#🔀┃art-asset-workflow

1 messages · Page 50 of 1

glass maple
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@halcyon kite Only critic would be that your model is "below ground", my OCD is screaming. 🙂

halcyon kite
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I'm learning

glass maple
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@halcyon kite While it is good to learn the basics of polygon modeling Sculpting is essential skill for artists.

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@halcyon kite See this playlist if you are not yet familiar with the fundamentals.

halcyon kite
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Thanks

glass maple
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All the essentials in condenced package. I always show it to my sudents so we are on the same page.

dark tulip
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testing mocap with 1 kinect, i've got a 2nd one that needs a usb 3.0 extender and then i'll hopefully add that in and it'll be much better

tacit mesa
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yeah probably, as you can see as soon your arms are hidden it cant detect them properly

empty sierra
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Hi I currently have a plane that the player moves on and was wandering how I could get the plane to extend as the player moves??

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Edit: its acctually a flat rectangle and I want to extend it on the z acus

tacit mesa
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thats more something for #💻┃code-beginner
would guess its the best to just place a new plane when the chracter gets closer to the edge

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so just simply spawning new planes in front of it

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and by adding a custom shader for example you could hide the surface depending on the distance so that it is drawn depending on the distance to get a smooth appear

final granite
verbal dagger
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@brave slate Hi, I'm not sure if you still have the question about the shader... In any case, yes, and it's pretty much the same setup.
The main difference will be your "Generated Z axis" from Blender, in Unity you'll use "Vertex position" for local coordinates or "World position" for global coordinates. For the ramp use a Gradient node, and you might want to adjust it using a smooth step or a divide-power-saturate setup.
Cheers!

brave slate
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@verbal dagger And is there a way to expose the gradient from the shader to the inspector window, so i can change it in there? Because i found a way of doing it with 2 colors with position, splitting, deviding, smoothing and lerping, but those are just 2 colors, if i would want to add more, i would need to add those steps over and over again ...

verbal dagger
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It is not possible at the moment. However you could use a texture gradient instead... It would be actually more performant.

If you decide to go this way, change the gradient part of your shader. You'll need to affect the uv coordinates of the texture instead of the "time" of the gradient.

brave slate
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And by texture gradient, you mean a texture, with a gradient on it right?

verbal dagger
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Right.

brave slate
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Okay, thanks, i will just stick to 2 colors, because that at least gives me more freedom when picking only in unity inspector.

agile kraken
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but in 3Ds max my model is good

sullen plank
past solar
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hello can somebody tell me how to apply different materials to different faces of an object?

sullen plank
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You need to use ProBuilder or similar tool in Unity to assign materials and create submeshes. Or use 3d editor like Blender

past solar
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do things like metallic get transferred from blender to unity?

sullen plank
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there's a guide in the manual which materials are compatible

past solar
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Thank you

burnt marsh
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So you'd recommend Probuilder and Blender? when starting off in creating 3D games?

sullen plank
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ProBuilder is a very simple in-Unity editor great for creating prototypes and low poly shapes.

burnt marsh
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Oh okay thanks

frail hedge
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Guys, I'm currently in a game jam and today is the last day and I need an asset of a person for my game but it has to be sitting, so I found an asset but it's standing so I was wondering if someone can help me to make it like if he's sitting

still osprey
weak gale
tacit mesa
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@agile kraken its something about your UP axis

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most likely

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@still osprey did you try to change the allignment? if you have bilboards which are parralel to the cam you cant see them

still osprey
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@still osprey did you try to change the allignment? if you have bilboards which are parralel to the cam you cant see them
@tacit mesa tried both allignment methods and it doesnt help

vestal dew
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What's the easiest way to bake normals on vertex colors?

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Blender 2.7 had an option for it but now it doesn't have it anymore

limber field
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what kind of effect would be used for doing that @vestal dew ?

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talks how blender lost that feature and some other options

vestal dew
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I'm making a game with some items that have both sharp and smooth edges; I need to outline some of these items so I wrote a shader that does the Outline Hull trick (that is, rendering the mesh with an unlit front culled material that offsets the vertices along their normals); problem is that where the faces are marked as flat in the modeling program their vertices have split tangents and therefore the trick breaks along these edges

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so I thought, rather than sourcing the normals from the vertex info, I could source them from the vertex color

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this should allow me to keep the correct shading on the model, and at the same time provide me with the correct directions over which I can inflate the mesh

limber field
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ah nice

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definitely show your results when you get that part figured out

vestal dew
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I've installed the Blender addon and I'm about to try it, but I fear that it'll bake the smoothed normals on the smoothed mesh, I have to find a way to take those colors and copy them on the original one

limber field
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you could do that in unity with editor scripting too

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I've done a few tools actually in unity to bake data for other applications, just because I am comfy in unity

silver gale
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Anyone know how I can keep my mesh from doing this when I bake the lighting?

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When unity converts the quads into tris it puts that annoying line down the center of the wall and light bleeds through

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@ me if you can help please

vestal dew
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@limber field quick update: it kinda worked, but now the hull is ballooning all the way on one side, I'll just have to fix this issue but it's working as intended (sorta)

limber field
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@vestal dew nice

dark tulip
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testing importing bvh animations into blender...whoops nudie run lol

vestal dew
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@limber field still having issues here, I can't override the mesh vertex normals from the shader

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admittedly it looks kinda better, but the faces keep splitting

limber field
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hrm, I imagine you are pushing them around using their vert normals?, which would be different vectors

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how is it set up right now?

vestal dew
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I'm converting the vertex colors from tangent space to normal space first of all

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sorry, I meant world space

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then I push the vertices along this new normal

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the problem is that the mesh sharp edges are still conflicting, as they somehow command the shader to compute the vertices on the sharp edges as split edges

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as split tangents*

limber field
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yeah, that makes sense, it's a tough one

vestal dew
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see how the faces on the front of the piece (right side) are detached from the others

limber field
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yeah, I think there are other ways of getting an outline that uses buffers somehow

vestal dew
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that's because my friend (the one who's modeling) marked those as sharp edges; I thought that maybe baking the normals of the "unsharpened" mesh would force the hull to render without splitting the tangents

limber field
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but your idea I would think would work if the verts do have the proper data an you only offset those verts with that information, not any of the actual vert tangent/normal info

vestal dew
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but your idea I would think would work if the verts do have the proper data an you only offset those verts with that information, not any of the actual vert tangent/normal info
@limber field that's what I thought too, in the shader I avoid calling anything from vertex info (except for the position ofc)

limber field
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if you can afford some more geometry, you can bevel those hard edges and use face weighted normals to retain the flatness

vestal dew
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I know, but it's for a VR project and I need to go cheap on the faces

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also yeah, using face normals would have been better but it's not part of my friend's workflow

limber field
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let me try something

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I can definitely get a split box to have it's verts move in unison, ie not split

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the vert info I have is not right, but they don't split

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what is your graph, and what do your vert colors look like?

vestal dew
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I was shifting some stuff around in the meanwhile, got something almost correct

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now it's inflating the hull correctly, without splitting edges, thought it still tends to inflate towards the bottom more, but I guess that's a matter of geometry

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I've got to quit for today, 2 AM here, but I guess that object -> clip is somehow the right way

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thank you @limber field

limber field
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np

lone bough
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Hey people, anyone know of a good place online to find good modeling references for things like TVs or Armchairs? Like front, side, top views ect?

errant plover
lone bough
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@errant plover Ah! Thanks!

noble lark
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Hey, dose anyone know how to import models into unity from Blender? every time i try it doesn't load.

junior stone
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what are you exporting them as? @noble lark

noble lark
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i did glb and fbx. glb is the one you see there that doesn't, and fbx comes out blurry.

junior stone
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if its blurry is probably texture encoding being funky

noble lark
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would you know how to fix that?

junior stone
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also afaik glb doesnt show a prefab

noble lark
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oh okay! so what do you recommend for me to do?

junior stone
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fbx should work if you change some settings on the texture's import settings

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but if you are building for web glb is a lot more efficient, tho I wouldnt worry about it this early on

noble lark
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alright thank you!

glacial vector
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The blurriness is on the texture is it not?

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If you set the filtering to point it should stop it from doing that

tropic bay
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https://youtu.be/Au8oX5pu5u4
At 5:40 He applied a force to the left. Why did the cube stop when he released the key?
Shouldn't it keep moving according to Newton First Law?
(He set the friction coefficient to 0 at 1:30 so no leftward force should be applied)

In this video we learn to control our player!

● Download scripts, assets and project files for this course: http://devassets.com/assets/how-to-make-a-video-game/

● Developer Forum: http://forum.brackeys.com/

Difficulty of lesson: Novice.

···································...

▶ Play video
granite sky
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more like 5d for all i care

eager mist
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Been learning how to model in blender. Curious, when making humanoid characters, do you guys start from a base model or build your humanoids from scratch?

eager mist
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g u n

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a x e

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w r e n ch

karmic lion
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Hey guys, how can i delete actions in blender, and make new actions that have no keyframes (that are empty)?

mighty hound
vestal kite
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Made a combination lock with 3 LODs, what do you think?

Maya, Substance Painter, Screenshots taken in Unity

tacit mesa
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gj

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only thing i would point out is that a lock of realistic size is pretty much just a block from like 5-10 meters away

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you could go even lower 🙂

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but nontheless it is really good 🙂 quality asset

limber field
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yeah, nice asset, I think with the tri count it's more about how it's used, is it a hero asset that is picked up and used by the player, or is it just a prop in the world, the former it can be that detailed easy, as a prop you would want to go lower and if there are ever a lot of them around even lower on the LODs

dark tulip
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does anyone here at all use kinects for mocap?

vestal kite
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@tacit mesa and @limber field thanks!

This wasn’t for work, but just a practice model similar to some of the pieces I create for training simulators, where you’d be right next to an electrical box or building, and might need to interact with the lock - would definitely drop it down to very minimal box shape or cull completely otherwise 🙂

limber field
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@vestal kite yeah, nice job, I preach a lot of context to people at work and when I teach, if you find out how it's used, that should inform how it's made and finished

vestal kite
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@limber field absolutely agree! I get asked way too often at work to provide a definitive guide to the other 3D artists about how many polys certain objects should be, but I can’t possibly provide that without context and it’s different for every project - how many will be in the scene, what you interact with, what has to move, etc, etc

limber field
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yeah, all of that is so true, what role do you do at work?

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I am a Technical Artist

vestal kite
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I started as a 3D artist, but now I’m a mix of UX, UI, Unity dev and low poly 3D artist

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It’s a small company haha

limber field
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heh, where is that?

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small companies = people having several roles

vestal kite
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In Alberta, I won’t mention the name because my company is super secretive about everything haha. Working on my portfolio right now because I can’t show almost anything I’ve made in years

limber field
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damn, that is secretive, I am in Southern California, we aren't as secretive

vestal kite
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Yeah... they used to get mad at us for mentioning that we use Unity on our Linked In and stuff... mostly afraid other people might try and hire us 😅 little paranoid

limber field
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haha

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they haven't shipped anything yet?

vestal kite
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Oh I’ve helped ship over a dozen products, probably 20+ at this point. But they’re mostly made for the energy industry and not publically available

limber field
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oh wild

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so not games

vestal kite
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Theyre kinda gamified training tools haha, so some aspects are similar, but certainly not as fun

limber field
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oh nice, I was thinking of doing into that sector like medical visualizations and training tools a few years ago, but I crept back to games

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but I figured they'd have me make a colonoscopy simulator and I said, no 🙂

vestal kite
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Haha. I actually did work on medical visualizations for my bachelors and masters theses, so that’s a field I’ve always wanted to go back into. Maybe one day!

mystic olive
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I am having trouble with the fbx exporter on unity 2019.4.14f on Linux Mint. It is giving me an an error that mainly says "ArgumentNullException: Value cannot be null.
Parameter name: key" the entire error is over 4000 words long. What should I do?

limber field
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@vestal kite so you WANT to make butt probe simulators 😮

vestal kite
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I wouldn’t say no 🤣

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@mystic olive which version of the fbx exporter are you using? Is it the one from the package manager or the asset store?

mystic olive
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@vestal kite package managet

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*manager

vestal kite
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Hmm I’m not sure if this helps at all, but I’ve had this or a similar issue a few versions back and it seemed to fail like that when I left some scripts on the models, and I might be remembering wrong but also had an issue exporting if there were colliders.

So if you can’t find anything else, maybe try to export in chunks and see which part is causing the issue. Unless it’s every export no matter what that’s failing

mystic olive
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ok

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@vestal kite I had a to delete some of the procedural animation components. Works like a charm now

vestal kite
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Awesome!

unique moat
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Hi, I have this problem with the skybox shader. There is one big seam only in one spot of the skybox. I have checked the texture and it's OK. Anyone have an idea of the solution?

glacial vector
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Try out the different settings on the texture @unique moat, I'm pretty sure that's how I solved it but I can't remember which field it was

spark vigil
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hi does anyone know how to do this but in blender 2.8?

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like how to turn low poly models to 2D / pixel characters

spark vigil
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is 6k tris low poly 🤔

remote path
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depends

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how far away is the camera from the model

vestal kite
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@unique moat yup I’ve run into this plenty, go into the actual texture file(s) for the skybox, and set Wrap Mode to Clamp - that should fix it

rigid pelican
late kayak
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Project Name: TBD
Role Required: 3D unity/blender artist
My Role: Owner
My Previous Projects: N/A
Team Size: 2
Project Length: As long as we need
Compensation: N/A
Responsibilities: Make 18 skins for a sphere. Each skin will have a topic that you and me will decide on
Project Description: A simple ball parkour game! But its really hard to complete!
Thanks and DM me if not have a wonderful week!

rigid pelican
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thats really all you need

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dude if you study blender like for 1 day you can do it in your own lmao

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its that simple

unique moat
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@vestal kite @glacial vector thank you for the answer. At the end the problem was the mipmap generation

vestal kite
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Ah yes that too haha

untold copper
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In this screenshot (from Humankind), what technique did they use to make the trees and forests? Are they just 2d sprites or how do they work?

mortal maple
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For those using UModeler: is it worth it? Anybody have any screenshots showing finished work made with it?

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@untold copper they look like models. The unity terrain allows you to use brush tools to add terrain detail models as well as 2D sprite “billboards”

untold copper
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Ok thx I’ll need to look into unity terrain then because I don’t know what model means in this context

mortal maple
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It’s just a 3D model like any other

untold copper
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But how detailed is the model? Would I create such a tree in blender for example?

mortal maple
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Since the camera is so far away it might not be very detailed. Yes you can make models in blender.

ruby brook
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tips on level design i actually suck at it lool

mortal maple
maiden tangle
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@ruby brook

Helps to sketch out the layout first then realize in 3d, makes for easy iterations

limber field
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yeah, always greybox stuff first, use the polytools, play and test, etc, detail later

mighty hound
ember badger
wary eagle
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@mighty hound MATV?

unique moat
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i have this issue with the skybox. The skybox is a shadere made in Shader Graph. Anyone know how to fix this problem?

mighty hound
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@wary eagle yes. MRAP. is a type of MATV.

wary eagle
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actually, reverse that sentence and you're right. 😁

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MATV is in the family of MRAP. 😉

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that's a nice base btw!

mighty hound
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MATV just means military all terrain vehicle. MRAP is specifically designed to withstand explosions.

wary eagle
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Actually nope!

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MATV is a family of all the same vehicles, just different generations.
you're right about the MRAP, that's why an MATV is an MRAP, and not the reverse.

prisma niche
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Should add a warning

ornate spruce
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anyone here that knows how to shrink multiple objects in blender and move them at the same time?

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i want to add trees to this little island

errant plover
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...

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Select them all. S to scale, G to move.

ornate spruce
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oh tank you

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its my first day on blender

errant plover
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Oh haha. Goodluck

outer halo
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Hey friends, curious to know if anyone has experienced making curved slopes/ramps in probuilder? Or am I just going to have to blender it?

wooden fern
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This is my first time using prefabs and imported .obj's

What is with everything not called default here? Do I have to worry about them at all? Do I reference them or the defaults in scripts?

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Is this the right channel?

serene vortex
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Anyone here have expertise in modular level design in unity?

patent hinge
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Anybody here know about particle system forcefield?

errant plover
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Its a cube... what is there to optimize?

limber field
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@serene vortex unity can generate those for you, are you planning on doing your own lightmap Uvs?

serene vortex
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@limber field I’m fully aware that unity can generate UVs for me but they tend to be very problematic no matter what settings I tweak

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So I opted to make my own uvs for light mapping and store them in UV2

limber field
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ok, you'd want more of a gutter between the 'sides' of things or unconnected shells of surface

serene vortex
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Exactly. But what seems to be happening instead is I get thin black lines between any modular piece

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No matter how far apart the UV islands are

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I’ve even switched from Unity GPU lightmapper to Bakery which yields better results albeit not good enough for my desired platform

limber field
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damn

serene vortex
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Yeah I’m in the rut but if anyone can throw some wisdom my way it will be greatly appreciated!

limber field
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can you show your result and the resulting lightmaps?

serene vortex
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Gladly haha

limber field
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interesting there is not a Lighting group, there is a terrain even, unless I don't see it

serene vortex
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thats with the same modular system with roughly the same island spacing and such. ive outlined these thin seams with red ink

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this is one of the walls

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i think uv spacing is ample as the walls are adjacent so it wouldnt matter too much

errant plover
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You'll always have those lines if you are using separate meshes. Nothing you can do about it.

serene vortex
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@errant plover is unity's lightmapper really that bad? Ive seen many scenes that use modular meshes similar to mine that have clean lightmaps. I know somethings wrong

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then again they do use the enlighten lightmapper... so idk..

errant plover
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Its complicated to explain. Its working as intended tho.

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Your walls/floor also have no textures.

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If its going to be exactly the same, scale them instead of repeating.

serene vortex
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hmmm @errant plover alright ill give that a go

wooden fern
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How do I apply a material to a prefab? When I drag it onto it in the assets tab it just becomes a crossed out circle

errant plover
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Open your prefab, drop the material onto the model.

wooden fern
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Open it where? In the assets menu?

limber field
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double click

wooden fern
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That opens Microsoft 3D Viewer. Dragging a material onto it does nothing

limber field
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which one are you clicking on?

wooden fern
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Oh, it's an imported .obj, does that matter?

limber field
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or did you make a prefab?

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that's just the imported model

wooden fern
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I imported the .obj and it made it a prefab

limber field
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so platform_9 is a prefab?

wooden fern
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I believe so

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I've never imported anything

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Wait, I got it

limber field
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well a prefab would show that Open Prefab button, it's probably just a model

wooden fern
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Where you have Open Prefab I have a bunch of options, one of which is Materials

limber field
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yeah, it's just a model

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you haven't made a prefab

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so, in an empty scene (or any scene), drop that model into the scene

serene vortex
wooden fern
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What next?

serene vortex
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import settings for model and click materials u can then remap as you like

wooden fern
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I found that

serene vortex
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and did you plug your material in?

wooden fern
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Yeah. I figured that out. I want it to be a prefab now

limber field
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so a prefab is a collection of assets, any type of asset, and when you 'build' that in your scene, say it's a model with some particles and a light on it, if it has a parent object, you drag that BACK into the project and it creates a 'prefab'

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you can do that with a single object too, not as useful, but you can test it

serene vortex
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yeah i dont get quite what you mean @wooden fern the way @limber field described doing it is probably the best way. What exactly are you trying to achieve by having it as a prefab?

wooden fern
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I'm somewhat familiar with prefabs so I can work with them easier

serene vortex
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Oh i see. you should know that all imported fbx or obj from a model are perceived as prefabs by the editor anyway

wooden fern
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Oh, I got it

serene vortex
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but you can later unpack them to add parents ect and then repack buy dragging it into project library

wooden fern
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Eh, this is like my third day with Unity so I wanna stick with where I'm comfortable for now

serene vortex
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ohh okay! i wish you a warm welcome to game dev!

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*unity dev

limber field
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I unpacked prefabs on my 2nd day, so there 😛

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prefabs in unity are pretty cool, unreal it's not as simple you have to use Blueprints or get a store bought tool

serene vortex
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blueprints :/ yucky

limber field
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heh

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honestly unreal is kind of yucky in many ways, we'll see if Unreal5 is as they say

wooden fern
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If I unpack them, can I delete the model? It deletes the mesh for me and it's really annoying

limber field
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once you create a prefab in the project, you can remove whatever you have in the scene after that and the prefab will still exist in the project, you can then place as many of those in your scene, instantiate those, all you want

wooden fern
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I have this right now, because when I delete circle_9_obj, circle_9 loses its mesh

limber field
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unpacking just means you are breaking the connect to the original 'prefab' in the project, so you can make something new, otherwise if the connection is still active, you can do stuff like modify the instance of the prefab and save it BACK to the actual prefab in the project

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yeah, a prefab just holds a reference to the things in the project

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so if circle_9 is a prefab, it's like 'pointing' to circle_9_obj and saying, 'I use that'

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so you will never remove the obj

wooden fern
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So I have to keep the .obj in the project somewhere? I guess it makes sense, but it's annoying

limber field
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yeah, it's like the source, just like a texture

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just put it in a '/Models' folder and put your prefabs in a '/Prefabs' folder

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this works because then if you change the obj, like re-export over it, the prefabs will get that change

wooden fern
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Ok, I'll do that

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Thanks for all the help by the way

limber field
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np

acoustic river
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Hi any idea why my grass card are transparent

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from one angle

limber field
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sorting poorly, is your material alpha test, maybe show the material/shader

acoustic river
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@limber field i'm using transparent

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i made a custom pbr urp shader

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Transparent Render Queue at 3100

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how do i fix the sorting?

limber field
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alpha test

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drop that down and you'll see it, the Render Queue

acoustic river
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i also tested using alpha test

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still not working

limber field
acoustic river
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transparent

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Ohhhhh

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Fixed

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@limber field changed to opaque fixed it thanks dude

limber field
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cool!

ruby dust
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This isn’t Unity specific, but I was wondering how I could fix this weird normal map joining

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Not to forget the very strange way they all put themselves together

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One bright, one normal, and one dark

jovial jetty
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can you take another pic with another angle?

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can*

limber field
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and show your UV's and normal map

ruby dust
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Yeah, it’ll be a little bit

limber field
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and your vert normals

acoustic river
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Normal maybe reversed?

ruby dust
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Alright, I’ll ping you guys once I have the images

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No, it’s not reversed normals. It’s a near perfect gradient across the model from the sides, around the front, and to the shoulders.

jovial jetty
#

Anyone knows if the "Cavity" option (it's in spanish sorry) will make the effect of the edges permanent?

#

@ruby dust maybe you have extruded points and it's making that weird line

limber field
#

@ruby dust it mainly looks like you just have bad mapping, your textures and UV's don't match

#

@jovial jetty what do you mean permanent, you mean if it'll bake it into a texture?

jovial jetty
#

@limber field yes

limber field
#

I imagine yes, you'd have to bake right layer for that to be bake, is that a procedural cavity type deal?

acoustic river
#

@limber field Do you use PolyBrush?

limber field
#

you mean that thing in Unity, if so I haven't

acoustic river
#

try using it today since pro builder dont have painting any more

limber field
#

it looks cool, paint texture layers, models on the surface, sweet

acoustic river
#

Say you want to paint vertex on a plane should it have high subd?

limber field
#

yes

#

it won't add tessellation as far as I know

acoustic river
limber field
#

sweet

#

what causes the harsher color patches?

#

is that different grass types?

acoustic river
#

lighting maybe, shadow from other models

#

its same type of material

limber field
#

maybe it's the way it' swaying, catching the light more or less

acoustic river
#

is that a good thing?

limber field
#

it can be, but I am wondering why it's so harsh of a difference in the back area

#

but yeah, waving grass undulating is great

ruby dust
limber field
#

how many materials

#

well the slight seam you have on the lower back are due to there being no padding on your normal map

#

the upper body just doesn't look like it has the right material on it

#

when you bake your normal map from the source mesh, make sure you pad the bake by like 8 to 16 pixels per 1024 in resolution

ruby dust
#

@limber field I went over to color space options, and setting it to non-color corrected the seams for some reason

#

It's all 1 material, I know that

limber field
ruby dust
#

I'm currently still in Blender

limber field
#

haha, oh 🙂

ruby dust
#

I was trying to fix issues with it before I get it out and into something

limber field
#

for sure double check your materials, you might have 2

#

upper and lower, and the upper isn't using the material the lower is

ruby dust
#

I checked, I only have 1 material

#

I was messing with color space options, and non-color removed the seams

#

I had it on sRGB

limber field
#

oh cool

ruby dust
#

Though, I feel like I notice some detail loss, but that may be due to the difference in the way it reacts with the light

limber field
#

what do you mean, what is the resolution of the normal and textures?

ruby dust
#

Nope, testing rendered view, changing the color space to non-color fixed it perfectly

#

No, it was just that some detail seemed to disappear on his neck, but checking rendered view, it's definitely still there.

limber field
#

nice

ruby dust
#

It was because the light is now acting right with the normal

limber field
#

yeah, normals are math data, sRGB would mess with that pretty bad

acoustic river
#

@limber field hi i have a question on performance, i have a environment prop thats pretty large in scale but has 35k tris

#

would it lower the fps?

limber field
#

depends on a lot of things, like what you plan on shipping on (pc, console, mobile, vr, etc), and how large it is, it's needed detail, etc

#

35k is high but not horrible for a pc game, with LODs it should be performant though it might eat up some memory

acoustic river
#

yah when i am close to the model the frame is pretty high but when the model fits the screen my fps down

#

drops

#

what is the best tri range for environment prop?

limber field
#

does it have LODs?

#

again that range is dependent on size and need

#

if it's just a fencepost, it should be low, a building, high

#

can you show the asset compared to a human?

acoustic river
#

ill send you screen shot

limber field
#

cool

errant plover
#

35k tris lags your pc? Impossible.

#

Thats like a Halo 1 scene.

maiden tangle
#

Was it fixed 🤔

quasi forge
#

how do i change the texture of a specific side on a cube

quasi forge
#

any simple way to do so?

eager mist
#

yes

#

texture mapping

#

@quasi forge

quasi forge
#

and how do i do that

last dirge
thick oak
#

anyone have a good workflow for creating clothing/equipment for characters? The weighting is terrible for certain pieces and it the animations look like poop because of it. Not sure if Im just missing something obvious lol

limber field
#

you are probably talking about the topology of your meshes you want to deform when skinned to a skeleton, what does that look like?

thick oak
#

this is with default weighting (had to rever to a previous save) I can get it to be somewhat okay, but theres still mesh tearing and I cant find the bone affecting it 😕

#

Annd upload failed?

#

😦

#

okay, can't share screenshots i guess...

limber field
#

well you'd have to open it up in max/maya/blender and fix the weighting or mesh

#

where is the asset from?

thick oak
#

Yeah im giving it another go. its self made

limber field
#

skinning is pretty rough to work with honestly, it takes time to get good at

#

there might be tools to auto-skin/weight, but usually it comes down to point by point sometimes

thick oak
#

Yeah its unfortunate. All the other aspects of 3D work im pretty decent with. ALthough I still hate laying out UV's. But this skinning thing is throwing me off haha

limber field
#

what app are you using?

thick oak
#

Im hoping to just make a bunch of generic meshes with weights, then add onto them

#

blender

limber field
#

haven't used blender honestly, hopefully there are some good tutorials for skin weighting

thick oak
#

there are plenty. And i guess i just need more practice at it. Its just sooo time consuming that I'm debating whether or not I should just change art styles all together lol

limber field
#

heh

#

what does the mesh look like?

thick oak
#

Think thats the issue... I used the decimate function to reduce the poly count and it killed the armor's topo

#

guess its time to retopologize -_-

limber field
#

yeah, that will be a rough one

#

how dense was it before?

#

when you say 'tearing', do you literally mean the triangles are splitting apart, or just they are stretching bad

thick oak
#

lol 75k polys. I duped the chest/shoulders from the base mesh, subdivided and sculpted

#

just bad stretching

#

now that you mentioned the mesh... yeahh it needs to be redone

limber field
#

is that the sculpt mesh?

thick oak
#

That is the result of the sculpt mesh being decimated

#

Which I didn't save the initial form of 😦

limber field
#

doh

#

so yeah, just spend some time weighting, get used to how to smooth between joints (do like up to 4 per vert), etc, and you might want to optimize the fingers 🙂

thick oak
#

Yeah... this is why im thinking I may have to call an audible with my game. Im going for a roguelike/crpg blend. So items and item variants are important. If I have to weight each thing individually thats gonna be a no go. Now if I can make a base mesh. Like have all chest pieces share one, then just add to the geometry /retexture/etc... maybe I can make that work

#

lol i dunno exhales

limber field
#

well either way the skinning/weighting is the same, each piece will have to go through that process

#

you can transfer weights from the base body to the armor pieces to get a large way there, but you'll always have to hand do stuff to finish it off

thick oak
#

yeah thats what I did here. But the topo is throwing me off. Ill just give it another go tomorrow. And tbh, I think the chest will be the most difficult. Lots of possible deformations from the chest/abdomen/shoulders/neck/etc. Everything else is pretty straight forward

limber field
#

hard plate armor like that is tough as it shouldn't bend

#

it shifts and moves, but it also limits movement depending of the cut of the armor

#

which is tough as if you share animations between rogues and knights, rogues would be able to do some acrobatics where the knight would clip like crazy

thick oak
#

yeah true... i would probably have to create altered animations for everything if the character is wearing plate. hmm... boots up divinity to see how larian handles it

limber field
#

well you 'can' get away with clever skinning, animations and the form of the plates

#

you can add joints to help things 'slide' and shift property like shoulder plates/pads

#

just more animation to deal with unless you make it automatic in whatever animation tool you use (set driven keys etc).

thick oak
#

im hand animating everything in blender atm so it would be a big time sink

limber field
#

yeah, sadly sometimes there is no way around it 😮

#

that's why we have 50+ person sized teams to even small-ish games

#

and it's only going to get worse with each gen 😦

thick oak
#

Yeah. Unfortunately I built my entire code base around 3D and all of my features are planned that way. Debating whether or not I could go the Dont Starve route and do a 2.5D thing

limber field
#

yeah, unsure if going 2D would make things that much easier, depends on where your skillset is as an author

#

usually you just limit the scope to a point where what you 'want' to do is possible

thick oak
#

honestly I can crank out most things 3D in a relatively quick fashion. This is my first foray into skinning though and its kicking my ass 😛

limber field
#

heh

#

I'd stick with 3D then, you can figure this part out, even if it takes a while you can get things in the game to get other stuff done and figure it out later, as long as legs aren't falling off your characters and stuff like that

#

unless it's a zombie knight

thick oak
#

lol its not a bug, its a feature

limber field
#

I worked on plenty of players losing legs, zombies, etc, totally a feature

limber field
#

nice spidey

#

I built a spider-man once, 18 years ago 😮

#

is that Miles Morales?

muted sonnet
#

yes it is

eager mist
#

how do i use

#

the terrain system

#

anyone

#

know?

sullen plank
#

@eager mist This is not a #⛰️┃terrain-3d channel. Again, stop spamming. You can find terrain tutorials on Unity Learn site.

eager mist
#

oh, i didn't notice the channel. also i didn't spam?

#

nvm.

sullen plank
#

!mute 706260707234152498 60 These are not a casual chat channels.

lilac edgeBOT
#

dynoSuccess ! orang#6969 was muted

tawny holly
#

he just asked a question?

tacit mesa
#

he spammed his question crosschannel

spark vigil
#

hey any good texture resource?

#

example for making a strike thorugh

#

or grain effect

#

bricks

#

etc

exotic stump
#

This is gonna sound crazy buuuut ... using URP can I get 2d AND 3d lighting working at the same time? Using the 2d renderer 3 lighting appears to get turned off, using the 3d renderer 2d gets disabled.

sullen plank
spark vigil
#

thanks

whole fog
#

I am gonna make a quick humanoid model for use as test for a prototype I had in mind. this is the head

#

wondering how should I approach the body

#

You think I have the right idea for ears?

eager mist
#

Anyone know how to fix this?

#

First time using unity and my friend gave me this to test on

mighty hound
#

looks like its missing textures.

last dirge
#

yup ask him for the .mat file

sudden bobcat
#

Where can I find transparent volume lights or volumetric light assets? I've looked through OpenGameArt.org because that's the only place I know but I don't think there's any. What do you recommend?

#

I found the Aura asset in the Asset Store but I that's more of a complete environment system whereas I'm looking for a simple cone-like asset for a single object.

errant plover
#

If you need volumetric lighting, consider switching to HDRP?

sudden bobcat
#

Thank you! I'll try that on future projects. I'm just starting out so I was looking for faster/simpler solutions.

errant plover
eager viper
#

Hello I wanna know how to import character model in unity? Is it need to download import program or anything else?

boreal rapids
#

What would be the best method to achieve these realistic grass layers on a large terrain size

limber field
#

I imagine that is a model and not terrain?

lime sinew
#

new to unity

limber field
#

do you have materials made yet?

lime sinew
#

do i just create a material

#

then drag these pngs onto it

#

under "albedo"

limber field
#

yes, and the other slots like Normal if you have them, etc

lime sinew
#

when i drag a material onto the track though

#

it just covers the whole track

#

and not the intended area

limber field
#

I imagine the track just has a single material slot on it, show the inspector for the track

lime sinew
#

yeah

#

i was watching this video and wanting to give it a go

#

but he doesnt show how he ads the tradck in

#

so im a bit lost tbh

#

theres an object for the track and just a bunch of pngs

#

this is where i got the track

limber field
#

you'll need to take that model into a 3d package and break up the model into how many materials you need

lime sinew
#

break the model up?

#

ahh

#

thatd take forever

#

maybe ill just use a simple track

#

its odd that they have a resource for the track but its not ready to use

#

or is it easier than im imagining

limber field
#

weird it came as one entire model

#

no collision, etc

#

there is a lot of work you'd have to do to get that in order

lime sinew
#

would i be better off using this

#

just found this

#

it seems like everythings already broken up and materials slot in nicely

#

would i be correcT?

limber field
#

you'd have to find out, it 'says' it has 19 materials

lime sinew
#

ah ok this one is all broken up

#

no worries

wary eagle
dapper gyro
#

Is anyone aware of an (easy) way to “de-atlas” a texture atlas + materials beyond remapping by hand?

spark vigil
#

how many professional 3D modeler or asset maker here?

limber field
#

@dapper gyro doubt it, and though you could write one in blender or other 3D apps, that shouldn't take you too long to do in a 3D app and photoshop, how many sections on the atlas?

dapper gyro
#

It’s around 8-12 textures if I remember right, but tens of individual models

#

It’ll probably easier to just copy/paste over the atlas I suppose

limber field
#

yeah, scale and move the UV's so they are 0 to 1, etc, check to see if there is a script in blender though, my search came up empty but I didn't try too hard

#

@wary eagle that's good stuff, I think if you were to do anything, tighten up shine and lower the pattern strength, looking at images of that same gun with the same patterning it looks to have a lot more gloss painted on it

dapper gyro
#

Will do, thanks!

drifting basin
#

doesnt really belong here but nobody is responding in the blender server so does anyone know how to make these spikes in blender?

errant plover
#

@dapper gyro show us what you are trying to do. We may have a better solution

#

@drifting basin Make a plane. Subdivide it like 6 or 8 times. Enable Proportional Editing with Randomizer and Connected on. Then grab the center vert and drag it up. Mouse wheel to change the scale. Add another plane, repeat. Not too sure how the damage on the faces is done.

drifting basin
#

didnt think of that

#

ty

floral pendant
#

hey guys i imported a model which i modelled in maya,but i'm getting this weird black effect

tight meadow
#

Is there any way to make a mesh in unity rendered from both sides?

#

Possibly without having to duplicate vertices/triangles

glacial vector
#

yes, you just need a material that does not cull back faces

dapper gyro
#

@errant plover I have X number of meshes that share a texture atlas. I want to "break" this apart so that each texture from the texture atlas is a material, and each material applies to the correct mesh part, rather than a single UV mapping over a single texture

tight meadow
#

Does one such material come with URP?

stark radish
#

does anyone want to help on a game with 14 people we need an animator dm me

errant plover
#

@dapper gyro why?

dapper gyro
#

Multiple reasons. Replace textures with higher quality than atlas is, use different shaders on different parts, etc.

random ledge
#

what's a good place to start when learning to use blender

glacial vector
#

The default lit shader lets you do this @tight meadow

errant plover
bright field
#

is there a built in way to get the vector that points up from a gameobject and that rotates along with the gameobject when it rotates

#

or do you need to make that yourself

#

ah i think transform.up is what i need

limber field
#

@floral pendant you get anywhere with your model issues?

tame wind
#

not quite sure if this is the right channel, but how would I go about getting a human model into unity that can have its joints realistically bend? For example, you grab the person in VR and drag one of their limbs downward to the floor, their limbs realistically bend so that the part of the body that you are holding stays in the same rotation and position you drag it to

#

this is probably really difficult to do and im not sure if its the best approach

#

please @ me with a response, any help would be greatly appreciated

floral pendant
#

@limber field no

glacial vector
#

FinalIK is the asset that's most commonly used for VR @tame wind, I recommend looking at that

tame wind
#

does it cost money

#

oh god its like 90 usd

#

man i do not have access to money atm, im a student

#

and also cant work ebcause pandemic

glacial vector
#

Yep. There are other assets as well, but it's the best one. It's really hard to do

tame wind
#

damn

#

would've thought there was a thing you could do with skeletons

glacial vector
#

If you look around for VR IK rigs you might be able to find something free

tame wind
#

right

#

ill have a look

#

thanks for your help :)

dreamy hull
#

I am trying to make an animated sprite sheet display around my object, but I dont really know how to approach this, I cant seem to find any videos on it either

#

should I use a particle? should I use a sprite? I am not sure, I have never done thing before

mental bay
#

anyone to recommend me a guide for starting unity 3d

stark radish
#

Hey! We need A programmer who's good at what they do, who also have Unity Collab. 3D Modelers are also welcome (Please use Blender). DM me if interested! Here's some of our work!

limber field
#

@dreamy hull probably a combination of a particle effect for the small stars/dots, and a billboard sprite for the 'glow', that will sort behind the die, that is if it's a 3D game

blissful relic
#

Hey! We need A programmer who's good at what they do, who also have Unity Collab. 3D Modelers are also welcome (Please use Blender). DM me if interested! Here's some of our work!
I don't think this channel is for advertising

small aurora
#

How much more difficult would you say 3D development is vs 2D?

errant plover
#

Depends on your current skill set. If you are new to both. 3D is more man hours. 2D is more reliant on your abilities to draw.

limber field
#

2D is more subjective with the style which can be much harder to nail down conceptually as a lot more of 3D is realistically styled, though there is stylized 3D art, just much more in 2D

still solar
#

@dreamy hull, there was a youtube video about Portal effects that might be of interest, it had animated texture tutorial.
https://www.youtube.com/watch?v=OUq2fsL-gRs Maybe it is helpful for you 🙂 good luck

Raspberry Pi 3 Setup - https://www.youtube.com/watch?v=dDWs7Z34Nu0
-~--~-~~-~-

Come visit us at: http://www.burgzergarcade.com

Do not forget to subscribe, favorite, and thumb me!

We continue with another tutorial in our Hack And Slash demo made with the Unity3d Game...

▶ Play video
runic mulch
unique ermine
#

Good day guys!

Im just a beginner in 3D Modeling. Quick question how can I make this two objects to one mesh. I created a cylinder over a box and tried attaching it.

glacial vector
#

If you've joined the objects they already are one mesh. To the right you have the UVs of the object, which are fine being disconnected like that

vestal dew
#

Does anyone know if there's a low-poly library for modular, frame-based robots? Imagine something like Gunpla frames without the armor pieces

unique ermine
#

If you've joined the objects they already are one mesh. To the right you have the UVs of the object, which are fine being disconnected like that
@glacial vector Thank you!!!

cyan condor
#

any chance i could get some blender help please?

fluid oak
#

@dreamy hull A particle or a sprite would each work for that.

dreamy hull
#

@fluid oak I appreciate not reading my issue.

#

@still solar I will check it out, thanks

fluid oak
#

@dreamy hull Sorry that I don't have any convenient tutorials to pull out of my ass. Should I have not answered the part of your question I had an answer for?

sleek spear
#

Hey guys, Im not sure which font looks better, the overall environment is a modern lab, react below, let me know which one should I choose

fluid oak
#

@sleek spear For that sort of use, maybe a stencil font?

#

Neither of those quite look right to me; the first one is closer in terms of style, certainly.

sleek spear
#

oh right, something like the first one but with the painting scratches that stencil fonts have, right?

sleek spear
#

nice

fluid oak
#

Like, there probably won't be a bunch of scratches or anything up on the high wall like that

#

But someone still spraypainted it through a stencil

sleek spear
#

Right

limber field
#

a modern lab wouldn't have something stencil spray painted on the wall, it'd have something cleanly panted or some sticker for the text

fluid oak
#

@Redotix99#1308 And really not sure what your issue is; just a basic particle system defaults to doing most of what you need(billboard orientation).

#

@limber field I dunno about that. A lot depends on how cheap they are.

sleek spear
#

thx for the input :)

glacial vector
#

There are tons of resources pinned to #💻┃unity-talk. Start with some of the courses at Unity Connect

robust mantle
#

Sort of newb with 3D modelling, but I'm interested in what opinions you guys have about this question:
Let's say I have a mesh with surface details. I can create that mesh in a watertight way so that the details are integrated into the mesh itself, or I could create the details by adding the detail meshes close to or intersecting the main mesh.
Which is, from a general perspective better?

#

Lets also say that the details have a very sparse or nonexistant amount of triangles that won't be rendered, so no polygons facing inside the mesh where they can't be viewed.

#

Lets further assume that I won't be doing any mesh collisions, or if I do, then they will be handled through built in colliders or a stand-in.

glacial vector
#

Surface details are usually not handled with polygons, but with a normal map

robust mantle
#

Good catch!

glacial vector
#

If you do have shape-defining details then you could model it out, but in this case you would want to use LODs which means you remove that detail when you're not close to the object

robust mantle
#

How about slightly larger details, think chair legs, periscopes, perhaps a hatch for a tank.

#

Where a normal map would be silly, but modelling those details into the mesh in a manifold way would require greater amount of work keeping the topology clean.

glacial vector
#

Chair leg is a good example of where you would use LODs. Close up, nice and smooth curves. Further away, just a cube

robust mantle
#

Mainly thinking about the workflow, adding a cylinder and duplicating it 4 times in order to create the legs is (for me) many times faster than working the topology of a cube in 4 separate places in order to create the necessary circles required to extrude a cylinder..

#

It should also save triangles, since there won't be as many faces.

#

Lets further say that I create some really cool lamp or machine gun that I want to re-use in future projects or other parts of the same project, creating these details as a separate mesh is more re-usable, since otherwise I'd have to somehow extract that particular geometry and somehow glue it into a new model.

errant plover
#

Make one leg, linked duplicate it three times. Do not extrude it unless you absolutely need the lighting data, in that area, for some close up shot. Like an Ikea photo.

robust mantle
#

Good call, that makes sense.

runic sluice
limber field
unique ermine
#

Hi guys!
How can merge textures from substance painter into one image file (for albedo, roughness, normal etc)

fluid oak
#

@robust mantle Unity doesn't really need watertight meshes, and modern GPUs can often handle far more triangles than you'd think. Even when using normal maps, having 'floating' polygons used as decals are very common.

#

@unique ermine Photoshop can do that pretty easily. I am surprised that substance doesn't let you do that.

unique ermine
#

@fluid oak I found this combiner from gumroad
https://gumroad.com/l/TextureSetCombiner
I tried using and it works!

Gumroad

TSC is a program that automates the process of combining texture sets exported from Substance Painter. It does not require Substance Painter to work and is not supported by Allegorithmic.TSC is a standalone executable (no installation required) that generates an ini file in it...

limber field
#

Substance has a merge node to do that

#

RGBMerge I think?

junior stone
#

@unique ermine how are you gonna pack albedo and normal, which both have 3 required channels into one texture?

#

unless its a b/w image, its not happening rly

#

roughness, metallic and AO sure. But normal and albedo you cant, you need all 3 channels. Best you can do is pack the roughness in the alpha channel of the albedo

fluid oak
#

Normal only needs 2 channels

junior stone
#

how do you draw that conclusions? @fluid oak

fluid oak
#

Because if you have two components of a normalized vector, there is only one mathematically possible third value.

limber field
#

you can rebuild a normal in the shader, not advisable though, expensive from what I know

junior stone
#

the direction of the light bouncing on a pixel of the mesh and encoding into the texture is a vector3, Im curious how you can pack that into 2 channels

fluid oak
#

The three channels of a tangent space normal map have to equal one.

#

Basically, the total length of the vector is a known value.

junior stone
#

do you rly wanna save 1/3 of the storage space to compute the entire third component of your normal map tho?

fluid oak
#

Unity already does it. Look up 'packed normals'

limber field
#

actually you save 1/2 if you go from RGB for normal and A for say height, to RG for normal and B for height

fluid oak
#

This is how dxt5 compression works.

#

But yeah, it does take more processing, so it is a tradeoff.

limber field
#

but I wouldn't want to put that kind of pressure on the shader

junior stone
#

I would much rather store it than bloat the shader for it

fluid oak
#

What do you think the 'convert to normal map' button in unity does?

limber field
#

usually you can find other single channel stuff to pack

fluid oak
#

Anyway, I'm not saying it is the right thing to do for every/most uses.

junior stone
#

AO, roughness and metallic are prime candidates imo

fluid oak
#

I'm just saying that it is a thing.

#

It is useful information, you know?

limber field
#

MRA we use, we used to use RMA, but roughness does better in the G channel

junior stone
#

I have seen people pack scifi stuff textures in channels interestingly

#

the texture looks weird as hell at the end haha

limber field
#

scifi?

#

you mean like effect stuff?

junior stone
#

just the monocolor scifi looking things

limber field
#

ah

#

tinting can do some work on that, but tinting without masks is pretty fugly

junior stone
#

either fugly or a fkton of work to get it right

limber field
#

I've done the thing where you take a color image and you break it down into a luminance map (greyscale, just the brightness values), and the actual hue values, then you can recombine those in the shader pretty cheaply, and the hue texture can be like 1/4th or more the size and still look good when recombined, then you can have up to 16 color variants with near pixel control for the price of one

#

you lose a bit of fidelity, but unless you pixel !@#$ it, you can't tell 🙂

fluid oak
#

I work almost entirely in 2d

junior stone
#

I've mostly been doing atlassed low poly stuff. One texture with square colors. But recently I've been trying my hand at handpainting.

spark vigil
#

how do i open fbx in blender?

limber field
#

just Import it

spark vigil
#

ascii

#

lol

#

used the preview exporter changed to binary and imported this is how it looks

#

@limber field

limber field
#

rigged assets are a whole 'nother story, where did you get the file?

spark vigil
#

its from an asset i own

#

from asset store

#

stupid fbx

limber field
#

hard to tell what is wrong, the rig got wonky

#

that's a tough one

spark vigil
#

so i can't export unity models?

#

this is how she looks inside unity

limber field
#

there just might be some steps to importing an fbx into blender

spark vigil
#

kinda wanted to check her

limber field
#

some parameters, etc

#

not familiar with blender, but maybe the orientation of it is different and you'll have to configure blender to work with it

fluid oak
#

I think the blender looks better, at least for a monster 😄

limber field
#

all you have to have is the joint order shift 1 and you can get some sweet monstrosities

spark vigil
#

i tried another model it worked

#

for some reason t hat model screwed

#

this is why i like 2D

#

get darn png or jpeg and done

#

🙂

#

ok it worked

#

i had to convert it to obj

#

easy fix

#

no texture or materials on it though

limber field
#

always something 🙂

shrewd mortar
#

Hi guys i'm developing a 3d mobile game and i am working with a designer who is asking me a question that i can't really answer. He is designing me a scene with a lava floor that moves and asks the following question: I have a question.
To be smart about the materials, I think I would be better to make the map be a shader in engine but I don't know if that would be a good use of resources. in that way I would use a shader as an smart material, with masks and do the geometry of the map. and the textures for the shader, That way the floor can have smaller textures, but I am not sure.

eager mist
#

How can I make a character fit something like a car seat? When I make my character and place him on my car seat to drive or something, his legs are too short

eager mist
#

make a different model visible when in the car then when he gets out make that model not visible

#

@leaden garden

#

only take some if statements and some hard work

limber quest
#

Hello, I am a computer-assisted animator student and I do a lot of different drawings. If you are going to make a game I can give you my drawings for free contact: discord

#

This is my drawing

willow flame
#

Somehow, whenever I add an asset to Unity, the game's camera locks on it and out of the character

#

Wonder if anyone here knows why

glacial vector
#

Are you importing your assets with cameras?

willow flame
#

Wait

#

Yeah, I am. Lemme try to remove it and add it again.

#

It worked! Thank you, @glacial vector

lucid dust
#

some1 help me pls

#

when i try to export my package as a obj and put it in a project it repeat the name 3 times, its possible to change for it be like the fbx version?

errant plover
#

@eager mist show us the entire model. I have no idea whats going on there.

#

@lucid dust why not export as FBX?

maiden tangle
#

@spark vigil yeah it only knows to import the mesh, it has no idea where the assigned texture is in your project and how it related to the imported mesh. Has to be manually made in the material tab in blender 🙂

spark vigil
#

ohk

#

i got sdome assets from asset store

#

kind of wanted to check those models to inspect

maiden tangle
#

yeah I recognize them nice find, enjoy!

#

I love taking models and remaking them in my own texture style, saves time and gets me to the fun part of design lol.

limber quest
cloud latch
limber field
#

where would Matt Damon be in that image?

modest imp
#

Hello, so I've literally just started with materials and uv mapping, and I have like an example model

#

I want to edit the UV map because it's a bit low res and outdated

#

Are there rules I should follow?

#

For example, it has like shading on it? When I'd probably like to do materials for it instead?

#

Or what is the relationship between materials and a UV map

limber field
#

pixels are mapped directly to the model via the UV's, so you can't change UV's and still have the existing textures work

#

you'd have to do a texture transfer from one model to another with different uvs

#

if you don't want to use any textures, just shading you don't really need proper UVs, though it would help to have regional color changes on the model if it shares the same material (or you'd break it up into several materials for the different colored parts)

modest imp
#

So essentially, if you have a UV map, you're stuck with one material the whole thing uses basically?

#

Is it better to just have different materials for different parts of my robot, then assign those materials to faces or something?

limber field
#

what is your final goal here?

#

you generally want as few materials as possible for performance

#

so if you can get what you want with a single material on the asset that's better

modest imp
#

I seeee

#

I guess overall, to learn how it works

#

But I want to make the robot shiny in some places, matte in others

#

And then obviously transfer it to Unity to play around with how it would look there too

#

you generally want as few materials as possible for performance
this is understandable though

limber field
#

you can paint smoothness and metalness maps, what render pipeline are you using? @modest imp

lusty grotto
#

every time i try to fill or merge vertices it leaves a hard black crease and i assume taht due to the difference in polys

limber field
#

vertex normals actually, just re-smooth the normals

lusty grotto
#

thank yoU!

lusty grotto
#

sorry to ask again how do i smooth normals :' )

#

i checked google it wasnt super helpful

#

oh nvm i found it

limber field
#

cool, are you using Blender?

lusty grotto
#

yep!

#

this is my first model that isnt a tutorial lol

modest imp
#

you can paint smoothness and metalness maps, what render pipeline are you using? @modest imp
@limber field apologies, I went to sleep since Im in the UK, but I've just moved onto URP. Essentially, this my first project where I've really exploring these aspects such as lighting and materials

#

If I paint smoothness and metalness maps, won't it look "baked"?

limber quest
junior stone
#

@limber quest looks great but the lighting seems a bit wonky

limber quest
#

@junior stone you are right my friend

junior stone
#

whats the lighting setup you used for that?

#

@limber quest

limber quest
#

I tried to light it with sunlight

#

@junior stone
Which lighting setting do you think I should use?

junior stone
#

I would say 3 point lighting

limber quest
#

well i am trying

limber field
#

@modest imp unsure what you mean by baked

#

basically it'll just make those pixels be shinier or metallic or both, using URP the standard lit shader has those options

limber field
#

@limber quest looks like your vert normals are not setup right

limber quest
#

I realized I was already struggling with it but thanks for your clean it up

limber field
#

yeah, those can be hard, if you are in blender you can do the harden edge that usually has a degree where it will harden the edges (do a soften before)

modest imp
#

@modest imp unsure what you mean by baked
@limber field surely if there's like darker spots on a uv map, those places are predisposed to be darker in any lighting?

#

Unless I'm misunderstanding what else a uv map does

limber field
#

well I think we are getting terms crossed, UV mapping has no bearing on dark/light unless the textures you apply to the model are mapped that way as the texture is what uses to UV's to know where on the model to be placed

#

what do your UV's look like on your model, is it what you showed in that texture?

#

all you should do is use the standard lit URP material, and paint the textures for the different parts of the shader

#

this one, as you can see you can give a texture that is a metallic greyscale, where white = metal and black = non-metal, and then put the gloss/smoothness map in the alpha of that same texture, where white = smooth and black = matte

modest imp
#

what do your UV's look like on your model, is it what you showed in that texture?
@limber field Yeah they look like this, I'm was thinking that surely it's like "baked" shininess and shadows in there that'd make it look weird?

limber field
#

yeah, that texturing is to fake it

modest imp
#

Ahhh okay cool, so I don't want this

limber field
#

but you can use that as a base, paint some flatter colors, make a metallic and smoothness map and it'd look cool

modest imp
#

Okay I see

limber field
#

well you'll keep the UV's just paint some textures

modest imp
#

I think something just clicked in my head

#

UV refers to the actual model unwrapped

#

And the texture is the image on it

#

... sorry LOOOL

#

Okay okay

limber field
#

hah

modest imp
#

Yeah so, I can probably make the texture on there flat colour, and then I can use materials properly

#

Apologies, I'm super new to this stuff

limber field
#

yeah, experiment with some texturing values for the metallic/smoothness, replace the diffuse/basecolor with just some flat colors ,and see what you get

#

you have a normal map?

modest imp
#

No?

limber field
#

don't apologize, this is the fun stuff 🙂

#

you don't need a normal

modest imp
#

Is that for like, roughness, where you have the noise for it?

#

Ahh I see, I just googled some

limber field
#

well unity does 'smoothness' which is opposite 🙂

#

roughness is 0 = shiny, 1 = matte, where smoothness is 0 = matte, 1 = shiny

dusty ridge
#

how do I setup the scene so my canvas is drawn "ontop" of a 3d volume/area?

modest imp
#

I seee

#

Well thank you for your help, rocinante, I think I understand it all a lot better now

#

I'm gonna work on this texture then

#

Since this robot looks like its from 2007 with the fake lighting

limber field
#

good luck @modest imp

fluid oak
#

@modest imp Specifically, UV map is just two extra coordinates attached to each vertex. So you have x,y,z position in space, then u,v texture position.

limber quest
#

@limber field
how is it

#

By the way, this is material, not texture

rigid pelican
thorny wasp
#

Where would i look if im wanting to get some folded clothes? like the ones you'd find in a draw or wardrobe

#

@ me if you know please

unkempt yoke
#

Would you sit on this?

thorny wasp
#

i would absolutely sit on this my ass would be in heaven

unkempt yoke
#

😂😂 heaven might split open, there’s no cross section between the legs 🤫

eager mist
#

@limber quest what do u model in?

limber quest
#

weapon,car,tower,etc

eager mist
#

what program do u use lol

limber quest
#

blender,maya,cinema 4d

#

unity

limber field
#

you use three 3D apps?

#

you use one for modelling, one for other stuff?

#

@limber quest that gun looks good, though it seems like you still have issues with your normals, or you might want to harden with a better angle, or look into face weighted normals if you want to do such low poly

limber quest
#

I'm trying to fix it, but it doesn't work, it is going out somewhere. Can you help me? @limber field

limber field
#

show the gun just with a matte white material

#

and then display the vert normals

limber quest
#

Can I show tomorrow, I need to sleep now I will go to class tomorrow my brother is a game maker so I am taking lessons @limber field

limber field
#

sure

muted fjord
#

ignore the hands btw

limber field
#

not bad @muted fjord , what level of realism are you after with this asset?

muted fjord
#

not too much

rigid pelican
dusty ridge
#

How to I keep a canvas "on top" of everything else in a 3d scene?

fluid oak
#

render it with a different camera

dusty ridge
#

@fluid oak so the first camera (for the 3D scene) renders to texture, which is dislayed as part of the canvas for the 2nd camera?

cloud nimbus
muted fjord
#

those look sick

cloud nimbus
#

Thanks

tight meadow
#

Dunno if this is the right place, but can anyone guess why this is happening? I'm implementing naive surface nets, so the mesh is generated at runtime. The little blank squares on the left and bottom halves have their faces flipped the other direction, and lighting seems to be super wierd

#

The grid like blank lines are intentional, sort of

#

If I set the material to not cull back faces it looks like this. Again, super wierd lighting

wide wasp
#

Are you setting tangents/normals?

tight meadow
#

I fixed the super weird lighting, it was a normals issue

#

The holes in the middle is still a thing for some reason

#

Its probably a math problem

#

How exactly does unity determine which faces are front and which are back?

muted fjord
errant plover
#

@tight meadow Its based on the order of the triangles. Set it in your modeling software.

coral hemlock
#

Blender question! I have a lovely quad with equidistant edges like this:

#

I want to shift the edges so that they are closer together towards one end of the mesh, and further apart at the other edge. Is there some name for that and/or easy way to accomplish it?

eager mist
#

@limber quest what does the gun look in a with just normal grey( matcap) shading?

#

i think ur normals are all outta wack

#

like show me in blenders view port on "solid"

#

@coral hemlock i dont really understand ur question, can u draw it out ?

#

something like this?

coral hemlock
#

imagine they are actually even on the left

#

but what i want is like 'faces of incrementally ascending size, based on how far along the mesh they are', i guess?

#

I can almost do it with proportional editing, but i want the overall length to stay the same

#

i guess i could just do that, make it much longer, and then just scale it back down to size but it feels imprecise

eager mist
#

yeah using proportional editing("O") is ur best bet, if u really wanted this done it should be by hand, and if u want both side to be consistent, (if were trying to do this with top and bottom) then just throw a mirror modifier on it

coral hemlock
#

ok thanks, i'll keep at it

limber quest
#

I am studying computer-aided design and animators, I do lots of drawings and train it if you need a drawing I can give it for free

eager mist
#

@limber quest the LP is a little to High poly, for something like this thats so small and used quite often, u wanna be careful of poly count

#

the SubD model looks nice though

#

🙂

limber quest
#

thanks

errant plover
#

@coral hemlock what is your end result? As it is right now, there is no difference between those two planes.

coral hemlock
#

@errant plover you mean in the drawing? i didn't do a great job representing, but on the left the edges are evenly spaced, whereas on the right they become progressively closer together

errant plover
#

And why?

coral hemlock
#

I'm deforming based on a curve and need more geometry towards one end since it curves more

errant plover
#

Im so confused. You are trying to make a curve from a plane?

half citrus
limber field
#

@coral hemlock, does blender have a soft select?

#

maya has this, if you select the edge where you want them to come closer like this

half citrus
#

it's proportional edit in blender, hit the o hotkey

coral hemlock
#

@limber field I can do a proportional scale, but it moves the 'edges' as well, rather than scaling within them.

limber field
#

@half citrus that looks pretty sharp

#

can you show what you mean?

coral hemlock
#

it's not really clear to me what's happening in maya there -- what's selected?

limber field
#

the left two points are selected in maya

#

then you expand the radius of the selection

coral hemlock
#

yeah sounds similar to proportional edit. I can probably record something, hang on

limber field
#

@half citrus what are you modelling and texturing in?

half citrus
#

with proportional edit, first scale it up, and then select the end point, hit o, and mousewheel up until to make the area of effect bigger, and then slide it back in place

#

at least that's what I would do O.o

limber field
#

or download Maya 😛

coral hemlock
#

@half citrus yeah that approach roughly works but doesn't feel very precise

half citrus
#

eh, that's what I'm used to, blender is always just "good enough" 😄

limber field
#

use Houdini and make the mesh procedurally, then after that you can make the big bux in the graphics industry!

coral hemlock
#

yeah, I feel like if I knew anything about blender scripting it would probably be trivial to use math to space out some edges along a plane like that

#

but it doesn't really matter, it just felt like the sort of thing that might have a name i didn't know, or some clever method i was missing

#

(thanks for the help btw) 👍

spark vigil
#

anyone using blender here?

#

i wanted to know how can i have my model exported as png transparent image

#

to be used as 2D game asset

#

in 2D image editiing software i just use export as png and check transparent

#

how do i same thing in blender?

half citrus
#

if you go into your render settings, and go to film and check the box for transparent

#

and make sure you're exporting with the alpha channel

spark vigil
#

the title of that video was unclear

#

to me it meanth how do i use transparent images in blender

#

thanks 🙂

#

now i can use my blender assets as 2D props

#

thanks @half citrus

flint hull
#

meh

limber field
#

looks like you have some duped faces on the back of the gun top

limber quest
half citrus
#

looks good, I'd slide furniture off of perfect angles to make it look more natural, but that's just me

#

also, lighting can really improve the look of models. this looks like just a single point in the middle of the room

limber quest
#

ok

limber field
#

you should take larger images, but that looks pretty good, just remember to dive deeper into materials and add a good amount of imperfections, especially on things that get a lot of traffic

small aurora
#

if you are going to use the HDRP, do you need to select that template from the beginning or can you start with just selecting '3D'

#

from the splash screen

limber field
#

template or add the package yourself through the package manager

small aurora
#

thanks!

sleek spear
#

i modelled this door but when I import it, the side faces go missing, as you can see

#

does anybody have a suggestion?

limber field
#

probably flipped, you see them when you rotate around?

sleek spear
#

nope

#

already tried redoing the sides mesh

rigid pelican
eager mist
#

is there a way to create a texture for a oddly shaped item, so that the texture wraps around it and stuff, sort of like 6 sides of a cube, instead of just 1 material and it repeating all over the object in small areas

#

for instance, minecraft armor, like how do i make a material like that for an object

#

in the way its mapped to 1 png

limber field
#

those are what UVs are for

eager mist
#

i see, ty, never really messed with any of the material settings so i have no clue what im doing or what i need to do, so ty

blissful crag
#

hello

fluid oak
#

Hi

thorn juniper
#

Does anyone know how it is possible that my normal map looks good in the editor but when you play the game it is inverted all of a sudden?
Y is correctly inverted as you can see in editor (Top picture)
I can't figure out why it's behaving like this. And on Google they only talk about the normal maps when importing, OpenGL and DirectX
Which i kept into account when importing it
i just think it's something with game settings so i turned off Vertex optimization off and mesh generation as well in Player settings. But no luck
Anyone?

#

I did a Mirror test with this with simple cubes, but test came out fine as well and all normals looked good, i really am stuck about how this is possible and what will fix it.

#

Today i played with the import settings of my model, switched to culculated, iport Mikktspace etc. But none of them has the effect on it

#

I also duplicated the texture and set the normal to -1 to and applied it to the inverted objects, strangely it doesnt apply it

spark vigil
#

btw so what u guys do in modelling software?

#

just make the models and bring to unity

#

after that use unity shaders and textures

#

also the materials inside unity?

glacial vector
#

Yes

thorn juniper
#

Unity has no textures

#

Photoshop or a texture application

#

And you also create the UV's of the model/asset in your 3D Application

#

Materials and Shaders are mostly done in Unity

glacial vector
#

Ray I see the difference in your images but I'm not so sure the normal map is the issue. The normal map at least seems the same to me. Have you done a test without the normal map applied?

spark vigil
#

wish all these 3D formats settles down

#

its like 2D image formats back then

#

so basically m wasting my time texturing and shading in blender if I plan to use it in unity

#

how about the animations?

#

best inside unity again?

#

oh well too much work

#

back to 2D

thorn juniper
#

@glacial vector, Well, the effect that I'm getting is that the direction of the normals are inverted on playMode. The model looks good without the normal map, but the details come with the normal map, so you won't see the difference if you don't apply it to the model.

#

@spark vigil Animations are also done in a 3D package and imported into unity to use with the Animation/Animator

#

However you can download pre-made animations at Mixamo.com to use in Unity. If you upload your model in there there's also a possibility to convert a rig for your character

spark vigil
#

are all the 3D things fighting with each other or something?

thorn juniper
#

Not sure what you mean....?

spark vigil
#

they should just settle down like SI

glacial vector
#

They're just different tools, competition is healthy

spark vigil
#

yeah different tools

#

but for 2D any tool

#

there is png export done

#

now we can use anywhere we like no headache

glacial vector
#

From your screenshots @thorn juniper you can see a difference, but the difference is the light direction, not the normal format. If the normals were inverted it would look liek it was going outwards

spark vigil
#

wish that was the case with 3D too

glacial vector
#

It is the same

#

.fbx is industry standard

spark vigil
#

texture

#

mats

#

animation

#

different though it seems

#

anyways m new to 3D

#

hence noob questions

#

so far its looking a headache to me