#🔀┃art-asset-workflow

1 messages · Page 53 of 1

glacial vector
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You should have an option here for unlit or something

cobalt marlin
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@glacial vector yes, there is no lightmap of car and @river onyx im reading rn thank you both for helps

glacial vector
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That's not a lot 🤔

cobalt marlin
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didn't fix it yet

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when i do bake light, i see many of them there @glacial vector

glacial vector
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Ok sure

river onyx
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you have the same material applied twice?

glacial vector
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See how it looks with lights turned off

cobalt marlin
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lights changing but broken parts still same , i change exposure a bit @river onyx

river onyx
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just for a test: set your material size to 1

subtle robin
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Hlo everybody so I wanted to make some clods in univer sel render pipeline but I can't find any way to make them I am totally new to shaders and stuf any suggestions

cobalt marlin
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ah you did mean number of material , second one is for glass parts for transperency

subtle robin
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These are the clouds I want to make

cobalt marlin
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still same tho when i set to 1

river onyx
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can you expand the shader and post a screenshot?

cobalt marlin
river onyx
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tried exporting the maps in higher bits?

cobalt marlin
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trying now

cobalt marlin
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update : it is about normal map, not light , i will write when i fix it

umbral estuary
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Hey i got problem

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i got pink jpges

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soome one 😄

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?

lilac plover
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nvm please ignore

maiden tangle
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@subtle robin check out "shader graph", youtube some tutorials there are plenty

subtle robin
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@maiden tangle yes bro I made the problem in the tutorials is no one is teaching for universal render pipeline but I changed one I found for HDRP according to my needs and it works fabulas

dim sable
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And in unity there are modeling tools?

maiden tangle
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@dim sable there are some asset store addons but, no not really beyond basic blocking out like "Probuilder" which unity acquired recently and is available free in the package manager.

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I suggest you check out blender for actual modeling of characters or props, it's also free and will import into unity perfectly fine

spark vigil
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hey was wondering the assets from asset store

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can be exported to blender to modify

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including texture and etc?

hollow rampart
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I'm using Rounded Rectangle in shader graph with radius set.

Height and width are equal as it's being used as a texture mask.

The final surface rendering is actually a rectangle, 1x1.4, so the corner radius of the Rounded Rect ends up getting stretched vertically.

Is there a way to address this so the final corner radius is uniform?

I'm shrinking one texture inside another and preserving dimensions. It seems I have to use a shader graph shape. I can't seem to use a texture as a mask since there's no way to disable tiling (Tiling and Offset gets the size correct without distorting border radius, but repeat tiling defeats the purpose of using it as a mask)

ionic pewter
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Does anybody here know how SDK3 works for VRC avatars ? I’m in need of help to learn SDK3 to its fullest.

quaint sinew
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for some reason my vfx graph particle system keeps disappearing based on seemingly random camera angles

quaint sinew
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fixed it by making the bounds bigger but that doesn't really explain the problem

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apart from it being related to bounding boxes I imagine

shrewd mortar
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Hi guys, i have a small question. I have a 3d that has a beard, i want that beard to move when i play an animation. Does putting cloth physics on it will do the trick?

mossy apex
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@shrewd mortar I think it can work, but it all depends on your model

eager mist
mossy apex
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I just know in Blender it's selecting them and pressing ctrl x, but idk if it works there

obsidian citrus
eager mist
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Maybe it could be facing the wrong way. Have you tried to flip it?

sonic latch
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is this where i can get help

static frost
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i fixed the issue

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it was the normals

sonic latch
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please i need help

static frost
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i asked you something over there just now

sonic latch
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wow

eager mist
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Great 🙂

static frost
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thanks

eternal matrix
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nice it looks amazing

pale kiln
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so i apply automatic weights to my character in blender , after it loads for some seconds my character becomes like 100x bigger but the armature stays the same
does anyone know a possible fix to this?

eager mist
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Hmm. Long shot here, any keyframes on by mistake?

pale kiln
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its okay i got it fixed by rotating and scaling the base mesh and the bones too

eager mist
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how do i apply a texture on an object without stretching it

eager mist
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instead of stretching how do i repeat it

cloud latch
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Uv unwrapping?

maiden tangle
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@eager mist like you have a checkered floor and want the pattern to repeat because it's too large?

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if not just look up a youtube tutorial on uv unwrapping

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if you want the texture to tile more though adjust that in the material

eager mist
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lemme just get an image and itll say more

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how do i get the texture size(compression?) to be the same without individually change each object's tiling

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@maiden tangle

maiden tangle
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@eager mist looks like you want a world space shader, so the tiling will be the same regardless of object

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(uv free, using world space position)

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I know there are some examples of this on google.

eager mist
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so from the name im guessing it applies the texture using the world instead of only the object

maiden tangle
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exactly

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it won't care about uv's, the issue though while the object moves the texture will try to remain the same to it's position in the world

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so you can have like a scrolling effect (of the same size) texture moving

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so more for static objects, like environment pieces so on

sullen plank
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And rotations as well will be problematic.

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If you want simple geometry with consistent UVs you can use ProBuilder to resize them, instead of scaling

eager mist
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thanks guys

crystal willow
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What is the best way to learn unity? Vid tutorial if so pls send link in dm

ember python
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nvm I am making the texture inside of unity.

eager mist
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What is the best way to learn unity? Vid tutorial if so pls send link in dm
@crystal willow https://m.youtube.com/channel/UCzfWju7SFoWLCyV_gDVCrGA

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Stefan Persson is the one!! Great tuts!

karmic beacon
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How would I set this texture to be nothing for a material? I accidentally added this when there wasn't meant to be a texture for this property

karmic beacon
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also, is applying textures to models in the editor normally really tedious? there must be a better option than going to Remapped Materials, selecting, and applying each time

glacial vector
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Click the circle and choose none @karmic beacon

shrewd mortar
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Hi guys, I am building a battle scene for mobile with 10 characters fighting each other in it. I imported a character to unity from fbx file, i attached animations etc everything works but now i'm experiencing performance problem (around 364 batches for the whole scene including the characters) as it is heating up my phone when i test it. I checked the stats in Unity and it shows that i have around 111 skinned meshes activated in the scene. What is the best way to optimize it?

unreal crest
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Shouldn't they always start with LOD 0 and go up to 7?

storm spindle
shrewd mortar
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Thank you @storm spindle

eager mist
gray snow
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has anyone had an issue with probuilder constantly resetting your material's double-sided GI option?

kindred needle
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Has anyone ever run into issues in Unity when procedurally creating meshes, and the mesh just DOESN'T draw occasionally? The triangles and vertices are correct. This only happens on my system, and not on another system. Both systems are using the same version. If I just enable/reenable the script in edit mode and then try again in play mode, it works.... Exhibit A

grave kraken
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Hi all! I'm developing an Android app, and using a Canvas + 3d models. Inside Unity everything looks great, but on my actual phone (Pixel 3) I see the void background. No items or my canvas are showing. Possibly that the camera is facing the wrong way. I tried this approach but it did not help at all ( https://answers.unity.com/questions/674726/different-camera-views-in-different-devices.html )

boreal thicket
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hey guys, im very new to unity, and I was wondering, if I am using a procedural skybox and want to change the ground to a texture instead of a color from the selector is that possible?

sullen plank
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@hexed palm No advertisement on the server.

hexed palm
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Sorry

languid compass
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Worth download scripts, or is better make own?

maiden tangle
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@languid compass make your own or you wont know what to do with the ones you find haha

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@boreal thicket custom skybox material, yes its possible

languid compass
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Ok

eager mist
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Noob question here but. Do you guys make your levels inside Unity with assets you have created? Or is it possible to make the whole level in for example, Blender? And then export it? My guess is that it is not so size effective etc?

muted relic
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You can do, But I personally think its much better to make levels with peices inside of Unity, that way they are easier to adjust and refine. @eager mist

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@eager mist transferring the textures over would be messier as well probably.

eager mist
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ahh, so like exporting a whole thing like this from Blender (And then add trees and stuff in Unity), you would not recommend? Appreciate all input!!

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Like building it up where every stair section for example is an instance. But for example the floor is not.

glacial vector
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Honestly, both approaches work and you can do what you like best. It's common in game dev to do blockouts in engine, and then gradually replace it with 3D assets later on

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But some studios, like naughty dog, create their entire levels within maya and have scripts to import that into engine

eager mist
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ahhh

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Thanks everyone for input!

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💯

hollow rampart
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TextMesh Pro... If I want to have a Text Mesh with a translucent rounded rect body.. what's the best way to approach that?

simple cedar
simple cedar
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anyone wants this blender model?

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ping me if anyone wants this model

rapid echo
simple cedar
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anyone knows how to color in blender?

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if i apply a material its getting applied to the whole object

simple cedar
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oh mah god

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can i get it anywhere?

vestal hazel
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?

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@simple cedar

simple cedar
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like in asset store or somewhere

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did you upload it anywhere?

vestal hazel
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I made it just to study

maiden tangle
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love the stylized look! @vestal hazel very well done, are you thinking about texturing this set at some point or just sculpting

vestal hazel
eager mist
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Nice!!

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Sculpt only or do you start with modelling base mesh?

vestal hazel
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Sculpt

simple cedar
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i tried to make a 3D model of fall guys character

maiden tangle
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without base meshes? hope to get there one day lol. I started out poly modeling so getting these clean surfaces with just sculpting, especially metal is so strange to me

fleet flame
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Hey Guys

I'm having problems with baked lightmaps
Some of my more complex blender models don't have a lightmap and i dont know how to fix that
The lighting is all messed up around those objects

river onyx
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are the objects marked as static?

fleet flame
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no it wasnt, well that fixed that 🤔

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thanks @river onyx

river onyx
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if you need moving objects to cast a shadow you have to set your lightsource from baked to mixed

astral stag
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Hey hey - super quick question, im using sprites in 3d but i need them to have a collider, what type should i use?

dire ermine
river onyx
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are those bigger cheeseholes normal mapped?

dire ermine
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@river onyx Yes

river onyx
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cool, looks great

dire ermine
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@river onyx Thanks 🙂

river onyx
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maybe add some normal map depth to the Table as well between the individual boards.

faint epoch
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I'm playing around with Unity 2020.2b, is there a way to achieve a decal that modify a mesh (I think I should be looking at shaders but I'm unsure if unity has this functionality already implemented in an efficient manner). What I'm trying to achieve is erosion of surfaces reusing the same base asset.

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I'm unsure if this is the right channel to ask, if not please tell me so I remove the messages

spring swift
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A shader doesn't sound right. I think you could try making a mesh with some visible noise and just add a boolean off of that. This is just my lazy "shut up and work" method.

faint epoch
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Hey, thank you for your reply, what do you mean exactly with noise?

sudden urchin
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I think he meant those dizzly effects those come when the image is rendered@faint epoch

stable linden
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hey can somebody quick help me in unity. I have a 3d model but every time i drag it into the hierachy, my camera goes gray

simple cedar
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apply a material to the object

simple cedar
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hey can somebody quick help me in unity. I have a 3d model but every time i drag it into the hierachy, my camera goes gray
@stable linden does your camera go gray or the object?

glacial vector
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Not possible at that scale @faint epoch

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Decal damage would be limited to effects that don't change the silhouette, like this https://www.artstation.com/artwork/e05daZ

ArtStation

A concrete damage material that I produced in Substance Designer and partly Zbrush for my Underground Maintenance Tunnels scene.
It is used as masked mesh decals sitting on top of the existing geometry.
The material uses the Free Parallax Occlusion Materials for Unreal 4 by L...

maiden tangle
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Houdini is is literal wizard when it comes to that stuff, great procedural workflow @faint epoch

faint epoch
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I'll take a look into Houdini, I just noticed it has a free version for non-commercial usage.

river onyx
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When doing a Handrail , how many faces should it have at a minimum to appear round? (for a first person shooter, so pretty close to camera)

cunning thistle
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the cylindrical part? anything above 8 with soft edges

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But only you can tweak it

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you have to compare and see how many looks good enough while being the minimum necessary

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What I'm trying to say is that there is not a magical number, if it looks good with n sides then go for it.

faint epoch
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A good idea is to lookup for vertex normals, you can achieve some smoothing effect by properly instructing the lightning model

river onyx
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Thanks for the answers!

half aurora
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anyone knows where to find high quality, realistic abandoned city assets

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or just something with the theme abandoned

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(or like apocalyptic)

hoary pawn
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@faint epoch the free houdini version can't export though

cold peak
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@vestal hazel what did you use to make those models?

vestal hazel
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maya -zbrush

maiden tangle
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and you go high poly through both huh? or is this a different workflow

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great stuff as always, have me wishing I was an artist lol

plucky meteor
eager mist
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Uhh

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I wanted to make a hologram screen

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Like the floating screens

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Intractable holograms?

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I dunno where to start

fluid oak
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@eager mist look up 'screenspace ui'

eager mist
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@fluid oak Hey thanks, that worked out for me :D

winged creek
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i'm starting to learn blender and i accidentally make my model turns to gray how can i turn it back :(

pine trellis
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can somebody tell me if it is possible to bake a normal map and turn it into mesh?

fluid oak
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@pine trellis depends on exactly what you're trying to do, but probably.

pine trellis
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@pine trellis depends on exactly what you're trying to do, but probably.
@fluid oak I need to add mesh/geometry detail on a model than I want then to print, wihout normals (and maybe bumps) the model has some ugly parts

river onyx
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i'm starting to learn blender and i accidentally make my model turns to gray how can i turn it back :(
@winged creek You switched to render mode without having any light or material applied. You can switch the Viewport modes at the top right, those 4 spheres.

alpine matrix
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Hiring dedicated 3d artists/animations required, 18+, horror themed low poly Realism. Pm me if interested.

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(Psx esque project)

winged creek
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@winged creek You switched to render mode without having any light or material applied. You can switch the Viewport modes at the top right, those 4 spheres.
@river onyx Thanksss a lott

fluid oak
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@pine trellis you'll need to vonvert the normal map to height/displacement, subdivide the model enough to hold gbe detail, and project thr heightmap onto it. You will probably need some manual editing as well, since normal maps don't really translate directly to height well.

pine trellis
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@pine trellis you'll need to vonvert the normal map to height/displacement, subdivide the model enough to hold gbe detail, and project thr heightmap onto it. You will probably need some manual editing as well, since normal maps don't really translate directly to height well.
@fluid oak thanks for the info, do you know any video that explain how to do that?

eager mist
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What is a good 3D program other than blender?

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I like tinkercad but I want something better

fluid oak
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That page includes some code you could make use of

pine trellis
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I only see high level maths there .-.

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where should I use that code?

fluid oak
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Either in a c compiler, or adapt the math to whatever other language.

pine trellis
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I just use 3D modeling software, I have really few experience with progamming languages 😐

smoky peak
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not sure if im using the right channel, but can anyone help me out with fbx exporter? the exported .fbx doesnt contain any mesh at all

pine trellis
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@fluid oak in the end I fixed by just using Substance Designer and using literally 1 node to convert

fluid oak
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Ah, nice

maiden tangle
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hey guys tell me if this exists, I want to reverse inset- multiple faces

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if that makes sense

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like picture double tapping inset, where it goes individual

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that but I need to scale

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that a thing?

heavy shuttle
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Can someone send me a nice blender tutorial about how to make models

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and import then to unity

sullen plank
rustic dune
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Hi, I'm not sure if this is the correct section to post in, but I'd like a bit of guidance about what should I look into. I'm trying to "define" more the mountains and hills so that their outline is noticeable even without rotating the camera around.

oak cargo
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What about Ambient occlusion

glacial vector
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It looks to me like you have a height map applied but not a normal map, meaning the mountains don't respond to light

nocturne crest
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when I export an fbx into unity, it’s just grey, and It’s still grey after making the Location legacy > models materials > local materials folder, and importing WITH the texture folders don’t work either.

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But in 3D viewer, it looks normal

fluid oak
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@nocturne crest are the textures being loaded into the project and not applied correctly, or are they not imported at all?

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Can yiu apply them manually?

nocturne crest
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@fluid oak
They are imported, but unity doesn’t apply them on the model. It’s still grey.
Also, idk how to apply them manually.

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(I’m using Unity Hub if that helps)

fluid oak
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Unity us finicky anout automatically applying models, depends on what you are importing from and how it was set up.

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There are three main options.

nocturne crest
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I put the textures in a folder, the textures are png’s

fluid oak
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  1. in your 3d editor, look up what it takes to export a unity material
  2. in unity write an asset processor script to handle it
  3. just drag the textures into the materials on the mesh renderer inside unity.
nocturne crest
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I don’t know how to do any of that

fluid oak
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What 3d software are you using?

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And I suggest reading about materials in the unity manual.

nocturne crest
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If your talking about what I used to export, then Blender.

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@fluid oak

fluid oak
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Ok. You did what I suggested and checked the manual?

nocturne crest
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There’s a manual?

fluid oak
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...yes.

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There is one for every major version, you can choose the one you are using.

nocturne crest
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So I read it and it didn’t help 👍

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It just told me how it works, didn’t tell me how to fix my problem @fluid oak

wet comet
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can i get a bit of help

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my camera doesnt move

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class mouselook : MonoBehaviour
{

    public float mouseSensitivity = 100f;
    public Transform playerBody;
    float xRotation = 0f;




    // Start is called before the first frame update
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
    }

    // Update is called once per frame
    void Update()
    {
        float mouseX = Input.GetAxis("Mouse X") * Time.deltaTime;
        float mouseY = Input.GetAxis("Mouse Y") * Time.deltaTime;
        playerBody.Rotate(Vector3.up * mouseX);
        transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);
        xRotation -= mouseY;
    }
}
fluid oak
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@nocturne crest make a material asset, drag it onto the mesh. Drag the textures onto the material.

nocturne crest
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There is also a problem where parts of the texture is supposed to be transparent is instead covered in black.

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But in the photo viewer, it looks normal.

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Also looks normal in blender

glacial vector
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Are you using a shader with transparency enabled?

nocturne crest
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@glacial vector how do I check

nocturne crest
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So I have 39 errors after switching versions
And I don’t know how to fix them

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They all say “are you missing an assembly/directive reference?”

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And some of them say “code editor”

pine trellis
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Blender guys pls help me

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how do I bake a pose into the rest pose?
I'm tring with "set pose as rest pose" but it change back to v-pose + some few part changed

nocturne crest
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For some reason the avatar description component is missing?

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None of the components that come with SDK 2 are appearing

vestal hazel
simple gust
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used linerenderer to draw a series of 2D rectangles in 3D. but the corners don't line up ofcourse, is there a better way to do this?

maiden tangle
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@eager mist have you tried dancing your fingers across the keyboard and entering that exact topic into youtube?

onyx tartan
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hey all, any suggestions on blender to unity workflow? Particularly for many models in the same file? Do you use collections then bulk export? Or just select each model and export to fbx one-by-one?

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one model per blender file feels like a super hard workflow for keeping model styles consistent, but manually exporting fbx one-by-one feels super tedious to update.

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I kinda feel a bit like I'm taking crazy pills... I've watched and read dozens of tutes and articles about how to export fbx, but no-one actually talks about how to set up a good workflow for lots of models across a project, and it feels like it should be the main workflow.

maiden tangle
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@onyx tartan I'm not really sure the best way, but I do know I'm working with lots of moving parts in my scene, an interior to be specific with all its individual items.
When I want to make a change, I edit the object then save all objects (not a collection mind you, maybe that's better), and it overwrites in my scene even with changes to their positions etc

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hasn't really been an issue for me

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edit > save > see results in your already assigned positions/rotations feels pretty standard

stark blaze
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i have a quesion
i need to apply a texture to a 3rd model on unity how do i do that

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pls dm me or ping me

maiden tangle
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@stark blaze unity is not something you texture your objects in, try blender

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if your model is already textured, drag and drop the imported texture on to the 3d model's material

stark blaze
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anythin else

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aight thanks

simple cedar
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umm

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i am planning to make a horror game

sick junco
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Hmm , any Idea how to decorate this empty space
The theme is a futuristic rave club

nocturne crest
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It says that the code editor does not exist in the name unity
There 52 of them

eager mist
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A small concept art attempt

nocturne crest
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I have 39 red errors, and most of them say “Codeeditor does not exist”, “ResponseFile Data”, “LogOption”, and “Selctable.Selection State”, “Animation Offset Playable”, ”AssetNameExtension Attribute”. there are a lot more too. These occurred after switching from version 2019 to 2018.4.20.

glacial vector
maiden tangle
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@sick junco lots and lots of lights 😎

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variation in height elevation

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throw some cubes of varying sizes into the mix and see what you like for your style, maybe its a couch maybe its a stage, etc

sick junco
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@sick junco lots and lots of lights 😎
@maiden tangle that sounds like a good place to start

hollow rampart
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I have a textured quad that i want to overlay multiple graphics/text. I want the overlay to always be on top of the textured quad. Is the best approach to set the overlays with a local position offset of Z -.0001 (direction "above" the quad), or should I use a different approach?

tidal whale
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not sure if this is the right channel... but I have this weird issue where one of my tiles are brighter than the rest

spice venture
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can i get help with fbx models not showing textures properly

maiden tangle
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@tidal whale is there a duplicate?

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it actually looks like there is varying lighting throughout all of them if you look close

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check your scene light / rebake

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make sure all your albedo's are the same

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@spice venture elaborate what u mean

spice venture
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importing an fbx model into unity 2018.4.24f1 and its not textured

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i dont have access to the original project that model came from

maiden tangle
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@spice venture .fbx is not going to import your texture, only the material associated with it in unity's case

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so you would need to find your texture file first, import it to unity and drag on to a material

spice venture
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well shit

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lol

maiden tangle
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yeet

spice venture
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now i gotta figure out how to texture an fbx file

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also blender is refusing to import the model because its like.. too old????

maiden tangle
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I've used a converter before

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how to texture a model? or how to apply a texture to a model

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two different tings

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either way youtube has guides

spice venture
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alright so ive got an obj model and a texture made with the texture paint tool in blender and then modified in photoshop

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trying to figure out how to make it export to fbx and keep the texture definitions so i can import it into unity and have unity apply the texture

vestal hazel
spice venture
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i have another fbx

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a chair

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that for whatever reason has a light baked into it

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so I unpacked the prefab and nuked the light, then dragged it down to assets

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now the whole thing just refuses to show up

maiden tangle
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@spice venture u figure out how to export > import?

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save the image texture > import in case not

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(under image > save as in blender)

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when you export the fbx it'll save uv's

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(texture coords)

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@spice venture nuked the light sorry what?

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you have a chair fbx with a light inside it when you import it to unity, when you delete the light the chair disappears ?

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first of all make sure you are selecting "selection only" on export, so you're not saving your entire blender scene

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I know of no circumstance where deleting a light would destroy the mesh.. so you must have deleted the prefab as well, or it's something with your hierarchy

fluid oak
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The mesh could have been a child of the light?

#

(When you delete an item everything parented to it is deleted as well.)

spice venture
#

model wasnt mine

#

idk i took it into blender and got rid of the damn light lmao

winged kayak
#

my model is not coming with textures lmao

spice venture
#

none?

#

like no images in there anywhere?

eager mist
#

Is it recommended to create all models in a single blender scene or use separate blender projects?

cunning thistle
#

Doesn't matter, creating each on their own scene would be better for organization purposes, though.

#

But that's for characters or things with animation.

#

For simple static models, you could use just a single scene.

gritty flint
#

yo

#

so i dont have blender yet because im still learning csharp and unity

#

but I made a grill/propane tank for my restaurant game

#

yay/nay?

shadow cradle
#

yay

polar onyx
broken flame
#

So I'm completely stumped on an issue happening with a simple model. I'm using Maya, Substance Painter, and Unity, while also testing in Blender and Second Life of all things, and I'm not even sure where or who to ask, but here goes... I modeled a jug. Here it is in Maya with an albedo https://gyazo.com/d7f63d683689d1c64127be5921d468f5 This albedo texture was made in Substance Painter and exported using unity standard metallic settings, so it looks the same in Maya and Substance. I also imported it into Second Life and it looks exactly the same, but in both Unity and in Blender, the textures come out stretched like this https://gyazo.com/f0afeaceefd93396d092fdbe6f25d9d4 <Unity< Does anyone know what is going on? I'm mostly worried that if I do a more complex model and it's for a client, this kind of issue will hurt me in the future. Also, I've never seen such a huge inconsistency between an albedo applied in various programs before. It looks fine in 3 programs I've tried, but equally awful in 2. Any ideas?

solemn spear
#

Can someone help me with the unwrapping on this model? It works for the hair but not the body and I can't figure out why. I checked normals and uvs in blender and they're all correct

#

Please ping so I see your response

potent lichen
#

@solemn spear i dont do a lot of stuff with organic textures, but did you try to "smart uv project" ?

#

Or mark seems by hand?

gritty flint
#

making my own fridge, any idea how to blend the image in better?

#

like the image of the ice/water machine

potent lichen
#

sry, i dont get what you mean...do you mean zoom in to make a better picture of the ice machine?

#

and @gritty flint i guess you want it like that, but in my opinion the doors should be scaled a bit more on the z axis. they kinda look a bit to wide (just my opinion)

acoustic dawn
#

i'm pround of my second work with voxel ^^

#

goblin !

#

my first was :

#

if you can give your opinion ^^ I accept critic x)

novel dragon
#

how do I download voxel

acoustic dawn
#

you want my mesh ?

gritty flint
#

@potent lichen thx for the feedback, I meant to say, the picture is fine, i just want to blend the colors around it so it doesnt look like there is just a jpeg on my fridge

acoustic dawn
#

or a software to make it x)

gritty flint
#

yo where do people find free models to download

acoustic dawn
#

I would like -_-

#

to find link

gritty flint
#

i just want like a piece of ham,

potent lichen
#

@gritty flint then try to uv unwrap or smart uv project unwrap and play with the size of texture and model

acoustic dawn
#

@gritty flint if you want mu epic model super hd voxel designed by pro

#

I can give you xD

#

002 brother

red pecan
#

helb idk how to use a box collider

potent lichen
#

@gritty flint good 3d models often cost.

mint fern
#

Hi! I have a problem with the jump animation in my fbx. I am trying to use root motion, but the player always goes back to its original position at the end of the animation.

eager mist
#

Hello my questions gents
im total nub at materials and textures

i have 4k textures (i think)
but i think i dont need that resolution, its a low poly game. currently i use their tiling option as 0.1 (is this too much or not enough?)
my question is whether is it bad idea performance wise?
heres how it looks
im not sure if its how it should be. its 4k metal and wood textures with tiling set to 0.1
https://images-ext-2.discordapp.net/external/lXGEhpA5E1xjUt-JqmGt6GRfWDhV4SNA0JlpOs0zoKg/https/i.imgur.com/r1JxhaU.png
(armor in the middle)

#

oh ok, seems its better to leave tiling setting at its default. now the question is if 4k texturs it not too much for performance? does unity optimize this depending on game quality setting?

#

fooling with few 4k textures uses max of my gpu

solemn spear
#

@solemn spear i dont do a lot of stuff with organic textures, but did you try to "smart uv project" ?
@potent lichen I marked them by hand

vestal hazel
dreamy timber
#

Is there a way to merge objects together in the editor? I have created a mountain background from various boulder assets. I would like to be able to move them as one and also clean up my hierarchy window. Thank y'all for your time!

maiden tangle
#

click and drag an object, and place it as a child of another object

#

there is no "merge" in terms of the geometry actually merging permanently, you would need to program it / get an asset for it / use an external tool like blender

#

@dreamy timber

dreamy timber
#

Awesome!

coarse tiger
#

Is there a way to make unity see the mesh already placed in the world as collectible I've made a cave and need the walls and such to be solid objects... Am I using the mesh colder or just mark it as static and that does it?

#

Ping me in responses plz

maiden tangle
#

@coarse tiger I'm not sure exactly what you're asking

#

''Is there a way to make unity see the mesh already as collectible''

#

That is you programming it.

#

''Ive made a cave and need the walls to be solid"

Use a mesh collider

coarse tiger
#

Nevermind I figured it out

maiden tangle
timid totem
#

can annyone help me with my game cuz i dont know how to code but i know how to make games

buoyant bolt
#

can annyone help me with my game cuz i dont know how to code but i know how to make games
@timid totem How do you know how to make games without knowing how to code?

#

Hey guys, I'd like to make my own 3d models (because (a) I don't like having to rely on already created work and (b) I don't want to pay to get the quality I want).
My problem is, that I don't have the freetime to get good at blender, but I want results quickly. (Honestly, I'd rather write the model data by hand than to use an editor. I know it's dumb, but that I can at least do right now. 😁 )

I'd like to animate the model myself using code or have the animations premade and adjusted during runtime, if possible.
Can you recommend a simple program to create a model and rig it?

tawdry valley
timid totem
#

i dont know how to code but i know how to do programing i think that this what this is called

#

is so hard but i know how to do programing i use the mouse more than the keyboard

#

this is whta i use to make my games

#

my game my made by using the mouse more than the keyboard i m proud of it

tropic idol
#

Does anyone know a video that could help explain to me how to use a 2d /pixel like player in a 3d environment, like the Octopath Travelers characters, or Paper Mario?

oak dock
#

@tropic idol plane with thin box collider

#

and material with diffuse map as the sprite

tropic idol
#

Ok, Thanks!

oak dock
#

easiest solution imo

carmine delta
#

Anyone familiar with UMA?

sick junco
vestal hazel
glacial vector
#

@buoyant bolt if you want high quality results you need to invest either time or money. There are no shortcuts to get what you want. As for parametric model creation the best program for this would be Houdini, but it has a pretty high barrier to entry. For characters you could consider a service like MakeHuman

sick junco
sullen plank
#

@waxen cloak Not a place for recruitment

waxen cloak
#

Sorry

vestal hazel
mystic scaffold
#

Evening! I'll be honest, I am NOT an art guy. I have a little bit of experience in Blender.. I'm wondering if anyone has the time/patience to guide me through getting started on a project I have in mind.

I've acquired a 3D model of a book, my dream is to have this book open, then be able to cycle through.. maybe 10 pages, that I hope to animate with 2D sprites like a pop up book.

My limitations right now are related to the manipulation of the single book object that I have. At very least I need to cut it in such a way as to make the buckle on the book free moving, and to allow the cover to open (pages can be 2D assets added as I make them, I assume)..

Any input is appreciated. All my time has been spent building in 2D Unity, but I figured I would challenge myself by making these as Christmas presents.

harsh fjord
maiden tangle
#

@mystic scaffold the model itself aside, if you are wanting to separate the mesh pieces, select the vertices you want to be separate and press 'p'

#

then in object mode you will see it's a different object, which can then be animated

mystic scaffold
#

@maiden tangle Thanks for the reply! I managed to cut 'er up. I think in terms of animation, I'm going to load these pieces as separate objects in Unity and use DOTWEEN to transform them based on 'page turns'

maiden tangle
#

I would also suggest not to think of it as having to animate 10 or so pages, but have a single or a couple good animations of the paper flip, that can be used for infinite page flips

mystic scaffold
#

given my pop up book design, I don't need the pages to be bendy - so just using transforms on stiff planes should be good for purpose.

rose ember
#

I'm making a third person character and I don't know how to make it so the feet can be at different levels and like bend the knees and stuff

#

anyone know how to do that well?

frigid hull
#

Idk how to implement it into unity, but what you are looking for are called "inverse kinematics"

rose ember
#

yes

#

I have the IK working for my feet rotations and positions

#

but for some reason I can't figure out how to offset the position if one is higher than the other

#

like if he's on a slope, both feet are at the same height

#

when realistically one should be lower and his knee on that leg will bend

frigid hull
#

As I said, I have no idea how unity handles that, best thing you can do is look for a tutorial

rose ember
#

I have but none of them work on my character

#

and a lot of them mention something called Mecanim

#

but I'm trying to use as few packages/assets as possible

maiden tangle
#

@rose ember mecanim is unity's built in animation system

rose ember
#

oh

#

well anyways I finally got it

vestal hazel
vestal hazel
eager mist
#

@vestal hazel... Those models are AMAZING!!!

vestal hazel
vestal hazel
vestal hazel
eager mist
#

@vestal hazel Oh dang ! You must cost a fortune
I suggest you to checkout follygon on YouTube, they did sculptober and also have some brushes that might be helpful
They also have a course

eager mist
#

These all are Halloween themed i see

vestal hazel
#

I'm looking for a job right now

eager mist
#

Uhh

#

I can show you someone

#

Who needs a 3d modeler

#

@vestal hazel

vestal hazel
#

👍

eager mist
#

I will dm you their username

vestal hazel
vestal hazel
limber plume
gritty flint
#

yo

#

can someone help me with a blender issue

#

my cylinders for some reason are transparent

#

but only in Unity

raven tide
#

I dont use blender, but that looks like inverted normals to me

#

although its semi transparent so maybe not

eager mist
#

@gritty flint go to edit more press a and then shift-n to recalculate the normals and re import it

maiden tangle
#

You wont be on free time for long I'm sure with the quality you're producing Frozen Blood!
Inspiring as always

eager mist
#

What would be the most simple way to learn to make a low poly character? I dont really have much experience and I would like to make a model for main character of my 3d game, well, learn how to when I need to? What would be the most simple way to go about it. I dont have much knoweldge on 3d modeling.

tropic idol
#

@eager mist Most likely Blender and youtube, as ive been learning unity through youtube, ive seen hundreds of simple low poly blender videos.

eager mist
#

well, alrght. But i see most vids have sketches of their character before they make them. it seems like its reccomeneded to make learn how to make sketches which I am not the best artist.And blender seems quite complicated, but guess I have no other choice.

#

thanks

tropic idol
#

you dont NEED to have the sketch, its just a guide tool, and blender isnt all that hard to grasp, back in highschool, my sophomore year I knew a guy who used it for roughly a week and was making like 10 different models for his Computer class back to back, I guarantee you'll pick it up fast.

eager mist
#

well, alright. Well, I will start dropping in on the tons of useful blender tutorials when I get a chance. thanks.

elfin token
#

can you see vertex attributes in unity?

#

I want to make sure my meshes are going to get dynamically batched by being under 300 verts and 900 vertex attributes

#

but I cant see where to check vertex attributes

pine trellis
#

May ask a simple question regarding Blener here?

wispy sedge
#

go ahead

#

I am pretty solid with Blender

#

@pine trellis

pine trellis
#

I had a mesh that was somewhat keyframed to an animation (i porbably did it on mistake) now the mesh is dissappeared in Edit and Object mode but is still visible in other views (like UV Edit and Sculpting)

#

I have no idea to how show that again (no, its not hided)

wispy sedge
#

send file please

pine trellis
#

I already tried to delete all the key frames but nothing changed

vestal hazel
vestal hazel
wispy sedge
#

vase

#

@vestal hazel how do you do the UVs and scratches?

sick junco
eager mist
#

Nice, some colours maybe?

sick junco
#

yeah , colors gonna be added

wispy sedge
#

to be honest it looks fine like this

#

@sick junco could use some Screen Space Reflections!!!

sick junco
#

well this is only one small part , theres more outtta frame

wispy sedge
#

would make it look like a club

#

just let some materials reflect the lights

sick junco
#

hmm , sounds good i'll add it last tho

eager mist
#

Ah thats what you call, lung

#

lounge*

viscid garden
next kernel
#

How do you make a lod system in cinema 4d that can then be imported to unity

eager mist
#

how can i fix this

#

there is a crease in the middle

sullen plank
#

You need to use seamless texture, or make this into one. There are tutorials for that

eager mist
#

oh ok thank

#

you

#

i downloaded a seamless texture

#

and now the colour is pink

#

when its white

#

this is original colour

#

wait i think i found the problem

fresh fox
fresh fox
#

There aren't any scrolling options?

sick junco
high monolith
#

anyone knows how to do low poly smoke?

sick junco
#

emit orange and grey spheres

glacial vector
#

You have two options @fresh fox, wither make your own shader that includes panning, or use the default shader and use a script to pan the offset of the material

fresh fox
#

The problem is that I can only seem to get one texture scrolling at a time

#

The model has multiple

glacial vector
#

Multiple materials?

fresh fox
#

Yeah

#

And they all need to scroll

glacial vector
#

How are you scrolling the one you got working?

fresh fox
#

Using a texture offset script

#

But I'm just going to animate the entire thing in Blender

glacial vector
#

You can do the same thing by looping through meshRenderer.materials and applying offset to all of the materials

vestal hazel
clear briar
sick junco
#

one room done

wispy sedge
#

@sick junco do u model inside of unity

clear briar
#

@sick junco do u model inside of unity
@wispy sedge Maybe because of Progrids

sick junco
#

No I use blender

#

But I like using pro grids for blocking out levels

sullen radish
#

hey hey,i got a question involving props. So i got some props from the asset store and when i go to test them they are hollow,cant stand on them (basicly can noclip throu them without having noclip turned on) is there a way to make it solid ?

clear holly
#

Colliders

sullen radish
#

Is that udne rinspector ?

#

or

sick junco
#

mesh colliders

#

@sullen radish

sullen radish
#

Aight,thanks

potent lichen
#

@vestal hazel do you create a game or a witchers tower or sth like that? I saw that you do many things in the same style and they all have this kinda low poly witchers/magic style

eager mist
#

taking commisions for 3d art

wispy harbor
#

Anyone have any mushroom house models?

eager mist
#

Anyone have any mushroom house models?
@wispy harbor dm me an idea and I'll make it by Friday

#

Like of the mushroom house

wispy harbor
#

Ok will do

warm nexus
#

How would I make a "next" button or "next level" button?

languid shell
#

With unity UI

warm nexus
#

But, how

gleaming patrol
green nimbus
#

Howdy!

#

so uhhhh this might be a very dumb question but

#

How would I go about editing a humanoid 3D model's face without messing up the animations

#

would I move the armature around?

#

or would I just edit the face mesh

#

here's the unaltered mesh

#

and here's how i'd like to alter his eyelids/eye shape (same on both sides i was just too lazy to draw the shape on both eyes)

#

here's the version with the armature

#

if you need anymore information, just ask, and i can provide!

#

if messing up the animations on the face is unavoidable, then i'd just like to know how i could fix/minimize the damage altering the face mesh would result in.

raven tide
#

you can't really, without rebinding the rig

green nimbus
#

shoot

raven tide
#

you could, POTENTIALLY, move those verts down

#

but it won't animate properly after that

#

is it an fbx?

green nimbus
#

yeah

#

and i plan on doing more changes than just the eyes later on, so i'd probably have an easier time just rebinding the rig

#

which i have no idea how to do

#

so that uhhh says something about the difficulty level there, lol

#

i'm assuming i'd make my mesh changes first and then rebind the rig

raven tide
#

yes

green nimbus
#

so i'll get started on that

#

and i guess come back later for help when i need to fix the rig

#

thank you for informing me though!

raven tide
#

I'm not entirely familiar with blenders workflow for rigging, but its a pretty complex thing

#

but not impossible. Just time consuming with painting weights etc.

green nimbus
#

yeah

#

at least my drawing tablet can pick up the slack for certain aspects of sculpting overall

raven tide
#

painting weights blender

#

oops

#

didnt paste the video lol

green nimbus
#

i don't even wanna think about sculpting with my touchpad

#

thank you!

raven tide
#

yeah you need a tablet to sculpt properly

#

is this rig supposed to blinkÉ

green nimbus
#

yeah

raven tide
#

yeah that complicates things then.

green nimbus
#

or wait

#

uh

#

when you mean "blink" you mean blink as part of an animation, right

raven tide
#

yes

green nimbus
#

alright just checking because i've confused the names of programs and features with other things before

#

you know how it is sometimes

raven tide
#

like if only his head was supposed to move and nothing else, you could probably move the eyelids and the rig would be able to drive it in unity ok

green nimbus
#

if i rerigged his face, i'm assuming the animation would make his eyes clip or stretch a little?

#

depending on the shape difference compared to the original, that is

raven tide
#

yes most likely

#

because the animations are baked expecting each vertex to be in certain spots at certain times

green nimbus
#

alright, that's not as bad as my worst case scenario

#

which was that it wouldn't play the animation, period

raven tide
#

do you have the entire rig and character? or just fbx's of it?

green nimbus
#

yeah i'm pretty sure i've got the whole thing

#

lemme double check

raven tide
#

like you could create new animations if you wanted with the controls and stuff provided

green nimbus
#

i got the model off the unity assets store as a placeholder and i was hoping to make it a slightly less terrible looking placeholder

raven tide
#

is it free?

green nimbus
#

yep

raven tide
#

which one? I can take a closer look maybe

green nimbus
#

taichi character pack i believe

#

lemme grab the link for ya

#

another concern i have is that the mesh change might mess up the textures, but that'd be an easier fix, so i don't really mind as much for that one

raven tide
#

yeah thats easy, you just have to realign the uvs

green nimbus
#

nice, nice

#

that definitely relieves a lot of anxiety

raven tide
#

all hinges on what you can do with the .fbx's though. Since fbxs are baked you may need to noodle some stuff

green nimbus
#

true

#

rn i'm just messin' with his mesh

raven tide
#

which file did you open?

green nimbus
#

fbx

#

specifically uh

#

one sec i'll screenshot it

#

this guy in the legacy models folder

raven tide
#

ok

#

so it looks like they didn't include the actual rig they use to animate the character with

green nimbus
#

haha.... oh no

raven tide
#

so you'd have to just move stuff, safe the new .fbx, and try and assign some anims and see what happens.

green nimbus
#

oh dear

raven tide
#

yeah

green nimbus
#

i knew what i was getting into with a free model but good lord

raven tide
#

well them including the base model and rig would be bad for business. They'd be giving away all their work isntead of products they make with it

green nimbus
#

fair enough

#

well shoot

#

is there just no way i can rerig this model then? or could i do some sort of magic houdini shit to pull the rig out of one of these files?

raven tide
#

you'd have to rig it yourself, unless I just cant see where they left the file but I only see .fbxs

#

but if you rigged it yourself, you would have to do all your own anims

green nimbus
#

crap

#

here's hoping the animations work at least a little bit without the rerigging

raven tide
#

they should, his eyelids will probably just get some crashing

green nimbus
#

the animations that come with this are also meant to just be placeholders, so it isn't a huge loss if they work weirdly, but if they don't work at all, then i'm a bit screwed

raven tide
#

of the geo, not the app

green nimbus
#

alright that's good, i can cope with that

#

as long as he isn't t-posing across the map, then it should be fine

raven tide
#

if its just placeholders i wouldn't bother, it'll be more of a headache than its worth. Or at least just do the eyelids and leave it at that, any major changes to .fbx's isn't really a useful workflow

green nimbus
#

since the company won't sue me for using their model as a base to alter, i'll probably end up using it for the demo, so i'm probably gonna use it for a decent amount of the game's development

#

the animations will probably last until i can get replacements, which will also be awhile, but should be replaced before the demo

raven tide
#

yeah that should be fine

#

Before you go to far I'd stop at the eyelids and test some of the anims before going any further

green nimbus
#

aite

#

i've already messed with his chin a bit, but that shouldn't really mess up anything

#

and it was relatively low effort, so if everything crashes somehow, then no biggie.

#

here's hoping it works, with maybe just some minor clipping at worst.

raven tide
#

godspeed!

green nimbus
#

thanks!

#

oh wait, quick side note, i'm definitely gonna have to mess with the armature at some point, aren't i

raven tide
#

I dont think you can even if you wanted to

#

all the fbx's are just baked bones, so you dont have access to it

#

all you can do, I think, is save out a new base pose fbx and assign the anims to that and see what happens

green nimbus
#

i mean, blender's showing me the armature to mess with, it just happens to move around the mesh with it

raven tide
#

can you edit it though?

green nimbus
#

yeah i've moved it around a bit before undoing any edits

raven tide
#

interesting

green nimbus
#

so there's the hope that i can possibly do something with that

raven tide
#

potentially. I wouldn't count on it, but I guess its possible

#

usually you need the base rig and to bake out anims to .fbx

green nimbus
#

ya know,,,, the worst part about this is that i can't tell if the animations aren't working because of my shitty programming or because i changed his mesh

#

i'm gonna double check that real quick because last time i had this open, he looped the same idle animation no matter what he did

#

like he slid around the environment doing this idle animation and nothing else

#

but now he's just t-posing

#

hm

#

yeah no it's the mesh

#

the other, unaltered models work just fine in the viewer, but he just doesn't move

#

shhhhhhhhhit

#

i'm totally boned

#

is there no way i can rig him to get the OG animations to work with his new mesh?

#

@raven tide

eager mist
#

that 3d model looks good tho

green nimbus
#

thanks

eager mist
#

i wish i could help but im mainly 2d

raven tide
#

they may be auto attaching based on the naming conventions

green nimbus
#

how would i check if it's doing that?

#

and uh how would i fix it if it is?

raven tide
#

what did you name it?

green nimbus
#

I gave the new model the same name as the old one.

raven tide
#

if you save the fbx that you edited, you can select one of the animations in unity and in the preview window under the little green dude, change the select an "other" avatar and pick the model you just did

green nimbus
#

made sure to place it in the same folder too

#

i'm not sure i understand?

#

oh wait i see it now

#

he's still t-posing

#

shootttt

#

meanwhile the unaltered models using the same animation are like this

raven tide
#

when you edited it did you only move vertices or did you delete and add faces as well?

green nimbus
#

i just moved the vertices and used the draw tool to sculpt his chin a bit

#

nothing else, as far as i know

raven tide
#

interesting

green nimbus
#

maybe i deleted something on accident? although i doubt it

raven tide
#

on the model, if you go to "rig", are the settings on that the same as the one you saved?

green nimbus
#

uhhh lemme check

raven tide
#

i.e. set to humanoid and all that

green nimbus
#

i totally forgot where the rig area is

raven tide
#

should be in the inspector area when you select the fbx

green nimbus
#

the animation type is set as legacy

#

same for all the other models

raven tide
#

k im gonna try something quick

#

huh. I'm getting the same thing. I guess you need the original rig

#

sorry man.

#

I do this stuff in other programs so unity probably just does it differently

green nimbus
#

crap

#

guess i'll have to make placeholder animations

#

and rig the entire thing from scratch

#

oof

raven tide
#

but then youd have to do all new anims anyway

green nimbus
#

yeah, i was gonna hafta make new anims eventually, might as well do it now

#

or at least after i finish altering the model

#

btw i was using a really outdated version of blender before this, and they definitely changed the vertice tools

#

how do i add a new vertice on a line with two other vertices

#

i wanna add vertices on the lines, where the red dots are, and then connect all the red dots across

#

but i have no idea how to do so in the latest version of blender

#

does anyone know how?

#

i probably should've clarified that i was asking for help earlier

#

oof

eager mist
#

Added box collider around it, but the origin of that pyramid is on the corner for some reason fixed it

green nimbus
green nimbus
frail flame
#

Eh I need help

#

Its like inverted

#

How would I fix that

sullen plank
#

Select all faces and use Ctrl + Shift + 'N' to call recalculate normals. If the mesh is not malformed it will figure out which ones should look outside

#

(in Blender)

frail flame
#

Ok

#

It didnt do the trick

maiden tangle
#

Hm but thats the solution so that's odd

#

Your normals are inverted 🥴

#

Try manually adjusting the faces individually with backface

frail flame
#

How would I do that?

maiden tangle
#

I'm on mobile currently, if you youtube "blender fix inverted normals" and nothing helps I'll make you a sandwich @frail flame

frail flame
#

Ok

#

Ill remember the 🥪

#

@maiden tangle no sandwich for me

#

But thanks anyways

river onyx
#

you can view Face orientation by enabling the "Face Orientation" in the Viewport Overlay (the 2 circles at the top right).

#

Blue means it faces outward, Red is inward.

#

If you have faces that are red(on the outside of your Model), switch to edit mode, select them and do "alt"+"n". and select flip.

#

That should work

manic plover
#

anyone knows why my sprite disappearing when i add material to it? It placed in front of transparent object and i read that i have to turn up Custom Render Queue(>3100), but that didn't help in this case

eager mist
#

Does anyone have a good free asset for water/ocean?

eager mist
#

@frail flame apply transforms of the mesh and then recalculate your normals

#

@maiden tangle had half of it

#

If recalculating doesn’t work then you have to ctrl a and apply transforms

#

And then ctrl shift n to recalculate normals

#

If you wanna see if backface is happening, then go to the drop right and enable it

pine current
#

Does anyone know any good tutorials for importing guns and making them fire in unity? I got down movement, jumping, parkour (such as vaulting), and sprinting, and I would like to add shooting next. Is there something I should be doing first, and if not, are there any good tutorials for importing guns and making them shoot?

raven tide
#

A lot of raycasting tutorials deal with gun fire

harsh fjord
#

But this is it imported in unity
@frail flame

I know this is late but activate backface fulling and flip the switched faces

tidal creek
sonic isle
#

hey guys I'm working on procedural materials in Blender and threw together a Jade and Black Onyx material 🥺 👉👈 opinions?

potent lichen
#

Can i see the 2 objects in edit mode pls?

#

@sonic isle

frail flame
#

@frail flame

I know this is late but activate backface fulling and flip the switched faces
@harsh fjord i already fixed it

lost gale
#

hi guys, i'm not sure if this is a Blender or Unity problem but why is it that when i import this .fbx asset that i made on Blender to Unity, the three "splotches" don't show up? I've been trying to figure this out for the past hour and I'm going nuts!

Screenshot from Blender

#

It doesn't look anything like what I see on Blender. I'm new to this and this is my first model. I'd appreciate any help or tips on troubleshooting/proper material making on Blender to Unity

river onyx
#

It doesn't look anything like what I see on Blender. I'm new to this and this is my first model. I'd appreciate any help or tips on troubleshooting/proper material making on Blender to Unity
@lost gale Check the Normals of the bottom 3 splotches

lost gale
#

oh my goodness, you are an ANGEL @river onyx

frail flame
#

What do you all think

river onyx
#

The right dude seems to be missing smooth shading

frail flame
#

He is

#

How do I add it

#

Also Im remaking it, looked like they were underwater

river onyx
#

assuming you made them in Blender, select the faces you want to shade smooth in Edit Mode , do "crtl+f" and select "shade smooth"

sick junco
muted fjord
#

maybe a bit lol

sick junco
#

yeah lol

sonic isle
#

@potent lichen it was just some model off of sketchfab- super high vertex count

golden berry
#

Hi guys. Would anyone know if there are any specific tutorials out there for building a third person game in unity at all? Preferably one for dodgeball or football. Using mobile joysticks to create the movement ctrls and a button to fire the ball or kick.

raven tide
#

theres lots on youtube

#

and a few good ones on udemy you can get for really cheap if you wait for a sale

golden berry
#

would you happen to know if there would be any specifically for building a dodgeball game? i found a good one on youtube but my experience lies more within maya than unity and feel i would need something that goes from a to z in building the game. in the past id created something similar before but had been piecing bits of coding from separate tutorials to make the game work and wasnt sure if this was the best approach.

#

thanks for the reply @raven tide

winged flicker
#

Hi guys, do you know why these artifacts are happening with my blender models when I bake them in unity? I have generate uv lightmaps enabled for all models in their import settings.

raven tide
#

@golden berry not sure about dodgeball specifically, I think the best way is to learn the specific things you need to know to build the game, instead of just a walkthrough in building exactly what you need. Like start with a tutorial on getting characters to throw things. Then move onto one that teaches you how to do health and OnCollision functions and stuff.

golden berry
#

Thanks Dan I'll give it a go. This was the series I was going to start on now. https://www.youtube.com/watch?v=8ycgJbQegAo

This time I will show how to implement a thirdperson controller with touch gestures. If you want to make a third person shooter for mobile devices, then this video could be helpful to find a start how to implement your game logic. I will show you three methods: AutoLook &Joyst...

▶ Play video
raven tide
#

great place to start

golden berry
#

Was hoping it would be a good starting point and build on things from there.

raven tide
#

unfortunately unity is a lot like maya, in the sense that if someone said "i want to model a dragon breathing fire on a helicopter but I've never modeled before"

#

you'd be like "...start smaller, or find tutorials to build the fundamentals kind of thing"

#

unity is the same. No magic buttons, but you'll be much happier in the long run if you learn how things work and how they affect each other instead of just following one tutorial

#

its way more fun too!

golden berry
#

yeh that makes sense. thanks for the advice Dan I'll give it a go.

winged flicker
#

I'd be grateful if anyone has even the littlest idea.

gritty relic
#

this is for blender help?

#

im stuck at the donut

#

sculpting mode

#

object mode

#

why does sculpting mode looks like that

#

help 😩

river onyx
#

Hi guys, do you know why these artifacts are happening with my blender models when I bake them in unity? I have generate uv lightmaps enabled for all models in their import settings.
@winged flicker pls post lightmaps of the objects with the artefacts

#

help 😩
@gritty relic what's the Problem? looks fine to me

gritty relic
#

i fixed it already

winged flicker
#

@river onyx I cleared my bake but I will post the new ones as soon as possible!

#

Thank you

acoustic marsh
winged flicker
#

@river onyx are you still there?

river onyx
#

yes

echo remnant
#

here is a question, how do you guys handle armor/clothes swap on character without breaking the avatar?

unreal sandal
slim cairn
#

Guys, is it possible to create so that this command is executed 1 second after entering the trigger?Unity3d

slim cairn
#

Thank you

river onyx
#

Maybe It's better to get the time of entering and then trigger your if statement when time +1 is reached? dunno, depends on how much logic is in you ontriggerenter function

winged creek
#

Hi guysss im sorry this is a noobie question how can i show this window again ? it's like a more settings when ur using a tool

#

it's not appearing in my blender anymore

river onyx
#

it doesn't show when you do a new loopcut?

acoustic marsh
#

when i create a new scene in unity hdrp, the exposure makes all my materials black and even when i adjust it, my materials are still pitch black, how do i fix this?

vestal hazel
winged creek
#

it doesn't show when you do a new loopcut?
@river onyx yes

frigid hull
#

And I don't even know how to bake the ao into the texture on blender, any help with that?

river onyx
#

if you use Cycles, simply go to the render properties tab, and select bake type "AO" in the Bake tab

shrewd mortar
#

Hey guys, someone told me that the cloth simulator is buggy for characters that have a thik coat . They said that the cloth has to be a simple plain. Is that correct?

clear holly
#

Anyone know of any good tutorials/Resources to buy or learn how to make a shop? I’d like the shop to be 2D for my 3D game and be able to buy/equip 3D skins from my shop. Thanks!

prisma lintel
#

I'm pretty new at Blender and am having a weird issue when importing a model, wherein the normals look correct in Blender but in Unity some faces don't seem to properly occluded. It looks fine in Blender, backface culling is enabled for the mesh viewport and the gizmo is showing normals. Any thoughts?

river onyx
#

Can you give a second screenshot of the unity one? hard to figure out what i'm seeing there

prisma lintel
#

only the outside faces of the inside corner seem to pop through, no other faces do

#

sorry for lousy descriptions 😅 , if the Blender model would help let me know, it's quite simple

#

with a object behind it, too. It seems like the normals are correct?

river onyx
#

how the hell did that happen, wow

prisma lintel
#

at least I'm not missing something obvious!

#

I'll try recreating the model, maybe I've got something janky going on in there

feral radish
#

One noobie question how can i lock the camera if its inside a head bone?
like the camera is rotating and everything whit the bone i want to lock it so its stays steady

prisma lintel
#

I am truly mystified, I recreated the model in blender, it's just a cube with 2 faces extruded, solidified, and recalculated normals for good measure. Then imported into unity with default settings. Looking at the imported mesh it looks fine too.

#

just kind of figured it out. Had something to do with how I merged the geometry I think. Not merging it at all leads to proper outcomes within unity. Still mystified by why but I'm happy that there's a solution.

#

or maybe having materials that use the "fade" rendering mode

#

It's definitely using fade that is the problem. Is there a way of making a material translucent other than using the fade rendering mode?

river onyx
#

I'm not far enough with my efforts for having had to deal with transfering material from blender to unity yet. Pretty sure you can bake all sorts of Maps (in Cycles) but I was planning to do the final shader-stuff exclusively in unity.

prisma lintel
#

it's actually a unity made material, just applied to the imported blender asset

sullen radish
#

Anyone here has any experience with building custom shpaes etc ?

granite fossil
#

Cell fractured object, exported as obj -> import to unity and it shows the object is fractured but the parent/children aren't showing the pieces. ("untitled" in hierarchy is the cube). Am I missing a step to show each of the fractured pieces as children of this object? https://i.imgur.com/FbnHDab.png

river onyx
#

did you separate the Pieces into separate Objects in Blender?

granite fossil
#

It even looks correct in unity (the model), just for some reason the hierarchy isn't set up correctly to show all of the pieces. For example, this is how the pieces should look in unity https://i.imgur.com/2cojth3.png

sterile hollow
sullen radish
#

is ProBuilder tough to use?

olive prism
#

I tried 3d modeling for the first time on ZBrush. It's not nice, but still the first.

maiden tangle
crimson flint
sullen plank
#

You need to show at least what you are trying to import

crimson flint
#

like post the Model?

sullen plank
#

Type of file, some description. People can't read minds.

crimson flint
#

hmm good point

sullen plank
#

Looking up a tutorial how to import assets in Unity wouldn't go amiss as well.

glacial vector
#

That’s looking great @maiden tangle

maiden tangle
#

Thanks! loved the colors in the original had to try

olive prism
#

note : this is my third character

vestal hazel
eager mist
obtuse oyster
#

@golden berry please do not cross-post. Use one relevant channel at a time. #archived-unitytips is not for questions

vestal hazel
green nimbus
#

send help

#

i fucked up

#

i've got two separate blender files

#

one with the model with all the edits i want except i accidentally poked a hole in the hair mesh and undo won't let me fix it

#

and then i have another save of that model with none of my changes except an undamaged version of the hair i damaged in the file above

#

how do i replace the hair in the original???

#

i've tried copy pasting, merging meshes, everything seems to not be working

#

whenever i move the hair into the new model, the hair moves to the t-pose position while the rest of the model is animated

#

or it'll just sprawl out in this giant mess

#

like this

tame pond
#

taht is repulsive

green nimbus
#

yeah that's why i'm trying to fix it

hearty sluice
#

Hey, me and my friend NightFormula858 are creating a 3D terraria styled videogame on UNITY and having trouble with making 3D models. Could anyone help create 3D models for us for free? Reply on this message so I can send you a friend request! Thanks, CodeUniverse012.

#

no?

tame pond
#

oh

#

wait im a dumbass

#

i thought i was in the 2d channel

#

sorry

hearty sluice
#

is there a different place where i do this?

#

Ok

#

Blender would be recommended!

hearty sluice
hearty sluice
maiden tangle
#

thank you!

hearty sluice
hearty sluice
maiden tangle
hearty sluice
#

Yeah

#

Would you care to be our lead 3D artist?

maiden tangle
#

Honored to be considered! I'm actually involved in multiple longer term projects as of late, if you want to dm a message regarding the project would love to have the chance in the future if it's still needing one, cheers 🙂

hearty sluice
maiden tangle
#

my priority is hoping to launch steam as well, seems the place to be!

hearty sluice
#

Yeah, STEAM is awesome

#

Its called TREE-BOUND, its kinda gonna be like a 3D terraria! XD

maiden tangle
#

That sounds interesting (love terraria!), best of luck to you and your team. 🙂

haughty oracle
#

Is someone able to help me to Fix my VRM model (Textures)

#

?

limber meteor
#

You can see, despite this being 5thGen inspired, I've implemented HDR to a visible extent

#

And as you could tell, I'm going to ENJOY posing these models for promo art.

sterile lagoon
#

hey guys, do you know if a character with 4 fingers will still work as a humanoid rig?

limber meteor
#

🤷 3 fingers and a thumb? Well... Go for it. Just get rid of the excess.

sterile lagoon
#

yeah, thanks

acoustic marsh
tardy dune
#

Sorry if this is the wrong place to ask this question. Was looking at the Puppet Master asset on the BOSS sale...does that provide mecanim animations? I bought some 3D humanoid assets from Polygon that didn't have animations included, and I'm wondering if the Puppet Master asset would help with that

eager mist
#

Hello if any one here advance at unity dm me

stoic crescent
#

hey guys do you think 340 triangles is to much for a fish in a stylized rpg that is supposed to swim in swarms of 10-20?

#

@acoustic marsh i am not sure if you can really change that origin in unity. the 3 ways i know of would be:

  • use probuilder to create a probuildermesh and recenter it but maybe destroy it since probuilder is... weird (at least to me)
  • create an empty gameobject and make this one a child of it
  • load this gameoobject into a real modelling software like blender and center it there (would recommend this)
#

oh wait. i think my polycount for my fish question is wrong

cloud saffron
#

but I could be wrong, I'd check out the asset page

tardy dune
#

I saw it said ragdoll...and wasn't sure if that was different than the animations. Thank you!

stoic crescent
#

ah yes i did a dumb so i have to rephrase my question:
do you think 660 tris is to much for a fish in an 3rd person rpg that is supposed to swim in swarms of 10-20 sfishes making it a total of around 6-12k triangles

raw pecan
#

how can i combine the meshes to all the cubes of my terrain? (i got told to move here)
heres my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TerrainGenerator : MonoBehaviour
{
    public GameObject block;
    public GameObject[] blocks;
    public float freq;
    public float amp;
    public int cols;
    public int rows;

    void Start()
    {
        generateTerrain();
    }

    void Update()
    {

    }

    void generateTerrain()
    {

        for (int x = 0; x < cols; x++)
        {
            for (int z = 0; z < rows; z++)
            {
                GameObject newblock = Instantiate(block);

                float y = Mathf.PerlinNoise(x / freq, z / freq) * amp;

                newblock.transform.position =
                    new Vector3(x, y, z);

            }
        }

    }

}
stoic crescent
#
  1. type this in pasta bin and send the link please
  2. isn't terrain merge a question for well Terrain channel?
raw pecan
#

im not using unity terrain

cloud saffron
#

people are trying to throw this poor lad from channel to channel

raw pecan
#

im using cubes

#

yes

#

they are XD