tangle
desert pawn
wary eagle
#

That's looking nice! Zbrush?

desert pawn
#

thanks! yes i blocked out some stuff in 3d max first

eager mist
#

i was tryin to make a game with like a particle as player but i cant edit the vfx graph particle anybody knows why?

fluid oak
#

@eager mist just use a gameobject and attach the particle to that?

dapper spoke
#

i have some floors & walls and used pro-builder to change the material to something else for variations. the new models appear in the preview inspector as just default blue cubes, is there a way to de-pro-builderize them so that they are like the originals, but keeping the newly applied materials from pro-builder?

dapper spoke
#

I found the solution, Export as Object.

cursive pawn
dapper spoke
#

that looks quite reasonable so far

#

it looks like it's leaning backwards a bit unaturally though. The proportions and shape are good.

gritty reef
#

Careful around that neck area. It looks considerably higher poly than the rest of the mesh.

#

Besides that, proportions and shape and everything look solid.

cursive pawn
#

the neck is just a cylinder ๐Ÿ™‚ the rest is cubes with a "2" subdiv. The neck is actually the lowest poly-count object on it so far lol

#

the "leaning backward" is probably the angle I took the screenshot -- plus I haven't fleshed out the hips and legs yet

#

but I can correct it either way

#

silhouette / flat view is a fantastic tool

clever root
#

how would be called process where i need to make some parts of 3d model be parent of some.
so like i have top part of tower which needs to be rotated
and bottom which is fixed

cursive pawn
#

Blender's sculpting is nice, and fantastic for something that is free -- but it is still severely lacking vs ZBrush unfortunately.

#

I ended up having to delete my mesh and start over because blender started not cooperating ๐Ÿ˜ข --- guess I'm stuck with windows if I want to sculpt. was hoping to be able to do what I needed from my linux laptop since that's where I keep everything

azure ether
#

@cursive pawn not sure exactly how well it will work on your system but it seems other have had some luck using WINE or PlayOnLinux to get Zbrush running on Linux: https://www.zbrushcentral.com/t/zbrush-5-0-optimized-for-wine/206107/17

ZBrushCentral

It works, even web registration though you need to manually type in the code! You also need to install VCrun2008. It even starts faster than on windows 10! All I did was copy my zbrush install over my playOnLinux wine 1.94 install, and set up a shortcut to the app and set t...

#

Also curious if you could just add Zbrush as a "game" to Steam to try running it with Proton instead.

cursive pawn
#

I would have to deactivate a seat to try lol

#

though I guess I could set up a trial for it

errant plover
#

In my experience, you are taking way too long to block it out. Just focus on the basic chunks and later add in the details. Try to not worry too much about position or pose either. You can rig it and move it after.

rigid storm
#

How should I go about carving the outline of a 5-point star into a sphere? I tried sculpt mode but it's not regular enough, and edit mode would be too tedious

glacial vector
#

Booleans probably

#

You can subtract one shape from another

errant plover
#

Make a Circle with 10 verts. Edit Mode. Select All. Checkered Deselect. Scale Down. F to Fill. E to Extrude. Move the star to the area you want to carve. Select main model. Add Bool modifier. Select Star with eye dropper. Apply. Delete or hide star model. @rigid storm

rigid storm
#

Wow. Thanks a lot, @errant plover !

pale spindle
#

I know there are many free resources out there to learn blender/3d, but is there someone interested in learning away 1 on 1?

fluid oak
#

Are you offering to teach?

junior stone
#

@fluid oak im pretty sure he wants to just pair up and learn together. right @pale spindle?

pale spindle
#

@junior stone Yes thats right

eager mist
#

anyone know why my faces/edges/vertices won't move or extrude anymore with probuilder?

high yoke
#

@pale spindle is that josh brolin? lol

pale spindle
#

@high yoke Good guess.

pale spindle
errant plover
#

Hold Shift and then click.

pale spindle
#

On one of those dots? Which in case? Or is the the layer in the scene collection list?

errant plover
#

What are you trying to do

pale spindle
#

Create a rigged character for unity

#

Following the tutorial i just linked

wispy surge
minor horizon
#

does anyone know a good way to keep the skirt from flipping over onto the colliders and getting stuck?

maiden tangle
#

I think it's confused which collider it's sitting on but I don't work with cloth just my two cents

#

they're a bit big, you can see the clipping in the legs, not sure if that effects anything

eager mist
#

hey guys Im trying to get procedural animations done in unity and am struggling a lot. can anyone help or point me in the right direction

glacial vector
wanton vigil
#

Hi all! Does anyone have any idea why part of my texture is so faded when I import it into Unity?

errant plover
#

All the skin uses the same material?

wanton vigil
#

@errant plover Yeah. One skin texture for the entire body.

#

Oh, I found it! I changed the main body texture but I forgot to replace the texture under matcap mask. Working as intended now.

eager mist
#

Hey guys I want to be able to make some custom 3D tiles for a game. Am I best making them in blender?

cursive pawn
#

I got ZBrush installed and running on my linux pc now ๐Ÿ™‚ time to sculpt

maiden tangle
#

@eager mist sure

#

Best is relative

eager mist
#

hello

supple bay
#

I need help with Ai and navmesh, I want for the Ai to fall of the map when I push him off but when I try itโ€™s navmesh limits him, can someone tell me how to make him fall when I try to push him off?

junior stone
#

@supple bay if you push the AI, disable the navmesh agent of it so it can slide off

supple bay
#

ok I will try and do that thanks ๐Ÿ™‚

candid glacier
#

Can I send my problem here?

junior stone
#

@candid glacier if its related to 3d, yes

candid glacier
#

Ok. My problem is When I use yield WaitForSeconds(5); it gives me a lot of errors how can I fix that?

junior stone
pale spindle
#

Im getting error messages in Unity when i import 3d characters ive rigged (rigged with Rigify add-on) in blender that the rigs are missing head and other bones

junior stone
#

why are you assuming the rigify rig generated is the same type as a humanoid rig in unity?

pale spindle
#

Does not rigify create the bones necessary for Unity so i have to manually skin some of the bones myself? And maybe rename them to?

#

I dont know, i just thought i was a tool for blender to unity ๐Ÿ™‚

junior stone
#

its a rigging tool. nothing thats in blender is directly connected to unity

pale spindle
#

Rigify is a addon

junior stone
#

for blender

pale spindle
#

Yes, but there are addons that are for blender to unity

junior stone
#

well ye, but not on a mesh manipulation level

#

if you set the rig to custom instead of humanoid in unity it shouldnt error. but it wont animate either way if you dont have a working rig / skin

pale spindle
#

Excatly

#

I did use another add-on that converts the rigify rig to humanoid in Unity but maybe its buggy

junior stone
#

thats possible, I dont know

pale spindle
#

Guess i got an error because i created the default human rig, not basic lol

supple bay
#

@junior stone you said early to turn off navmesh agent so the Ai can fall off, but I need the Ai to follow me and be able to fall off any ideas?

junior stone
#

only turn it off at certain times ๐Ÿ™‚ only when hes touching you or track the outside of the navmesh somehow @supple bay

supple bay
#

Ye good idea

pale spindle
#

Should all bones in a rig have weight before imported to unity?

junior stone
#

not perse, but why would the bone need to be there if it doesnt have weight? @pale spindle

pale spindle
#

I guess, without weight you cannot animate either right?

junior stone
#

without weight the bone is only taking up memory, its not used for anything

pale spindle
#

I see

junior stone
#

It migth even get stripped from the model. but i dont think so

swift umbra
#

how can i make a 3d drag an drop act 2d... if i prevent my draggable object from moving on the Z axis it will become out of sync with the mouse... any fixes for this?

prisma pagoda
#

Anyone know why after applying a rigid body and collider to an object, along with the same to another object, that I may experience drift when using a script to move it into the other object? By drift I mean if I stop my inputs it slowly moves away. I believe it is related to rotation constraints as once that component is disabled at runtime it comes to a halt. Msg me direct if you think you could help, thanks a lot.

dusty burrow
#

I have a offer for you guys. Place in game dev team, we are currently making a beautiful 3D fantasy game, and we tried to go independent with 11 members, but we added more game content, so we are looking for people who can do 3D Modeling. It's a revshare offer but with contract so you can't get scammed. i won't bother you more here and I'm really sorry if I breaked rules. If you are interested please contact me in private. We are friendly, cooperative and very ambitous team that is taking this project seriously.

pale spindle
#

What is the selected (white outline) bone called in the vertex groups list? I need to assign a vertice to it but cant find any matching name. Id guess its the pelvis but there is no pelvis in the vertex groups list. When i select the bone in pose mode, rig main properties says its the head and neck follow and torso parent

sleek spear
#

guys, are avatars mandatory for 3d animations?

#

Cant i have all the animations done in blender or maya and only read them in game?

#

Im halfway through the process of importing a model but I always had that doubt

errant plover
#

You will need at least one Avatar.

sleek spear
#

ok so theres no way around it, ok

errant plover
#

Not that I know of

boreal shoal
#

would this be the right place to ask about mesh generation stuff concerning MeshFilter and MeshCollider?

potent wraith
boreal shoal
#

okk, ill try there ty

tame horizon
#

this may or may not be the right area pls dont yell at me if im wrong.

im looking for a bit of help i made a chr with a 3d model helper turned it into blender took that and revamped it then took it into unity now its fine but if i take it into blender again it explodes (legitly explodes)

im trying to make a vtuber i have had less than 20 hrs of unity or blender or art experiences here are my results as of thus far i really need some help with hair
and maybe clothes if willing pls pm or at me i cant really pay much if anything im disabled out of work and this is last ditch effort to help pay for food >>

#

if wiliing to help me with getting the animations i already have done to work or helping me fix my ahir pls pm me pretty pls with cute sugar on top =D

fluid oak
#

@tame horizon What did you make the model in?

#

And how are you doing the blender>unity pipeline? As an fbx, or?

tame horizon
#

@fluid oak vroid > blender > unitity > blender then it breaks

the main thing is blender makes it more easy with cats and unity does all the effects best but i cannot get anything working in say magic mirrror lippit or similar i dont care about vroid chatting at all its for youtube @fluid oak

fluid oak
#

I'm already lost. Best of luck tho

south sundial
#

Hi! I have made a material to my model in blender is there any way to export it to unity?

#

i think some values as the roughness are lost in the process of exportin it

#

I should have to bake it?

obsidian vessel
#

Hey so, I just kinda wanna be told what tools I need and maybe some help breaking the problem down. I'm not new to programming (low intermediate, I'd say.) but I am brand new to unity.

I basically wanna emulate little standee pawns in Unity. https://i.redd.it/r1jbvwssw9u21.jpg like so.

I have this basic prototype model for that here https://puu.sh/FW0zZ/3c4f903404.png

I want to make a script that automatically shears off the sides when I drag in a new 2D character sprite/just does it when I make a new character in the game I'm making.

#

I hope that made sense ๐Ÿ˜Ÿ

fluid oak
#

@obsidian vessel is that a mesh plane, or a sprite?

#

If it is a mesh, you could just model a mesh with the shape you want and apply the texture to it. If it is a sprite, you could make a shader that lets you apply a 'cutout shape' to the alpha seperately from the main texture.

obsidian vessel
#

@fluid oak It's a mesh plane. My goal would be able to be able to just easily convert sprites that I need for the game to be cut outs. Though now that you say it, it's probably easier to add the cut out quality to sprites rather than start with a with the mesh plane.

#

Though I'd still want the final product to be a 3D model to give it that carboard clip on feel, if that makes sense.

#

So to break down the problem further. Let's say I go the shader route, what's the next step into turning that sprite into a double sided flat 3D object that I could put on a pedestal?

fluid oak
#

@obsidian vessel The main benefit of using a sprite renderer rather than a mesh renderer is that you wouldn't need to make a different material for each one.

#

And in unity, sprites are by default rendered as double sided 3d quads.

obsidian vessel
#

I see, so since I still want the actual pawn/standee in game to have a bit of thickness to give off a carboard look, I should go with the mesh route? I wanna be able to create something robust that can turn the images I'll be using into the cut outs since the hypothetical end product would have a of these pawns.

fluid oak
#

If the characters have alpha channels, you could do both.

#

That is, use the sprite liek a decal over the mesh

#

But yeah, just having a pre-cut out mesh and applying the textures should work just fine.

eager mist
#

Hi! I got a quick question:
On 3D Meshes, do I apply the texture in Blender or in Unity?

fluid oak
#

Unity

#

Or at least, you CAN do it in unity.

obsidian vessel
#

Alright, I think I landed on what I am gonna do. I'm gonna take your idea of the shader cut out, and just 'fake' the thickness from there. There seems to be a few options to do this and it sounds like the easiest route.

#

Thank ye for the help.

fluid oak
#

No problem! I'm curious to see what you do with it. My friend does a lot with physical standees

eager mist
#

Thank you!

fluid oak
#

The only actual meshes I've made, I made inside unity

vagrant geyser
#

I am trying to export a model. In fbx export settings I set it to Meters in Maya but the model is still really small. Any ideas?

#

Scale is also 1.0 in unity.

fluid oak
#

@vagrant geyser Unity expects maya files to be in centimeters, so it scales them up x100

pale spindle
#

What are those black dots in blender?

#

The picture is also from blender version prior to 2.8

#

Im trying to follow a tutorial where you are supposed to select the vertices in the middle (cube) and remove them by right click > remove double vertices. I found out that the remove double vertices function has been replaced by right click > merge vertices > by distance in new Blender versions. But i still cant remove them all though blender says it removed 14 double vertices, they are still there.

lucid plume
#

Im more familiar with 2.8 but its buggy sometimes have you tried making a new one and following the steps again? You can also try to use others options in the merge vertices sub menu

silk epoch
#

the black dots represent the faces in old blender.

hexed mango
#

the black dots in the middle of a polygon are when you're in face select mode

#

there's vertex, edge and face select mode, controllable from the topleft menu in 3D view

royal siren
#

you have a tutorial on how to make a blender car for unity?

sage shard
royal siren
#

and if I want to make the car for unity and you recommend me to make it in pieces or all in one piece

junior stone
#

you model it in pieces... but you can export it as a full single mesh if you want. depends on what you plan to do with it

#

its like the video explains, you make different parts and stitch em together however you need

royal siren
#

ok thanks

lean vale
#

Anyone ever got effed up UVs only on built platforms?
Like, UVs are bad on one area of a mesh on Switch, but perfectly fine in Editor.

this is on 2019.3

#

UVs are perfectly fine in Maya and Blender.

solar bridge
#

Can anyone tell me detect enemy by overlapsphere vs OntriggerEnter which is better?

drowsy tide
floral pendant
#

Hey guys,I just wanted to ask a dumb question do people put dirt textures on things like road because I have seen a lot of level designee where people don't put dirt or anything

rigid storm
#

I want to select some parts of my UV map to see where they are in the model, but deselecting the model completely erases the UV map. (Blender)

thorny wasp
#

Does anyone have a 3D house model i can use / buy? With interior.

whole fog
#

just curious but should I focus on 3D modeling more before diving deeper into Unity

drowsy tide
#

Hmmm

#

Tbh if youโ€™re trying to become a programmer u dont neefd to know modeling but models cost money so its a great choice to do both

gritty reef
#

@floral pendant If the dirt fits, then I'm sure plenty of people utilize it. The issue is that a lot of stuff like roads or sidewalks don't have dirt on them unless there's a reason. They'll be scuffed, have debris, etc, but probably won't be muddy/dirty in most general cases.

#

@whole fog It's handy to understand the basics, but it depends on how far you want to go into each part of the game-making process and what your goals are. Like if you want a polished, high quality 3d game, you're probably going to get a lot of value out of learning modeling. If you're okay with simplistic graphics or buying textures/models, programming might be the best avenue to spend your time on.

dense root
#

Im trying to make a top down game and I dont know do I want to make that in 3d or 2d or does it matter? Im not sure

whole fog
#

@gritty reef good advice. I really don't wanna have to pay for assets

gritty reef
#

So your options would be to adjust the style of your game to take into account your skill level, get really good at modeling, or make friends with a 3d artist and partner up on a project.

whole fog
#

what I have been thinking of right now is something along the lines of an N64 style 3D platformer that replicates the look of N64 games

gritty reef
#

That would be incredibly easy and an excellent starter project if you're not yet comfortable with modeling.

whole fog
#

but at the same time also taking advantage of modern hardware to do stuff that wouldnt be possible on the OG N64 hardware

#

a la Sonic Mania

gritty reef
#

Since back then everything was so low res and low poly, you'd rely almost entirely on texturing simple shapes to get the desired effect.

#

So 100% doable solo, even starting from no experience.

whole fog
#

Probably will go for higher texture resolution than what was standard on the N64

#

I have been studying the intricacies of the N64 to help get a general idea for what I am aiming for

rigid storm
whole fog
#

Probably thinking of something along the lines of above N64 but below Dreamcast

errant plover
#

@rigid storm why do you have six materials on one model?

rigid storm
#

Idk

#

That's another mystery I'm trying to solve

#

when I decrease the list, some of the planks disappear

errant plover
#

Did you model that?

rigid storm
#

Yes, in Blender

#

Simply 6 cubes, then Ctrl+J'd together

errant plover
#

Go back to Blender. Delete all the materials on it, except one. Then upwrap and remap the UVs

rigid storm
#

Good, that got rid of it, but now a different plank is weird

#

I've decided to completely remake this, it didn't take much time anyway

fluid oak
#

@floral pendant Well, it really is down to the individual I suppose.

lean chasm
#

Does anybody know the best way to code an active ragdoll with configurable joints?

#

I'm using Quaternion.Inverse(targetBone.transform.localRotation) to get the target rotation but I don't know enough about quaternions to improve it

mild vector
#

Hello guys! Need help with exporting a model into Unity. I am a programmer, but decided to learn a bit of blender. Started off with low poly models(obviously). So I have come up with this simple car model, but when I export it to unity, some faces gone missing. Can someone more experienced help me fix it, please? :3

#

Never mind guys, just fixed it myself.

sleek spear
#

So I applied an avatar mask to the hair bones of my character, so it could play the hair animation while it walks, but theres this slight deformation on the hair, what can I do to fix it?

rigid storm
#

Is there any simpler way to make such a curve made of cylinders other than using a ton of really small ones?

junior stone
#

use one with subdivisions and bend it? @rigid storm

rigid storm
#

How do I create more subdivisions?

glacial vector
#

Or make one and use array modifier + a curve

rigid storm
#

I'm trying to use the Subi=division surface modifier but it appears to only split it in half once

#

K, used the array modifier

junior stone
#

not that familiar with blender terms, used to 3dsmax

glacial vector
#

When you create a cylinder you can choose the length and how many divisions it should have @rigid storm

#

But you can not get these options back after you click away

rigid storm
#

I already did the thing and it worked

glacial vector
#

Good :) In 3D you usually have a bunch of different approaches to achieve a goal

rancid haven
#

Question, i have a model in unity, can i somehow export the UV map, or do i have to do that in blender?

errant plover
#

What is your end goal

junior stone
#

@rancid haven what are you trying to do with the UV map in unity?

rancid haven
#

Okay wait ill start from the beginning

#

Im texturing a character

#

and the knee high socks only have a plain black material right now

#

i want to add a texture, so i would need to know where what part of the sock is

junior stone
#

are you trying to make that sock color dynamic in unity then?

rancid haven
#

im trying to add text to the side of it

#

i dont really know what the best practice is for doing that

junior stone
#

well, gettign the UV would be one thing. but you alrdy have the texture

#

the hard part is actually applying the text to the correct place on the texture

#

aka, how are you going to write text to the texture

rancid haven
#

i dont have a texture, its just a black material

#

yeah exactly

junior stone
#

you made an unwrap right?

rancid haven
#

nope, thats the thing

#

can i do that in unity?

#

or do i have to go to blender for that

junior stone
#

you have to unwrap in blender, and import that uv texture to unity. and you ll need a way to paint on the textures too. which is a very complicated thing in itself tbh

#

you cant unwrap in unity, unless you use probuilder, but I wouldnt advise it. blender would be easier

rancid haven
#

im pretty confident i can do the texture painting

#

but thanks ๐Ÿ˜„

junior stone
#

It's not that I think you can't. It's that unity does not provide the tools to do it. But you can paint on the texture to get it working @rancid haven

rancid haven
#

Allright ๐Ÿ˜„ I think i found an approach that isnt optimal but itll get me there

chilly oracle
#

Anyone who consider themselves good at math and want to help me out with some 3D coordinates here?
I feel someone here might have worked with this problem before me.

var coords = new int3(index / (size * size), (index / size) % size, index % size);

I'm trying to spawn a 3D world using chunks, and I would like a method of getting my coordinates by math in one loop if possible.
This calculation works if my cube is always the same size on all sides, but does not work as a rectangle for example. I just input the index and the size on one axis and I get the right positions for the vector, something like this is what I would need but working for rectangles and oddly shaped chunks of land.
My initial thought has been to just replace some of the "sizes" with the right z,x,y max sizes, but I have yet to figure out the right combination.

#

This counts in the order of (z > y > x) BTW.

chilly oracle
#

Might have solved it with:

var coord = new float3((index / (ZMax * YMax)) % XMax,
                      (index / ZMax) % YMax,
                      index % ZMax);
eager mist
#

hello I am looking for a 3d modeler for a game that is still in the brainstorming stage called the subway

we have an Programmer
script writer
and me (a 3d modeler) on board

so if your interested in joining our small team please dm me

junior stone
#

what even is the diffference between a programmer and script writer?

eager mist
#

programmer programs the movement and how everything works in a game

scirpt writer thinks of the story

junior stone
#

oh, I assumed script writer to be unity script writer lol. cuz c# unity is a scripting language haha

eager mist
#

yeah i am sorry i shoulld have specified that

gritty reef
#

A writy-boi

frail skiff
#

Now what if i want dirt coming from the lower end tho ?

#

Im thinking there might be a way to mix this tilable texture with a tilable dirt texture which detects where y is the lowest ?

#

or i could imagine that i would use a dirt decal directly blending it with the original one ?

#

not sure how to approach stuff like that the best way

#

Ofcourse a UV like this wouldnt work with blending dirt directly with the tilable texture but with an seam i could do so. Its more about what would be the best way ?

junior stone
#

do you want it to always go from the bottom? you could use a shader for that if you'd like

frail skiff
#

yea its a somewhat dirty game so its always gonna be from the bottom

#

if i want general dirtyness on that i would just add the dirt to the texture to have that little bit in there from the start

#

not sure how much of that is good yet tho

junior stone
#

shader with world-position from the bottom and a bit of a grunge map could work tbh

#

or just do it in the actual texture in blender, there is nothing wrong with doing that either. its kinda up to your preference @frail skiff

#

cuz yuo ll need to make the shader and I dont know what your skillset is ๐Ÿ˜‰

frail skiff
#

ive made shaders in UE so i hope its not too diferent but i know from UE that wouldnt be too difficult either right?

junior stone
#

if you use either shadergraph or amplify its pretty similar. but idk if you can get the result you want. depends on how good you are with shaders ๐Ÿ™‚

frail skiff
#

alright thanks mate

#

ill try shader first and see if i can get that done ^^

#

that would make life easier for other artists in my team

junior stone
#

the blender route is probably the most straightforward. but the shader way could save you so much time

glacial vector
#

You can combine tilables and unique bakes with two different UV unwraps, but it's advanced modeling

#

With a 0-1 unwrap you can make masks for things like dirt in substance painter and use that in unity

frail skiff
#

that sounds interesting

glacial vector
#

He set up this shader in Unity as well but it's in a stream vod so I'm not sure where it is

#

But as I said, this is more advanced. So you decide whether you want to try

lucid abyss
#

cloud u help me wit h blender PLS.Thanks

#

ANYONE

copper bridge
#

Ok so I'm kind of pissed off. I just finished animating a model and adding all the actions, but when I import it into Unity none of the animations show up! This happens whether I export the blend file or the fbx. Can someone help?

wary eagle
copper bridge
#

This bullshit has to happen one minute before I have to get ready for work. Screw it, I'll deal with it some other time.

#

I've never had a problem importing a model's animations before and didn't do anything differently this time, so I have no idea at all why Unity decided to stop importing my model correctly now...

#

If it matters I used Mixamo for the animations then copied them onto a single model as actions. But I use Mixamo all the time and never had any problems.

midnight pollen
#

you can support me by a like here if you want ^ :D

night socket
#

How can I fix problems with unity not supporting preserve volume?

#

I can't just use preserve volume because Unity doesn't support it so it won't work outside of blender

#

how the hell am I supposed to fix this?

#

all answers I find is "just use a helper bone lol" but I have no clue on how to use a helper bone in this case since the answer used it on something that's meant to deform(like an arm), which my hammer isn't

gritty reef
#

@wary eagle Looks a little higher poly than I'm used to seeing from you lately. Looks fantastic! Did you finish up on the space launch pack you were doing?

#

@midnight pollen That's really cute, was it a kitbash or all custom?

fluid oak
#

@frail skiff Why not just use vertex colors as a mask for the different textures?

#

@night socket If the hammer isn't supposed to deform, just set all the vertices to only be affected by one bone? Then there won't be any influence from other bones to bend/deform it.

night socket
#

That's already what's happening.

#

anyway all I had to do was split the bone into 2 bones and just do the same weight paint shrugs

mystic robin
fluid oak
#

Nope!

near apex
#

Yes the donut tutorial!

dire rock
errant plover
#

Use snapping?

dire rock
#

Yeah, they are all at rounded positions.

errant plover
#

I would stretch the model or make one wall. No need for so many small ones.

eager mist
#

ping me if you respond pls โค๏ธ

midnight pollen
#

@midnight pollen That's really cute, was it a kitbash or all custom?
@gritty reef this was allllll done in the 48 hour from scratch by me, every object u see was a cube/sphere/cylinder/plane once, but i then modelled to the shape i wanted!

junior stone
#

@midnight pollen consider uploading to sketchfab to make the model viewable in 3D ๐Ÿ˜„

rain flax
#

Does anyone know if thereโ€™s some feature that fixes z-fighting?

junior stone
#

@rain flax I mean, you gotta just makse sure you dont allow it to happen more so than fixing it afterwards. its a thingie that pops up every so often but you need to avoid it since there isnt rly much to fix it other than offsettnig the meshe

rain flax
#

Alright thanks

midnight pollen
#

@midnight pollen consider uploading to sketchfab to make the model viewable in 3D ๐Ÿ˜„
@junior stone yeah, i do these things a lot, i am thinking of maybe making some extra money by selling 3d models online

#

stuff like game assets for example

#

maybe, a weapon pack

junior stone
#

you wanna compete with the big guys dont you xD

midnight pollen
#

problem is, market is reallllyyyyy saturated

junior stone
#

synty-studios UnityChanAfraid

#

commision based art is a better idea imo

midnight pollen
#

you wanna compete with the big guys dont you xD
@junior stone have been using blender for 2.5 to 3 years, so maybe it pays off if i try idk

#

commision based art is a better idea imo
@junior stone yeah, i dont want to have clients and a "job" tho, this is a hobby, selling models online will not even be a passive income, it will just be a "why not sell the models, they are sitting here doing nothing" kinda thing lol

junior stone
#

you need to find a team to make a game with lol

#

so you can use your assets for smt ๐Ÿ™‚

midnight pollen
#

for the past years till today, its a hobby of mine, so i do it for free

#

with quarantine i just got loads of free time, so i thought if i make 10 dollars even, its nice to try stuff out uk

#

nothing serious tbh

#

problem is, market is reallllyyyyy saturated
@midnight pollen that is the only problem that might make me not try at all tho lol

junior stone
#

yeah, thing is that big studios push out asset bundles fairly regularly and some even make it their main source of income. @midnight pollen I would even argue to say taht you could find one of those and make sure your assets work with them. or go full PBR and sell that since thats not something people commonly make assetpacks for due to the time investment needed to make a single asset

#

I am currently working on creating interactable 3d scenes for web. I wanted to put some 3d/programming oriented content on my website, so i think that would be a nice idea

midnight pollen
#

yeah, thing is that big studios push out asset bundles fairly regularly and some even make it their main source of income. @midnight pollen I would even argue to say taht you could find one of those and make sure your assets work with them. or go full PBR and sell that since thats not something people commonly make assetpacks for due to the time investment needed to make a single asset
@junior stone yeah, i have learned to use materials PBR, not only time, but sometimes money to get the textures!

junior stone
#

@midnight pollen I usually take my own photos and use textures.com for a great database of textures. photoshop skewing and making things tileable. Ive got a pretty solid database of stuff

midnight pollen
#

its like pbr haven

#

but for textures

#

alll free

#

up to big resolution too

#

i dont texture using stuff around/near me irl so i dont make my own textures lol

junior stone
#

i ve literally gone outside with my camera to look for interesting textures to use

#

either for pbr, or for testing around with handpainting

#

@midnight pollen

wary eagle
#

@gritty reef Thank you Mike!
It's not an asset for the Asset store this time haha, that's why!
I'm still working on the rockets pack! atm, Saturn 5, space shuttle, soyuz are done!

junior stone
#

@wary eagle progress pics, progress pics, progress pics! (read while chanting)

frail skiff
#

trying to use this detail mask which ofc contains a normal but i think i have to somehow tell unity that its a normal in there

#

on other normal maps i have to set them to be normals manually

#

looks buggy right now

#

as soon as i turn it down to zero its fine again

glacial vector
#

Looks like you might have packed something incorrectly?

frail skiff
#

turns out i forgot to split normal x and y before putting it back together in alpha and green

#

looks better now but still not the way i would expect it to

glacial vector
#

Does it still go back to normal if you set the intensity to 0?

frail skiff
#

ye

eager mist
glacial vector
#

You might need to invert the normals g channel @frail skiff

wary eagle
#

@wary eagle progress pics, progress pics, progress pics! (read while chanting)
@junior stone Hahaha, of the vehicle? Or the rockets? ๐Ÿ˜›

junior stone
#

EVERYTHIIIIING

#

@wary eagle ๐Ÿ™‚

wary eagle
#

I don't have push the vehicle that far since the last render, here is some more floater on it:

#

And the rockets!

junior stone
#

is that high poly or are those normal map texture applications?

wary eagle
#

ATM it's juste the High poly, not baked yet!

junior stone
#

pfft. I woulda just baked one hole and made a tileable overlay on the normal map with it. that just sounds like hell

#

or even just paint on it with substance painter on the 2D uvs lol

wary eagle
#

I will not have the hole on the LP, I'll use an alpha map!

#

That just for the HP render haha.

#

It's a Zbrush mesh, so kinda easy to do

junior stone
#

oh ok. yeah that makes sense

#

I was thinking with my 3dsmax mindset

wary eagle
junior stone
#

poly-loops!

#

well, rings

wary eagle
#

All internals done too. ๐Ÿ˜‰

#

But can't really show it! ๐Ÿคซ

junior stone
#

you going to make one of those exploded mesh animations for that to show the insides?

wary eagle
#

Not planned. Just marmoset render, and in engine renders.

lean stream
#

what is your workflow to update a mesh in Unity? say I created a prefab, the hierarchy inside it, applied the materials.. But I want to separate a part of the mesh in the fbx.. Any way to update the object?

junior stone
#

fair enough. rly high quality model! would LOVE to see more whenever you got some more to show!

wary eagle
#

I'll send some more render asap so! Thank you!

junior stone
#

@lean stream you cant split a mesh object after importing it in unity. you should plan ahead and separate them if you want to do that

#

@wary eagle feel free to tag me if you feel like sharing! (Or DM me, you have my permission to get up in my DM's lol)

lean stream
#

@junior stone so if I didnt plan ahead, I have to redo everything? No way to just update the fbx?

junior stone
#

the unity mesh object will update when you change the fbx, but you would need to import the separate parts individually

lean stream
#

hmm okay, thank you ๐Ÿ™‚

junior stone
#

also, out of curiosity. are you a freelancer? do you model at a studio? whats your occupation, cuz your stuff looks professional @wary eagle

wary eagle
#

I'm freelancing!

#

Main activity is the asset store, this vehicle is for a mod!

junior stone
#

can you link your asset store page ๐Ÿ˜„

#

nvm got it, you use the same name

wary eagle
#

Haha

gritty reef
wary eagle
#

This is looking really nice!

#

Love the edge flow.

gritty reef
#

Thanks Simon! ๐Ÿ™‚

copper bridge
wary eagle
tough vigil
hexed mango
#

for an ingame model? slightly insane, yes xD

#

normal maps (hell even displacement maps and tessellation) are a thing, you know :P

tough vigil
#

I know ๐Ÿ˜… Iโ€™m new to modelling for games instead of rendering, but since this is a first person shooter where youโ€™re looking at the gun the whole time, it isnโ€™t too bad, right?

wary eagle
#

You must aim at something like 60-70K max for a rifle. ๐Ÿ˜‰

errant plover
#

And that how you make a laggy game, like PUBG ๐Ÿ˜›

keen meteor
tough vigil
#

Maybe a white bulb object behind the lamp shade that you can see through it?

eternal raft
#

Hello everyone.
who can help me for make texture and materials in substance ?

sullen plank
#

@eternal raft Start with asking the actual question.