#🔀┃art-asset-workflow

1 messages · Page 48 of 1

sullen plank
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Do you have a question about asset creation, tools etc.?

eternal raft
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Do you have a question about asset creation, tools etc.?
@sullen plank no.
i can't make materials for game.
i sent message to know who can help me.

sullen plank
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You've been told already, there's no recruitment on this server.

reef sundial
timber wind
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Hey, I need someone that owns Sketchup for a small thing I need, please hit me up when you own it.

hybrid storm
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Hi, my name is Elio and I’m a project manager. I began working about a month ago with a team of 5 people on a really interesting mobile game. However, we need some help in level design and in a few animations. If any Graphic Designer or Animator is interesting in helping, please do let me know. You will get credited and probably paid if the game is successful 😋

eager mist
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does anyone know how I can create an interior of a vehicle

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a cockpit for example

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do i do it the same way i would create a normal model or would there be possible issues with scaling?

random cedar
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@eager mist just do it like you would with a normal model, then scale as needed in unity

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or if you have the original vehicle model, import it to your 3D program, then model the inside, then export the that new model and it should fit perfectly

eager mist
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ok thx

wary eagle
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1 X 4K texture, 46K tri.

eager mist
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Nice!!

eager mist
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neat

wary eagle
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Thank you!

wary eagle
wary eagle
normal garnet
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wow

rigid storm
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How can I rotate things >180 degrees in one motion with Blender animation?

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i.e. spin something more than half a rotation

random cedar
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R > Select Angle (x,y, or z) > 180 @rigid storm

mystic robin
vivid beacon
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😎 🤯

umbral grail
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Nice

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thats a good tutorial series

white flint
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I need to model some basic 3D models (think cubes, discs, capsules and boxes), but I need to model them to relatively precise dimensions. What are some simple 3D softwares you can suggest for modeling? I am struggling with blender to even hit the right scale etc; I think I'd need something a lot simpler for this quick type of modeling I want to perform.

white flint
random cedar
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@white flint blender has ways to be precise

white flint
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Blender has probably 99% more features than I need.

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I like Wings3D in a way.

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I get totally lost in Blender.

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I was pretty good in Quake3 Radiant and with SabreCSG in Unity, the latter is too unstable though last time I used it.

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But a constructive solid level editor is hardly a decent modeling software.

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Most subdivision modelers really don't mesh (haha) with how my brain perceives space and how my hands want to select and modify stuff.

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It's more of an accessiblity problem than an "unwillingness to learn" problem, I've been dabbling with 3d modeling since the 1990s and I still don't have a tool that's really fast and elegant to model simple, primitive level shapes. (Wings3D is closest so far, but it's pretty old technologically)

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solved it with Wings3D so far, I wish it wasn't a sub-object though. Maybe I can change my conversion workflow so it bakes the entities together

wooden flint
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hi some times when i weight paint my amature disapears. it is not hidden. what should i do. this is in blender

eager mist
wary eagle
thorny wasp
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Does anyone here have an active maya licence at all? theres a model i want but its in .ma format, if someone could download it and export as fbx for me?

errant plover
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Link?

rigid storm
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When I import my Blender animation to Unity, one rotation is along the wrong axis

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I think it's because Blender has the Y and Z axes in different places

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but how do I fix this?

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Also, why is my model's pivot completely displaced? I set the origin of every single object in Blender to 0,0,0

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All the individual meshes have the correct origin, but for some reason, the model as a whole doesn't

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Ok, not my whole mesh, but my armature

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Why is my armature's origin displaced?????

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ok, I just moved the armature in blender, but I still dk why that happened

tame lynx
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Does anyone have a good 3d voxel art software for unity?

rigid storm
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I want this pivot to be at the center, not at some random location

errant plover
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You have to apply the location in blender, before export.

tough vigil
wary eagle
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Nice gas bloc here! 🧐

eager mist
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Hey, I'm trying to import a model from Blender into Unity. Everything looks fine in Blender, but upon importing I get culling issues

errant plover
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Make a video

inland gate
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Question,
When I am importing a town or little something I made in for example Blender to Unity
Is it better to have like one large mesh collider for the whole thing
or to just check "Generate Colliders" for every individual mesh I import
I know generally the more colliders = the more physics checks, but is a large mesh collider better for performance?
(I prefer a seperate collider for each mesh as I don't have to rely on grouping everything together 🙂 )

errant plover
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Make colliders for each mesh. Cude or sphere where you can, generate for the rest.

brisk horizon
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Is there a built in FBX exporter?

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What I really want is to directly apply my vertex color changes made in Unity to the mesh. ProCore does something similar but saves to a .asset file

vague violet
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import package @distant rivet

brisk horizon
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@vague violet what is the package name?

junior stone
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fbx exporter

finite barn
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any help on rigging this? i cant find any tutorial on how to rig something like this

eager mist
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throw it into mixamo

junior stone
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mixamo is unlikely to be able to rig that

finite barn
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i get errors in mixamo

junior stone
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as I expected

finite barn
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it says to place the markers on the model or something like that

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as I expected
@junior stone do you have any idea on how to do it?

junior stone
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you take the markers

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and place em where they need to go

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the little circles

finite barn
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yea i did that

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and i still get errors

junior stone
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what does it tell you

finite barn
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ok wait i will try one more time

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and without fingers

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@junior stone

brisk horizon
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@junior stone I can't find "fbx exporter" - any idea where I should be looking?

sullen plank
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it could be a preview package

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need to allow showing preview packages

junior stone
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@finite barn its legit telling you how to set it up on the right on their model

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but im pretty sure that rig is not gonna be decent, you ll need a custom thing cuz your parts are all detached

finite barn
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i wanna make make the model like from fun with ragdolls the game

brisk horizon
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@sullen plank Thank you

finite barn
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@junior stone sorry for the ping but this should do the rig right?

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it works :o

floral pendant
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hey guys for some reason my window's glass is appearing as green on one side,it would be great if you guys can help me

wary eagle
junior stone
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I have the idea they are flying but their propellors are static

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my brain does not compute

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@wary eagle

wary eagle
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I've use an high FPS camera, that's why! 😄

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We'll use a rotating texture for the game version. 😉

junior stone
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if you upload the model somwhere you shoud probably animate it! (like sketchfab)

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a rotating texture UnityChanConfused

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why not just animate the model?

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detach it from the main model and make it a child, rotate however much you want depending on the speed of the plane 🙂

wary eagle
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Nope, because it's for a mod, and we have to use the already in engine mechanic.

junior stone
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aha, constrained environment

wary eagle
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Also it's quite a low-importance model, it's used only for close air support, something that you don't see a lot during the game! Let me send you an example of the rafale I've done some weeks ago!

junior stone
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thats a nice framerate

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at the start mostly xD

gritty reef
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With propellers moving at that speed, would the limitations of frames per second interfere with desired effect? Like IRL propellers take on a whole new shape/appearance when viewed by the human eye.

junior stone
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you can probably fake that effect with some clever texturing

wary eagle
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Yeh, I think about that too, also if someone have a freeze or something, that will result in a non-moving blade.

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That's why it's way better to just use a rotating plane, with the turning bales baked on it! 🙂

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Let me show you the actual in-game one!

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When the SDK will be up to date. 😅

tough vigil
wary eagle
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Most of it looks fine, you just have to clean the top inclined part to avoid polygons density when subdivision!

tough vigil
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Yeah, it’s the top part that’s causing the issues. It looks fine, I just think it could be neater

wary eagle
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Can we have a closer looks to this part?

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Also if you plan to bake it, you better have way smoother beveln or you will not be able to nitice the bake.

tough vigil
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It’s mirrored, and I want it to be full quads

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Is there a better way to go from 5 faces at the top to 1 at the bottom?

wary eagle
gritty reef
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That's a pretty much flat surface, right? You can probably start merging vertices pretty easily and clean it up a bunch

tough vigil
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It’s completely flat yeah, and I’m trying to make it all quads

wary eagle
junior stone
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if its an isolated area you can get away with an ngon 😉

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as long as you inset it and make sure its flat

wary eagle
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Ngons will not be a proble here yeh, but you better learn using only quad, and use Ngons as last ressort

tough vigil
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And the top 5 are needed cause of a circle cutout at the top, it’s the edge loop from that

junior stone
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I would not mind having that end up an ngon, but indeed its not a good idea to depend on it

wary eagle
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hmm, any chance you send the model?

tough vigil
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I could make the top of the circle at the bottom dense geometry from the top but it wouldn’t be fully circlular in the subdivision

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And sure

wary eagle
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FBX would be great!

junior stone
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i honestly wouldnt even have made those lines merge tbh. or do they mess up the inner shape?

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nvm its rounded on the inside

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ignore what I said

tough vigil
wary eagle
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how do I remove the modifier ?

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So I can export it as an FBX to C4D?

tough vigil
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Tab into object mode and apply them?

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In case of the subdivision just remove it

wary eagle
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Ho I got it!

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you need to have a parallel loop here:

tough vigil
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I couldn't figure out how to add one, cause the edges of it need to completely fill out that section

wary eagle
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Manually is the best way!

junior stone
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you might have to manually cut that edge for it to look right

wary eagle
gritty reef
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I was having a problem similar to that and I didn't even think of adding a loop around it like that. I think you might have actually solved a problem of mine lol

tough vigil
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I may start over with this as reference, but a little lower res. The rounded areas dont need this much geometry

wary eagle
junior stone
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should also kinda space out those control edges so its more equally subdivided

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you dont need that many edges on the side for it to look that sharp

tough vigil
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They arent control edges on the top, it's from the top of that circular cutout

junior stone
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they are creating a very hight poly density nonetheless

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but that rly only shows when you make a wireframe layered render, but it does look cleaner if you space it out and have equal sized polygons

wary eagle
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Only mind the orange faces:

junior stone
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clean

wary eagle
junior stone
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tho you did create a pole on both sides with 5 lines going in 🙂

wary eagle
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?

junior stone
wary eagle
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that still only quad

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it's not a problem

junior stone
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oh I missed those lines inside the triangles

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thats a quad, nvm my comment

gritty reef
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rekt

wary eagle
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mistake here sorry:

junior stone
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I helped UnityChanExcited

wary eagle
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Haha

junior stone
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its been 2 years since i ve done high poly

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maybe I should do some

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been busy working on my game, mainly coding. while learning handpainted textures

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made me sloppy on my PBR

gritty reef
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Make me free model @junior stone

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I will credit you when game launches

wary eagle
gritty reef
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oh wow, that's cool

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How do you keep the interior from bumping up your polycount substantially when you bake it and put it into a game environment?

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I assume you wouldn't want backfacing on your paneling unless it's going to be opened

junior stone
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i think there is a shell modifier in cinema4d

wary eagle
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It's just a solid face, not even geo here!

gritty reef
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Ohh I gotcha

wary eagle
gritty reef
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I assumed it was segmented up like that in the LP as well and was wondering what the interior added to the model

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But I see what you're doing now

wary eagle
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The bottom one have geo, that will be the only one you can almost see:

junior stone
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the sizing of the propellers seems a bit wack, could be perspective tho

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they look very different sizes

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its probably perspective

wary eagle
tough vigil
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@wary eagle That looks really good, but I was trying to avoid vertical lines from there cause of how it might effect the circular hole just below it

wary eagle
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Then just turn them to face the next hole! 🙂

gritty reef
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The angles make my brain happy

tough vigil
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Is cinema 4d better than blender?

wary eagle
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*Different

gritty reef
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It's definitely more pricey hahah

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I usually tell people that Blender is a great start until you figure out where you want to go with your career in 3d. As an amateur myself, I started with 3ds and then moved to blender because I couldn't afford a subscription of 3ds without the student license.

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Now I'm just trying to get good at the basics of modeling and later on, if I decide I want to try to go pro, will probably move to whatever is standard for the studio I'm joining.

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Since things like topo and style carry across all 3d platforms, you can get good at it for free in Blender 🙂

wary eagle
gritty reef
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I'll give it a like when I get home and can access my acc 😄

wary eagle
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Haha thank you mate!

tough vigil
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Is there a way to move a vertex along an edge AND snap it level with another one at the same time?

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Cause you can go gg for one, and g + x + ctrl for the other

gritty reef
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The way you're describing it, those are two conflicting actions. If you're sliding on an edge, the vertex won't be able to move off of that edge

tough vigil
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As in, move the red vertex so it's under the green one, but still have the black edge be flat?

gritty reef
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ahh I see what you mean now

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let me play around on blender real quick and see if I can find a solution for you

eager mist
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does anybody know if there is a way in blender (or maybe in unity, via c#) to perform convex hull decomposition? i mean like- take a torus, and click a button to turn that torus into several convex collider meshes that can then serve to make concave-looking collisions even on a rigidbody (basically i wanna do this; but do it myself and for free, so that i can use it also outside of unity: https://assetstore.unity.com/packages/tools/physics/collision-mesh-generator-convex-decomposition-154904)

tough vigil
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The only way I can think of is to separate the green vertex and knife project it onto the black edge

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@eager mist could you just separate each of the rings of the torus into separate rings?

eager mist
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i could. i can do that manually i suppose; i just wonder if theres any more automated way

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the torus is just a simplistic example though. i plan to do this with significantly more complex shapes

tough vigil
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Just alt click every other ring and separate to another object, then join the 2 objects?

eager mist
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yeah. again i know how to do it manually; but its a pain for more complex stuff

gritty reef
tough vigil
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Yeah

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I managed to do it with slanting the red face with ctrl, cause the black face was 45 degrees so it snapped to the same

gritty reef
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Yeah, I'm not finding an easy way to do it. I would imagine someone has put out a plugin for it, even if it's not built in.

tough vigil
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Better?

wary eagle
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That's looking good!

tough vigil
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That's the second pic 😉

wary eagle
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Maybe only one!

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a loop cut, so that cover 50% of the faces

tough vigil
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One?

wary eagle
tough vigil
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But wont the top or the bottom be more smoothed out?

wary eagle
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If you plan to bake it, that's what you want!

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You need to be way smoother than the real one.

tough vigil
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Here we go. I had to use 1 ngon

inland gate
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Does Unity has automatic LODs?

vague violet
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you need to right click in the scene manager and click import new package then click the fbx file @brisk horizon

lethal tangle
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how would I offset faces so that the outside parts are exactly 2 meters? The whole square is 12x12x1.

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I put a 2x2 square in the corner to try and hand measure it, and it seems to be around 0.33 on the thickness value.

junior stone
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@tough vigil that is so much better

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@inland gate no it does not

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@lethal tangle there should be an amount of inset in the bottom left corner

lethal tangle
junior stone
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seems not than huh

gritty reef
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@lethal tangle Turn on snap to grid, pres numpad7 to go to top view with your face selected, set your viewport shading to Wireframe, eyeball your inset to about 2m, then press 2 to switch to edge select and move the edges so they snap to the grid.

Idk if there's a faster/easier way of doing it, but that's the fast dirty way I figured out.

lethal tangle
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owo

gritty reef
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your cube also looks to be 24x24x2 as well, so your scale might be a little off

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Each square of the grid is 1sq meter iirc

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Hope that's what you were asking for 🙂

lethal tangle
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well my 2x2 in the corner covers 4 squares in each direction

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also yes thank you, it works. 😄

lethal tangle
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Even though I select everything in the mesh, it seems to be ignoring some parts.

glacial vector
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Might be some double vertices? what effect are you trying to achieve?

lethal tangle
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smoothing the edges. And nwm I fixed it. I noticed I completely f'ed up the shape anyway so I redid it using a different method, and now the bevelling works fine.

lethal tangle
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as far as I know, (tris / 2 = polygons). and mine would equal 238 which is within the maximum limit.

exotic crow
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I'm using Unity 2019.1. LWRP. Does anyone know how to fix this. Grass is one object, sorting doesn't work correctly. Same thing happening in Unity 2019.3 URP

near lotus
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Hmm, if it's an alpha cutout I don't think the shader should be set to transparent as well.

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But I'm not sure how shader graph in urp works 🤷

exotic crow
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Thank you, I thought it has to be transparent. And for some reason I had to expose property of AlphaClipThreshhold for it to work. It works now.

inland gate
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Question,

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I am working with the Unity terrain system:

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If I wanted to basically shape the terrain to basically match the map design I have on a map

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How can I get a simple aerial view of my terrain?

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Because the terrain is huge... Idk how I can work with it in a ground view

mental kernel
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Can someone guess who is this guy.

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?

thorny wasp
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Is this alot of vertices and stuff for a model? wondering if its performant enough to use in my game?

inland gate
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Depends

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What is the model?

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Is it large or small?

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A screen shot would help

sonic phoenix
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Can anybody help me understand this?

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A 3D mesh says it has 24,800 verts when see it on the inspector

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but when I use the Stats on the Scene, that mesh is adding 170K Verts

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How come?

hallow wadi
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Can some one help me with animation adding to models pls

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just message me privately so we can talk

errant plover
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Yea, ya'll gotta post some screenshots or video or something.

hallow wadi
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ok

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thx

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How do we fix this non-sense:How do we make the animation to run on the model?

arctic nymph
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question is there any cloud asstes that i could find that could give the effect of my setting taking place very high in the sky

desert pawn
junior stone
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I fkn love zbrush @desert pawn

desert pawn
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it was part 3d max

junior stone
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it usually is

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depends on the shape you r making

desert pawn
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i could have done a lot more in max but it was fun still

junior stone
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I think armor is fine to make with sudb modelling, but organic shapes like that character are prob more convenient to sculpt

desert pawn
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i think with a little more creativity i could have done most of it with boxmodelling+turbosmooth even most of the organic detail

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but i forced it because im learning zbrush and wanted to see how that tool works

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also i think some things were faster to do in zbrush

junior stone
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oh for sure, organic shapes, even with turbosmooth are hell

desert pawn
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but if youo look really close im still not getting the surface really smooth

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theres not that much organic going on anyway

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the curves are quite geometric

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maybe the feather stuff

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and the cloth

junior stone
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yeah fair

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I would argue to sculp the spaulders

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but it rly boils down to preference

desert pawn
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its never as precise

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with a bit of practice it looks very good and i think its always faster to sculpt, much more intuitive

junior stone
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very true

desert pawn
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i just hope i get good enough for commisions eventually

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apart from this my main hobby is not starving

junior stone
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uhm, if thats the level you are at. you could probably find people to get commisions from

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just gotta be sure to market what youve made

desert pawn
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im trying

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is artstation good for networking

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_

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?

junior stone
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I'm not sure. I suppose showcasing there is good. but I would say twitter is good to get yourself out there

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artstation portfolio could be nice. or sketchfab for that matter @desert pawn

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could also look at sites like fiverr if you need a platform, tho im not sure if I'd advise that since I havent done it

desert pawn
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im currently on cgtrader

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had some people reply but no confirmations yet

junior stone
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yeah fiverr has a nice process of doing stuff, not sure how cgtrader works

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you'd need to compare the platforms

desert pawn
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ill have to check it out

junior stone
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if you have a nice looking portfolio, people will probably ask for commision. just be careful about the obvious cheapskates trying to skimp stuff of you

desert pawn
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i also want to improve as much as i can, but portfolio projects take a lot of time, so my ideal to "learn as i go" but so far i have found nothing, not even entry level stuff

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also it hink my skills are assymetrical

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i know much more about modelling than anything else

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i should at least be decen in texturing and maybe rigging

junior stone
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there is a rly big market for handpainted texturing and PBR imo

desert pawn
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yes, i have to learn a bit of that

junior stone
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gotta be honest, character modelling is not my strong suit. I try to keep it to hard surface

desert pawn
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but they are unfinished

junior stone
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thats some good looking geometry, just looks a bit highpoly to be for a game

desert pawn
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nah it was made for archviz

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like

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or 3d printing

junior stone
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that the architect VR thing?

desert pawn
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im an architect so i started 3d because of that

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no it was at first meant to bea way to take a still image from it

junior stone
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ah right, you went from autocad to 3dsmax then?

desert pawn
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straight to 3dmax

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i only used autocad for 2d

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it was what most people i knew did

junior stone
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fair, I was tought 3dsmax in school. but am having to use blender cuz u know. 3DsMax EXPENSIVE

desert pawn
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yeah, but theres student license for max

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altough blender is really good

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once i learn it completely i may swithc

junior stone
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there are student licenses but I have my bachelors so its not rly applicable @desert pawn

desert pawn
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never late to start studying something else XD

junior stone
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I rly enjoy blender cuz im more of a programmer and technical artist. the scripting and open source stuff is rly nice to use with python 🙂

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@desert pawn

desert pawn
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python is like the official scripting language for most programs right_

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?

junior stone
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it usually is y

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3dsmax uses it too, but its a bit more constrained @desert pawn

desert pawn
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yeah thats what my programmers friends usually tell me

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for anything programing related better to go open source

lucid abyss
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how do i add a rottation when a key is pressed?

chrome lily
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So I've this 3d static character in a scene and a canvas. I can scale the canvas according to the aspect ration and resolution. But doing that completely changes the position of the 3d character. How do I fix the character in one place in the canvas?

junior stone
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@lucid abyss thats more a question for #💻┃code-beginner since this is mostly for visual 3D modelling stuff 🙂

eager mist
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if i want to create a spaceship with a cockpit, does the cockpit need to be a part of the model?

junior stone
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@chrome lily you've added a 3d object to a canvas?

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@eager mist yes, but depending on y our needs it might need to be separate. If you need to be able to eject the pilot I would separate the model. otherwise its just modelling how its mostconvenient

chrome lily
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you've added a 3d object to a canvas?

No its on the scene

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But if the aspect ratio changed the character moves out of its place

junior stone
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yeah cuz 3d objects are relative to the camera, not the canvas

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you can render the 3d model to a texture and add that to the UI tho @chrome lily

eager mist
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@junior stone maybe i would want the bowels of the ship to be walkable

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not sure

chrome lily
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you can render the 3d model to a texture and add that to the UI tho

Can I render it transparently? I mean I don't want the BG of the Character, I have my own custom BG

junior stone
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@chrome lily im not sure if it ll be performant. but you can make a bright pink background and use a shader to filter out the colored background

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im not sure about specifics on it, but I have seen systems like that

chrome lily
#

OK, do you have any idea how they do such a thing like Character Customization? My scene is basically a Character Customization screen. So I need the character in one place. There must be some other simpler way no?

junior stone
#

uh, thats a separate question isnt it?

#

you need to have the objects you wanna have editable in the files and enable disable the ones you wanna see. thats kinda it

chrome lily
#

I just ended up fixing the camera to the character, so even if the aspect ration changes and the character moves, the camera moves with it

junior stone
#

that also works,

eager mist
#

do i start with the interior first?

#

because i already started working on the exterior

lucid abyss
#

can someone help me with blender

tame horizon
#

anybody willing to help me fix some textures on a toon that blew up i cant seem to do it alone i have the old one for ref and the new one + all the color and this is being done for business so u cant keep or use the toon but id be greatful

#

(its going to be a VRM ) so u will need the vrm plug in i have it and a link if needed @ or pm me pls

maiden tangle
#

it's not exactly 3d specific but how do you guys think I could go about color managing in unity emulating filmic blender?

#

it's such a new thing for me I've been going by blenders defaults and it's such a screaming improvement I have to know how I can get similar results in unity

#

hdrp I get but is there any resources known for this kind of thing? not seeing much

rapid echo
junior stone
#

@rapid echo talent and practice, man thats impressive. I love it!

rapid echo
#

Thank you very much! @junior stone

junior stone
#

the media embed seems to have broken tho

#

on discord I mean

rapid echo
#

Yes, I noticed it. I am not sure why it is not working. But Thank you for viewing on twitter.

junior stone
#

always on the lookout for something to motivate me!

#

tho i am very curious

#

is that sculpted?

rapid echo
#

Yes, first I sculpted and then poly modeling over it to generate the clean mesh. Usually I use remesher which helps to generate the cleaner low poly mesh.

junior stone
#

dayum. Ive only rly done subd hardsurface in blender but thats dope as fk. textures look def handpainted and rly nice! do yu have the model by any change uploaded to a viewing site? im interested in the topology 🙂

rapid echo
#

There is subdivision modifier added over the low poly mesh so the mesh may look dense.

junior stone
#

that looks rly damn clean. did you model it in that pose? or did you Tpose it and move it into position with a bit of mesh deform for the pocketed hand

rapid echo
#

Actually I modeled in that pose. There was just going to be one pose so I modeled in that way. The deformed look came after posing with sculpting tools 😄

junior stone
#

it wasnt meant for games so thats totally fine 🙂

rapid echo
#

Yes, this was more like a demo project to check the sculpting tools lighting other things how it can work. Understanding of workflow.

junior stone
#

you could honestly upload an image of the topo on artstation as well. people are usually interested in that too 🙂

#

or use a sketchfab embed

#

that would work too

rapid echo
#

Yes, I will update the page. Good idea. Thanks

For the sketchfab I might not be able to do at this time as shaders and lighting might need to be redone, baked and the look might get different

junior stone
#

hmm good point, im not sure about how sketchfab handles custom shaders. otherwise a 360 diorama could also work if you render it out in blender perhaps? @rapid echo

rapid echo
#

Yes, I have used sketchfab before, it works well in most cases and there are less settings. I will see how I can convert the model properly so the overall look remains same.

junior stone
#

I would argue to give it a little scene that fits the character and give it smt to stand on. but its perfectly fine as is too

#

thats about the only thing I can say about it, in terms of feedback. cuz I feel the pose and character have some graffiti style theme. I would love to see that in front of a wall she spraypainted or smt maybe 🙂

rapid echo
#

Some good ideas for the spraypainted wall. Thank you for your suggestions. I might give this a try. 🙂
Do you also do 3d?

junior stone
#

I used to during college, but I have been slacking a bit after graduating and more into coding for my unity game as I have a friend doing the modelling for the most part 🙂

rapid echo
#

Great to know that. Good team you have there. Unity has nice features for 3d content creation even within the editor. I have used mostly probuilder for level building.

junior stone
#

I've used probuilder, but mostly for grayboxing. after we are done checking level flow I use a modular level building style!

rapid echo
#

Exactly that is how I have also used.

#

Ok, need to go. I'll catch up later. Nice talking with you @junior stone Take care!

junior stone
#

have a nice day! feel free to tag me if you wanna show me an update or have a chat! 🙂

bronze mango
supple geyser
#

Hi. I was wondering, what would be the best solution to render text above a npc in a 3d game and would it be possible to have the text as a 3d object itself to sync position so that the text is moving with the character.

glacial vector
#

You got al the most common techniques listed there @bronze mango 👍

#

You can add a TextMeshPro Text component to a gameobject and place it above your object @supple geyser

eager mist
#

anyone know how to align a mesh with a slope?

floral pendant
#

hey guys,my material is transparent but still the light isn't passing through it,it would be great if u guys could help me out

bronze mango
#

Thanks @glacial vector

gritty reef
#

@rapid echo That's an absolutely fantastic model. Excellent, excellent work man 😮

rapid echo
#

Thank you so much! @gritty reef Happy to hear you like it.

eager mist
#

basically merge it

#

or rather connect it together

lethal tangle
#

the only way I know is, snap to vertext, move the mesh over the ring until they're aligned, then remove doubles by distance.

#

though not sure if that would actually connect them properly or at all

eager mist
#

@eager mist tried merge distance, for some reason the ring gets wonky

#

essentially, i want to copy this part and paste it in the rear section of the model

#

but it sticks out when i just duplicate that element

#

nvm figured it out

loud flicker
#

Good evening, I wanted to show you the model that I completed a little while ago. I have already used it and I have to do the textures on substance ... Criticism? Tips? Thank you!

open summit
fluid oak
#

@open summit The design is interesting but the flat unlit/untextured look doesn't really fit the rest of the scene.

open summit
#

yeh i knew it

fluid oak
#

Also I keep picturing the weilder stabbing themself with that side bit.

open summit
#

xD

#

yeh

#

the animes are crazy

glacial vector
#

Solid modelling @loud flicker 👌 look forward to seeing it textured

static grove
#

Hi ! i was wondering, do you know how to put a fps player on my unity project ? like a something that i will be able to move ?

junior stone
#

@static grove You create/use a character controller or a combination of rigidbody/collider to make one

potent kestrel
#

Hey hey people,
Got a questions about topology. Are there any industry standard requirements for face topology to be accepted into project? Or is there any universal topology that should be used in 3D characters?

I know each face is different, but I mean most standard humanoid face.

Should we even bother to do topology by hand or just use 3D character creators like MakeHuman etc.?

gritty reef
#

Really it comes down to being well practiced, keeping your topo clean and readable, and sticking to quads while modeling.

From what know about character workflow, people usually sculpt the character with something like Blender's sculpt tool or zbrush and then they clean up the topology by hand and with plugins.

#

Beyond that, the world is your oyster

lethal tangle
#

How can I calculate the angle of a face from the mesh origin, in Blender? In x, y, and z
so that the Z points towards that face in Unity when those rotations are applied (I think).

gritty reef
open summit
#

good

wary eagle
gritty reef
#

Got some whitewalls on your war machine I see

#

classy

#

awesome textures though. Nice realistic rugged feel to it

eager mist
#

im new to blender so tell me if this looks good

junior stone
#

@wary eagle defo needs more grunge

#

splattering on the bottom is good but the front is a bit lacking 🙂

wary eagle
#

That still a fairly recent WIP 😉

icy whale
#

What's the poly limit for unity?

#

Like when will you start to see performance drops with high poly models?

gritty reef
#

@eager mist
The trigger guard should be a single width piece, you'll be hard pressed to find one where the interior has a totally different shape from the exterior. Glocks have a slide, not a hammer. If that piece on the rear is the rear sight, it should be closer to the surface of the gun and it wouldn't be at an angle like that.
On the note of the slide, it looks like there's a little divet there at the front of the barrel where it looks like you might have a slide but I can't tell.
Finally, the grip will usually flow into the upper of the pistol, so you won't have that sharp transition that can hurt your hand when you fire it.

lethal tangle
#

How can I get the values of a normal as a rotation? So that I can paste it into Unity.

sullen plank
#

You can raycast it in Unity and create and save a rotation from it

lethal tangle
#

There's a problem with that approach. I'd have to somehow make a raycast for each of those tiny faces, then copy the normal data. That shape on the screenshot has 4 of those tiny faces, so that's 4 unique raycasts that have to pass through them. In total all my shapes have 60 faces I need the normals of.

fluid oak
#

The normals should be saved in the mesh data

#

Though unity stores normals on vertices

#

So you'll have to take the normals of each corner and combine them to get the face normal

eager mist
#

so

#

sci fi ship design is actually harder than it seems

fluid oak
#

Good design is always harder than it seems

eager mist
#

I am re-doing the whole design, this time internals first

eager mist
#

can anybody help with a HDRP issue? im trying to convert my project over to HDRP and all has gone well so far but this TV screen is wrong. the glass is part of the same mesh as the opaque part of the TV; and i have an actual screen behind the glass which im gonna be using to show video clips- the glass just makes the tv see-through though

#

i've been playing with the sorting layers and stuff but nothing has worked so far

#

wait nvm- it turns out the underlying material of the actual screen being not converted yet, is the issue.

#

dang why do i always ask for help then end up figuring it out? XD

hexed sundial
#

i made it in 30 seconds

#

wait how do you save a project in blender

#

i lost my refridgerator 😦

dark tulip
#

i'm currently modelling my main characters clothing and i want her to have a little bit of sex appeal (chest area)...does the right one look alright?

lethal tangle
#

Woooow

dark tulip
#

any picks for the best? :/ i can't decide

errant plover
#

Depends what her character is doing.

dark tulip
#

an action, adventure RPG so she will be doing everything from chopping trees to combat and everything in between

untold wing
#

If you ask me, I like the one in-between. Not too much, not too little. Strikes a happy balance without being too distracting, but you still get something nice

thorny wasp
#

Bois, is anyone able to edit a texture for me? Would be much apprechiated

eager mist
#

Im trying to use these assets that are pre made how do I insert them without them being a static model? Here they are:https://assetstore.unity.com/packages/templates/systems/basic-helicopter-system-27229 and https://assetstore.unity.com/packages/3d/props/weapons/low-poly-fps-pack-free-sample-144839

Use Basic Helicopter System from GAPH to elevate your next project. Find this & more Systems and templates on the Unity Asset Store.

Elevate your workflow with the Low Poly FPS Pack - Free (Sample) asset from David Stenfors. Find this & other Weapons options on the Unity Asset Store.

loud flicker
#

make it more realistic by trying to increase the polygons, make a high poly. If then you have to do it for a video game then it's fine

#

Solid modelling @loud flicker 👌 look forward to seeing it textured
@glacial vector

#

I have to learn to use substance

glacial vector
#

Solid work :) I recommend the official tutorials from allegorithmic if you’re new to it

lethal tangle
#

So you'll have to take the normals of each corner and combine them to get the face normal
@fluid oak that would take like 100 times longer than Fogsight’s suggestion.

lethal tangle
#

The best thing I've found so far is Python scripts from ~2014, with no confirmation (in their source) on whether they work with the newest versions of Blender.

hexed sundial
#

that motorcycle is really good 👍

pulsar sentinel
#

can someone explain me why my normal is flipped on the red area?

#

I'm using 3ds max

hexed sundial
#

can anyone give me a tutorial for complete begginers on how to use blender because im in need of help

raw wharf
#

@hexed sundial go for Blender Guru's Donut Tutorial, along with his Chair tutorial

hexed sundial
#

ok thanks

raw wharf
#

they are kinda awesome

fluid oak
#

@pulsar sentinel Have you checked to see if the mesh's normals are actually flipped?

#

In that area

pulsar sentinel
#

they aren't

#

It seem that the uv shell is fliped

#

but I don't know haw to patch it

fluid oak
#

I don't use max

#

but can you just open the UV editor and flip those polys in the uv map?

eager mist
#

if this is the gun mount of a turret, does the gun need to be a separate mesh?

eager mist
#

bones?

limber plank
#

does photon cost money for online multiplayer? I am a little confused because a lot of people told me it doesn't but here it sais different, ping me if you know the answer. thanks

wary eagle
errant plover
#

@limber plank depends, what do you need it for? There is probably a free solution out there.

#

@eager mist set the 3D cursor where you want the object to pivot. Then set the Transform Pivot Position to 3D cursor. Press R and rotate away.

eager mist
#

!rank 3dartist

#

!rank 3DArtist

#

!rank 3D Artist

#

YAY

#

i am one dont worry guys

sullen plank
#

@eager mist Use bot channel, don't spam here

eager mist
#

o

#

ok

eager mist
#

nvm already fixed it

errant plover
#

Dear God, I hope you are going to clean up that geometry

eager mist
#

you're talking about the nose cone or the loop cuts

#

or both

errant plover
#

All of it. You have a lot of useless faces.

#

Whats that being used for? Video game?

eager mist
#

right now nothing

#

I won't deny, it is a hot mess

errant plover
#

Youll get there, lol.

#

In edit mode, select all, press X, select Limited Dissolve. That'll clear up some of those unneeded faces.

eager mist
#

nah fuck this man this model is fucked i cant fix it

eager mist
#

how can I make it look smoother

errant plover
#

Edit Mode, Select All, Space bar to search, look for Shade Smooth

#

Or you can set them for the entire object, in object properties. Normals > Auto Smooth and then set the angle you prefer to shade smooth.

mighty hound
#

you could also ( object mode right click shade smooth with your object selected)

bleak kayak
#

The car model is not mine btw

#

Made in blender*

fallow oracle
#

Hey, where can I go to learn about 3d art, or is anyone down to chop it up in dm? I'm coming from a 2d background and looking into low-poly

eager mist
#

@errant plover shade smooth makes everything look like butter though

#

Any ideas how to fix that?

errant plover
#

Let's see what you mean.

eager mist
#

oh i found something its called edge split

eager mist
eager mist
#

it looks messy as hell

wary eagle
#

If it's for the mesh you show a bit earlier it's not fine

eager mist
#

yeah no matter what I do it keeps coming out bad

wary eagle
#

You need 1 island by smooth group.

eager mist
#

which means?

wary eagle
#

You don't want seams if you don't have an hard edge.

eager mist
#

ah

#

so thats what made it come out badly I suppose

wary eagle
#

Yep

eager mist
#

I see

wary eagle
eager mist
wary eagle
#

better unwarp those in a straight line:

eager mist
#

im not entirely sure how to

wary eagle
#

I don't know on blender sorry!

eager mist
#

just mark a seam across the surface?

wary eagle
#

You need a seams on it yea

eager mist
wary eagle
#

And now you need it to be straight.

#

Taht will save a lot of space, and gain a lot of pixel fake quality.

eager mist
eager mist
wary eagle
#

align with pixel always give a fake better result

#

Hmm, have you try the Blender documentation?

eager mist
#

I tried looking it up with no result

eager mist
wary eagle
#

Better, but still need to straight up those circula shape.

eager mist
#

yeah

eager mist
#

ugh im still having trouble with this

eager mist
#

i found an issue

#

even though there is a seam

oblique forum
glacial vector
#

Ah I recongise it immediately!! Lovely @oblique forum

eager mist
near lotus
#

I usually put a split down the other side of the cone as well for less stretching

eager mist
#

like a seam?

lethal tangle
errant plover
#

@eager mist Yes, it's fine. I know it looks odd but you will have less detail there anyway.

eager mist
#

yeah

#

i made a quick reference graphics and it's grey so

#

is it better to use the built-in texture painting tool or an external tool?

eager mist
#

anybody know of a way to get blendshapes working on skinned mesh renderers/renderers with bones? they dont by default; (discovered that a while ago) but i need to figure out something so i can make an animated character have facial expressions and stuff. there is an asset that does it but i dont wanna buy anything currently; kindof budget tight

eager mist
#

nvm; man idk why i didnt figure it out before- but apparently the reason my belndshapes failed before is due to the use of a subsurface modifier in blender, which couldnt be applied to a mesh with shape keys- therfor the keys didnt import to unity

#

guess characters will have to be modeled without subsurf or have subsurf applied before keys....

errant plover
#

You probably shouldn't be using Subdivision surface for game assets.

coarse lagoon
#

like its got a outline

fluid oak
#

@coarse lagoon Looks like you have two copies and the outer one has inverted normals?

coarse lagoon
#

@fluid oak thats my first ever model!! D: i dont know how to fix that

fluid oak
#

Neither do I; I don't even know what program you made it in

eager mist
#

how can I have a rocket exhaust flame effect?

eager mist
chilly oracle
#

So, it's time for me to learn blender for the first time to make a character much like a "blocky Rayman".
Any tips on good starting tutorials for character creation?

eager mist
#

how can i rotate an object slowly?

#

in animation

#

without changing the frame rate

#

or is this dependent on the frame rate and amount of frames only

gritty reef
#

Unfortunately I don't do any character stuff, so I can't help. I'm all hard surface.

#

There were a few people recently who posted some absolutely incredible characters, you could try scrolling up a ways to grab their names and ask if they could point you in the right direction @chilly oracle

chilly oracle
#

I started playing with DOTS and terrain generation using several Noise levels, which is more fun in 3D...so yeah, need to make myself a cute little character. But there are so many tutorials so I don't know which person to follow on youtube for the good tutorials 😄

gritty reef
#

Ohh nice! I need to get into trying to make characters for my own project

#

but it's new and scary lol

chilly oracle
#

I just don't want to be that guy who takes a Brackeys tutorial and learn all the outdated and wrong stuff xD

gritty reef
#

don't blame you there

eager mist
#

is it ok to have overlapping UVs if overlaps are separated by different materials? one mesh with couple materials, will it cause problems in baking?

tranquil void
#

Yeah, if the overlaps don't belong to the same materials, they can't affect each other.

sleek spear
#

Guys it looks like my metallic map is being ignored

#

metallicness is affecting the whole mesh, ignoring the metal map

sleek spear
#

on my metallic map texture

wanton vigil
#

I'm trying to add a gesture based item toggle to my avatar but I'm having an issue with it.

After adding the "Game Object.Is Active" (unchecked) component to the hand gesture in the animator, and disabling the object in the hierarchy, it doesn't work in VRC.

But it works perfectly in Unity.

Also if I do the same thing, but in reverse (where the item is off by default but appears on gesture), then it works as expected in VRC.

Does anyone know what's going on with that?

lavish breach
#

Would it be unwise to use pro-builder to modify/create 3d props beyond just environment design?

dire ermine
gritty reef
#

👻

flint terrace
#

Nice model

trail laurel
#

can someone tell me how to add vertical vertice to a cylinder

#

creating has only one vertice option and that just segments the radius and not the height

gritty reef
#

@trail laurel Are you using Blender?

trail laurel
#

yes sorry forgot to mention that

#

@gritty reef

gritty reef
#

the best solution I can offer is to use a loop cut after you create the mesh

trail laurel
#

i'm assuming there isn't an automatic tool

gritty reef
#

Not when creating it, that I'm aware of.

crude topaz
#

hi guys , this is my second blender model ever , any advice how i i could improve it?

loud flicker
#

Good evening, I decided to make a gramophone on Maya. Before proceeding with UV and Texture I wanted opinions / advice. Thank you

eager mist
#

that looks dope!

#

I have wanted to learn 3d design for a bit; would learning Maya be better than learning Blender, which one would be a good beginner program?

fossil zephyr
#

@eager mist
my personal choice is blender because:

it's free
widespread, meaning there is a lot of help in case you don't understand something
not too complex

if you follow a few tutorials, you'll be capable of creating your own 3d designs without help. even though I'm somewhat experienced with blender, I still keep learning with it.

as for other programs, I really don't know much about Maya. you could definitely look on YouTube for that.

eager mist
#

does anybody know how to embed materials into an fbx via blender or substance painter?

#

i'd like to import my FBXs into unity without the hassle of all the material creation and importing textures and stuff

errant plover
#

Just save the .blend inside your Unity Project directory.

eager mist
#

not an answer to my question at all.

#

blend files do work but my texturing workflow requires fbx and as such i do not use .blend in my assets directly

ebon canyon
#

So, it's time for me to learn blender for the first time to make a character much like a "blocky Rayman".
Any tips on good starting tutorials for character creation?
@chilly oracle maybe this playlist will help?

vivid beacon
vernal orchid
#

Recently discovered MagicaVoxel and its workflow/style really suit my vision for a game. However, I don't want to waste my time building epic worlds if they won't run. Am I wasting my time with MV or are there tools to decrease vertices and such?

eager mist
#

guys how would you make a wheat / grain / rye / oat 3D model?

#

i want to simulate a bunch of them, so lowest polygon count possible

#

should i make it in blender or unity?

#

should i use the tree tool of unity?

glossy stream
gritty reef
#

Looks like you've got flipped normals.

glossy stream
#

Do you think it's because i don't recalculate normal in Blender?

gritty reef
#

It's just something that happens if you extrude the "wrong" way and aren't aware of the issue. Just go into blender, select your mesh, and flip normals. You should be fine

glossy stream
#

I'll try. Thanks

gritty reef
glossy stream
#

Now it's OK

#

Thank u

chilly oracle
#

So I've been thinking about using MagicaVoxel to create my model for a Cube World type of game, but I'm curious how it would work with like custom skins and rigging the thing.
1# : Can I rig/animate the entire thing in unity as long as I got the models?
2# : Can I make some sort of PNG think like minecraft uses to set up skin support for even more complex models?

chilly oracle
#

Solved #2 with UV mapping my model.
Still looking for an Answer for #1 though

lusty reef
#

Any 3d artists here who would like to join a fun project? We are 6 people rn, 2 being 3d artists and we need more. The game will be free so there will be no pay, just for fun . Dm if interested 😄

eager mist
#

how do you make realistic models? I can only make models with solid color textures

fluid oak
#

@lusty reef You say 'fun' a lot for a project that you give absolutely no details on.

lean chasm
#

How can I apply the right arm's rotation to match the left without breaking the prefab instance?

lusty reef
#

@lusty reef You say 'fun' a lot for a project that you give absolutely no details on.
@fluid oak I mean i will give details if you're interested

fluid oak
#

@lean chasm Is this in an animation, or?

lean chasm
#

I was just using Robot Kyle to test out some active ragdoll stuff

#

But it looks like the code that I use to update the hinge joint target position only works on the left arm with applied rotation

#

I’ll probably have to just break the prefab instance but I’d rather not screw anything up

fluid oak
#

If you are using IK, then each arm has a different IK command

errant plover
#

@eager mist Grab a texture off Google, slap it on a plane.

light meteor
#

I made this model in blender and im trying to do the materials in unity how can i make one texture 3 colors (the grass, dirt, and snow on the island)

junior stone
#

@light meteor you want a material per color or one material for all of it?

light meteor
#

either works but the island is only one model

junior stone
#

if you unwrap that and let blender render out the material to that UV you can probably set the texture material to it and it should work

#

@light meteor

light meteor
#

I'm new to this, and i tried to unwrap it before but i couldnt get it to work, how would you suggest to do this

#

@junior stone

junior stone
#

dunno, Ive barely used blender

#

but thats how I would do it in 3dsmax

light meteor
#

ok ill try it, thanks!

eager mist
#

anyone know some free basic shape mesh packs anywhere?

Like pyramids, diamonds, Icosahedrons, general shapes

fluid oak
#

I think unity has one for free

rapid echo
eager mist
#

nice

thorny wasp
#

Does anyone here use 3DS Max? i need a .max file exported as .fbx

azure ether
#

@thorny wasp in the past I've just downloaded 3DS Max and ran it in trial mode to export files on occasion if that's feasible for you

#

and then uninstalled it immediately after lol

thorny wasp
#

@azure ether i dont want to start a trial for a singular model aha

azure ether
#

@thorny wasp i certainly didn't want to either but you gotta pick your poison sometimes ¯_(ツ)_/¯

azure ether
#

I've found it's rare that if someone else helps me convert a file that it's ever "right" on the first (or second) try given how many export options and fbx versions there are. ...And the online conversion services are limited, or behind pay walls and still fallible. so, yeah it feels lame and silly, but in my experience it's almost always been more efficient (and self sufficient) to use a trial version of a DCC software myself to export from a native/proprietary 3D format properly.

eager mist
#

Question. When you guys make models in blender, do you unwrap each face to get the best looking texture angle? How do y'all do it?

azure ether
#

you can manually unwrap and UV map a model as well of course but this is a good place to start

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this video goes deeper

eager mist
#

Thanks @azure ether

azure ether
#

@eager mist ultimately either way it's the conceptual equivalent to cutting your model open like a paper shell and laying it flat in one or many pieces to paint it in 2d, then putting it back together in 3d.

eager mist
#

@azure ether will this help me with making my textures appear nice on models?

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I don't want my textures just stretch willy nilly

azure ether
#

@eager mist yeah that's exactly why you UV map an unwrapped mesh. to avoid warping / stretching when UV mapping with projection

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UV unwrapping maintains the highest detail, best angle of texture projection for every face on your mesh

eager mist
#

So how do you know where to place your seams?

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@azure ether

azure ether
#

@eager mist i couldn't tell you, sorry. that's up to you and highly dependent on the mesh and art style etc.

#

i'm more of a programmer anyway honestly ¯_(ツ)_/¯

light meteor
#

once i uv unwrap how do i get it into unity

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@azure ether

brave spindle
#

Hi there. I have a character that I modeled and rigged in Blender, and then exported to FBX to use in Unity. However, it looks like something about the transition is slightly off - the weights that I see in Blender are not what I'm seeing in Unity, and so pieces that I carefully weight-painted to avoid clipping are in fact clipping in Unity.

I am using URP. And bizarrely, this seems to happen only in URP - when I created a test project with the standard Unity renderer, the results much more closely resembled what I had in Blender. I am using humanoid animations, if that makes a difference. Any idea as to what can be going on? As of right now, my workflow is 'do a full export from Blender, import to Unity, guess-and-check to see if weight paint looks reasonable, go back to Blender, tweak something, export again', and it's very slow.

Here are some examples:

#

(there's some other weirdness around the center part of the shawl too, at the chest)

vivid beacon
brave spindle
#

I fixed my problem: I needed to set 4 bones for skin weights in Unity (under Project Settings -> Quality). The default is 2. I have no idea why this works, but it does.

thorny wasp
#

@azure ether i got the model converted online. it looks amazing but the textures that it came with (seperate pngs.) Dont work on it. so i think i have to properly export it from 3ds max . i cant create a trial. it wont let me ive tried xD

rocky blaze
#

Hey guys. Which do you prefer? Creating terrain in unity, then making it low poly, or making the low poly terrain in blender, and importing into unity?

#

For example. I do the normal terrain first, and then I export it as an obj, put it into blender, and make it low poly there, import back into unity

#

I'm wondering if making the low poly terrain would just be faster if I where to make it in blender :/

frigid spade
#

Hi guys! can anyone help me with understanding smthin please :)? When I am exporting an FBX file from Fusion 360 to Unity im having modeling/texture issues

#

when I import it as FBX in unity, it comes in like that

#

does anyone had that issue before ?

thorny wasp
#

Still looking for someone who uses 3ds Max.

rocky blaze
#

Good luck with that haha

#

I usually see people use Maya, or Blender more. Maybe even Cineman4D

eager mist
#

When people make realistic models, do they use textures off the internet, or make their own?

vivid beacon
#

It’s usually a combination

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Like for this that I made I used wood textures from google

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But for metal and the body of the guitar I made the texture w nodes

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In blender

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@eager mist

eager mist
#

wait so you can make the texture just by using nodes?

#

what about carrying the node textures to unity?

vivid beacon
#

Not sure that should all be included in an obj or fbx but I’ve had problems with textures not exporting properly

#

Nodes in a 3D program like blender

eager mist
#

so theres nothing wrong with using textures off google for your game?

vivid beacon
#

Well idk abt like copyright issues

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For commercial games or@products

eager mist
#

products

vivid beacon
#

I’m not sure the rules if you are completely transforming a texture from google

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It might also depend on if u sell it for money

#

Probably something to look up

eager mist
#

well how do you create real textures? I know with photoshop but im a noob

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so i dont completely know how

vivid beacon
#

Well I’m pretty sure most textures are in some way derived from images

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I mean unless ur looking to hand paint a realistic texture lol

eager mist
#

i am

fierce torrent
#

Hi guys, I need help, I have a list with few game objects inside and I want to set every game object inside the list, to get a parent, I also have another list with few game object that I want to make parents to the first list

#

I tried this ran = Random.Range(0, 5);
items[ran].transform.parent = slots[ran].transform;

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in the items there are few game object, while in the slots there are game object that should be parents to game objects in items

eager mist
#

@vivid beacon

vivid beacon
#

Well I don’t hand paint textures but if you’re doing it without an image I don’t see how it’s practical

#

I’m not an expert tho so I would look up the copyright rules

eager mist
#

oh ok

vivid beacon
#

Sry I couldn’t be of more help

urban wind
#

3 questions for character modelers

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1 ) references? self-made or otherwise

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2 ) cubes, spheres, or cylinders

vivid beacon
#

I’m not really a character modeled but starting with a subdivided cube is recommended I believe

#

And for references if it’s based on an original character make it yourself but you can use online references without guild

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Guilt

eager mist
#

Does this wood texture look realistic on this model to you guys?

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I'm trying out new stuff

errant plover
#

Looks like absolute trash. No offense. It's fine if you aren't going for realistic.

eager mist
#

I am

errant plover
#

I would focus on the top face of the desk. That's what players will see the most. Have that take up most of your wood texture. Or is that hand painted?

eager mist
errant plover
#

Use URP?

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Yes, there is really no reason to use the default.

eager mist
#

how can I position this knife so it's laying on the edge of the bowl

errant plover
#

Select the object and press G to grab. Is that what you mean?

eager mist
#

no, I mean putting it at the edge

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so that it is laying down on it

errant plover
#

You just gotta pick it up with G and rotate with R. Im assuming you are new to Blender?

eager mist
#

yeah I know I can rotate it with R, but how can I place it in such a way that the blade is touching the bowl

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Anyone know why it has a white outline?

eager mist
#

@errant plover i used URP and now all i see is pink

rocky blaze
#

@eager mist you have to make the textures compatible with the render pipeline you are using

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Its easy to change them

eager mist
#

@eager mist someone legit told you, select the knife hit G and u can choose an axis by pressing(x,y,z) and then get it where u want then rotate and do the same..

#

Like ur better off hand placing it then simulation

rocky blaze
#

Hey! Somebody with a 3D artist role. Can you give me advice for a second?

eager mist
#

What’s up

rocky blaze
#

Alright, so I am in a bit of a dilemma about creating my low poly terrain

eager mist
#

Okay

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Is it for a scene?

rocky blaze
#

I'm not sure if I should just make the terrain in unity, import into blender, make it low poly there, and then import back into unity, or just make the ow poly terrain in blender, and import it into unity natively

#

Yea, its for a scene, but its going to be used for gameplay aswell

eager mist
#

Just make it in blender

#

Sculpt it in blender with dynotopo on

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If it starts to look TOO high res then throw a decimate modifier on it until u get the low poly look u want

#

By adjusting the slider

#

Make sure when ur sculpting to have dynotopo on tho otherwise sculpting is a nightmare

rocky blaze
#

Yea I thought so, I got confused because somebody told me I should be using pro builder instead of blender haha

eager mist
#

If it’s something small use blender forsureee, u can get a lot cooler details way faster in blender

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Something super large maybe use proB or in engine tools

rocky blaze
#

You think I can get away with using blender by using a room to room level system?

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Sort of like in zleda?

eager mist
#

Mmm I don’t see why not, might be tricky in the sense of scale tho, if it’s too big I wouldn’t

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Smaller scenes like houses or islands u should be fine

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With blender that is

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All I’m saying is I wouldn’t suggest working on a whole world in blender

#

Better off procedural gening that to save some time

rocky blaze
#

Do you know any assets? that will allow me to paint a mesh in Unity? That may be the deal breaker for me

eager mist
#

Mmm not to my knowledge I’m more of an unreal kinda guy so I can really help to much besides modeling actual assets/models

rocky blaze
#

Oh I see

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Thanks man 👍

errant plover
#

@eager mist I think you are worrying too much. Unless this is for a close up image render. However, you can enable vertex snapping. Top of your viewport, click the magnet. Then select Vertex in the box beside it. You will probably have to change the origin point of the dagger as well. Honestly, its easier to just eyeball it and zoom in.

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@eager mist Start a new project 3D URP. Easiest way to get started with URP.

eager mist
#

@errant plover @eager mist ok thanks for advice

twin nebula
#

does anyone else feel like maya lacks features?

#

i typed in maya abstract art in youtube and get almost zero results.

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a friend of mine is trying to make those c4d type abstract pieces and i wanted to show him a quick example of how i would do it. but then i started looking into maya more to see if its possible to do cool deformer stuff like ive seen in blender..

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couldnt find anything on it

tough vigil
#

Progress on a robot.

eager mist
#

Nice

tough vigil
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Oh and I got some calipers so I’ve been making random stuff around me

eager mist
#

I tried making something that kinda looks like felt for the background

errant plover
#

Looks great!

eager mist
#

the blade didn't come out shiny because of lighting

rocky blaze
#

Hey guys

#

Does anybody know a cool tool to paint prefabs on a mesh?

humble whale
#

ok so i have this guy

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when i export as a .obj file i get

#

i import the .obj in unity

#

i get a prefab

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this

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the .png is the texture

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when i use the texture

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(drag and drop it in the boi)

eager mist
#

is modelling vehicles hard?

humble whale
#

depends of what level of realism you want

#

i can model an ugly voxel car in 2minutes

eager mist
#

well, i can too

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but i mean

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based on real life vehicles

humble whale
#

uhh

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idk

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never tried

eager mist
humble whale
#

you asked a question...
it got burried with other questions , and nobody came...

humble whale
#

ok

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sorry

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good lycj

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luck

worthy mirage
#

Hey, I have a question: Is there any way I can convert multiple fbx files to prefabs (already everything scaled)

viral trellis
#

@humble whale you can fix your problem by changing the pixel interpolation somewhere, maybe in project settings

#

I forgot exactly where

rancid hawk
#

does someone have a tutorial on an fps game? for beginners

humble whale
#

thxx

humble whale
#

does someone have a tutorial on an fps game? for beginners
@rancid hawk not here

inland gate
#

^ if anyone can answer this, it'd be very much appreciated 🙂

eager mist
#

anyone have a guide on modelling humanoids?

azure ether
#

i got the model converted online. it looks amazing but the textures that it came with (seperate pngs.) Dont work on it. so i think i have to properly export it from 3ds max . i cant create a trial. it wont let me ive tried xD
@thorny wasp you may need to make a "burner" email account if you've signed up for the trial before. Just make a new gmail account, it takes 5 minutes probably less

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you will thank me later --there's very few people sitting around waiting to convert 3ds files for other people. and even if you find somebody, it's almost guaranteed it's gonna be some back and forth process that will take multiple attempts ( if the other person even has time for that ) you could iterate on much faster yourself even if you've never used 3ds max... it just entails trying different export options until you get it exported correctly for your needs.

cursive pawn
#

Teaching myself zbrush. Spent about an hour on this today and didn't use reference (I should have) -- I know a few things need changing / adjusting

rocky blaze
#

@cursive pawn Good job mate. He sort of looks like Aang

cursive pawn
#

Haha it kinda does. Thanks!

rocky blaze
#

Yo yo, does anyone know a way to set a linear direction for a prefab to be placed in Polybrush? I'm trying to place trees on a hilly area, and it just turns out weird looking when I paint them on a sloped area

frigid spade
worthy mirage
#

Hey, I have a question: Is there any way I can convert multiple fbx files (exportet from blender) to prefabs (already everything scaled)
Suggogestern um 19:42 Uhr

vivid beacon
junior stone
#

those reflections on the buttons are throwing me off @vivid beacon

vivid beacon
#

Hm ig it doesn’t match the body

round gale
#

sorry im super new here, but is pro builder included in the free version of unity? (@ me pls)

junior stone
#

@round gale yes, in the package manager

eager mist
eager mist
#

@humble whale Go to the image's settings in Unity, and change it from Bilinear to Point

#

@eager mist You'll need some modeling skill in something like Blender

#

I'm not sure how it would turn though

#

Probably would need to use bone animation

humble whale
#

thank you

eager mist
#

@eager mist ugh

#

let me rephrase

#

how can I make rivets in blender

#

on a surface

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the tank is just an example

eager mist
#

There's many ways you can do it

#

there's not really any particular way

#

it depends on what it's used for

#

okay i tried doing rivets with face instancing and for some reason they are fucking huge

#

nvm fixed it

errant plover
#

I wouldn't model them. @eager mist I know its probably a bit out of your skill set right now, but I would recommend using a normal map. Take a look at this image. You can get all the lighting effects from actual bricks, without all the costly geometry. Two triangles here.

#

Heck, you could even bake the texture with them modeled in. Then remove the rivet geometry before export.

eager mist
#

Oh I see, I wanted to try and model a T-38 tank which has a decent chunk of rivets on its hull

errant plover
#

If you do end up sticking with geometry, use something very simple, like this. They will be so small and far away, that you can get away with a simple shape.

eager mist
#

So I could just not model the rivets and use a normal map instead?

errant plover
#

Yes, or a far simpler model for the rivets. Here are the shapes I made from above.

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I dont know. You get the idea I think. Just don't use the rivets you originally made.

eager mist
#

yeah

#

hold on, from what i've looked up i'd need to make two models for a normal map, one low and one high poly, is that right?

vivid beacon
#

@eager mist damn that looks good tho 😳

sonic cloud
wanton vigil
#

Could anyone recommend a good tutorial for changing the clothing on a finished avatar?

I've got the FBX files for some outfits from various Nitro assets that I'd like to try. But I'm not sure what the best way to make everything fit the body mesh and look right is.

Thanks!

errant plover
#

@sonic cloud Good start.

sonic cloud
#

Thanks @errant plover ! Do you have any points to be made? I would love to have a feedback ❤️

errant plover
#

Keep it simple like you are. Then add more details as you go. Some people get too caught up in details.

sonic cloud
#

Amen to that! I've tried to do things before as well, but only once decided to go simple I had the opportunity to call something being "done"

errant plover
eager mist
#

uh huh, thanks

naive swallow
#

When I import it into Unity the UVs are different to in the sketchfab preview.

#

I tried toggling the "Swap UVs" import setting but nothing changed. Anything else I should check on the Unity end?

tidal cairn
#

ok so Im not a blender guru

naive swallow
#

👋🏻 @tidal cairn

tidal cairn
naive swallow
#

thanks

tidal cairn
#

herees the panel thingy

naive swallow
#

Yep, got that far