#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 55 of 1

pine glacier
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Flip em

wary kite
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mans posted that 4 days ago

proper forge
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What do ya'll recommend for someone starting their learning in modelling?

sullen plank
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When picking a tutorial on YouTube, make sure they are descriptive about shortcuts and tools they are using. I've learned Blender by watching someone outputting their exact input on the screen, it was very helpful. After getting basics look for more advanced videos to pickup modelling techniques, there are many tricks that are universal to any 3d tool.

proper forge
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Do you recommend using the tutorials Blender themselves produce?

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I don't feel like there is nearly as much as what Unity provides, but if it's worthwhile then of course I'll give it a try :p

steel geode
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does anyone know why the trees and foliage i got from book of the dead are invisible when i build my unity project?

fluid oak
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@steel geode Are you using HDRP and have all the required shaders?

odd wren
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is it possible to import models with the shader i want?

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i need to import it as standard then update to hdrp

hearty spade
wary kite
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hot

proper forge
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for my first project I think I'm gonna make a new type of flower

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pretty excited

steel geode
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ok so im trying to use the book of the dead assets to create a map for my project

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and im gonna pick 1 tree for an example, but they all do this

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in the book of the dead project, in a new scene, enabling or disabling the trees adds setpass calls, but does not increase the tris or verts

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while in my project, even with only LOD 1 on the screen, it increases the tri count by about 80k!

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the mesh is only 16k tris, im really confused how i can fix the terrible performance im getting using these assets

mystic olive
steel geode
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1 light source, lightmap, ocludee, and reflection probe static

mystic olive
steel geode
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first is the root, then lod0

mystic olive
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i would change it to everything, and then make sure that all the children are also all static.

steel geode
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same result

mystic olive
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oh, yeah I am not sure then. I am assuming that you are in hdrp?

steel geode
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correct, 2020.2 hdrp 10

mystic olive
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have you tried disabling anything else in your scene?

steel geode
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the scene in the screenshot is almost completly empty

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just the camera, tree, light, and basic sky+fog volume and a plane

mystic olive
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alright then. does your light have any shadows? And have you tried googling for your answer

steel geode
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and a fireball vfx that plays once, disabling it has no effect

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i have tried googling it, and yes my light has shadows

mystic olive
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have you tried disabling the shadows

steel geode
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oh wow, disabling shadows slaughters the tri count. why is that?

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its still higher than the base mesh, but it cuts it in like half

mystic olive
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it takes resources to produce run time shadows. You may want to bake your shadows on objects that are static

steel geode
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the trees have a vertex displacement shader, same as in book of the dead

mystic olive
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i also remember there being a way to reduce the runtime shadow quality, or something else

steel geode
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can i bake shadows even with vertex displacement?

mystic olive
steel geode
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performance is the same even with hdrpLit

mystic olive
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ah ook

sullen flint
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Hi guys, sorry to interrupt but has anyone used a different mesh (i.e. a Hexagon shaped asset) and put a Terrain component on it? So it can have a heightmap applied to it?

mystic olive
steel geode
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oh its probably worth mentioning that the lighting isnt baked in my book of the dead test scene either

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so idk if thats the reason or not

sullen flint
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The built in Terrain Editor creates a 4 sided object and applies the terrain components to it. But when i add those components to my own asset it wants me to assist a terrain asset to it!?

steel geode
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to reiterate the issue that im having, a singular tree from the book of the dead demo is using 2/3 the tri count as the book of the dead scene running

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wait so when you disable the terrain but keep everything else enabled in book of the dead, the tri count is ridiculously low. how does one replicate this?

proven relic
maiden tangle
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could've sworn I was in 2d channel, not a bad thing at all I love the style @proven relic

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minimalist but not lazy

mystic olive
oblique stump
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@steel geode i think that is a level of detail effect specific to foliage, is there a particular reason you're really concerned about the tri count?

steel geode
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im getting 40 fps on a gtx 980 in 1080p with only a few trees

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vs the 50 average i get in the entire book of the dead

solar bay
elfin sorrel
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showing off some work that I just finished, it's an altar/ritual setup for dark magicks

floral pendant
remote cobalt
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nice dude keep it up never give up ๐Ÿ‘

floral pendant
remote cobalt
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your welcome!

proper forge
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looks pretty awesome Snow

solar bay
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can anybody help me in blender
i am following this tutorial for bones
https://www.youtube.com/watch?v=IAiTYaiZmY0

Part 1 - https://youtu.be/zp6kCe5Kmf4
Part 2 - https://youtu.be/bRM0VYSVeQM

rigging basics - https://youtu.be/cp1YRaTZBfw

topics covered:
bones and armatures
skinning
weights
pose mode
edit mode

The Animators Survival Kit
https://amzn.to/30Gh9Do US
https://amzn.to/3042Rw5 UK
This is the must have for animators and gives you the c...

โ–ถ Play video
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i am new to blender and don't know much things

eager mist
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was wondering if theres any easy way to make the models blend more with terrain

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actually i have an idea of slightly modifying the models materials so their colors r more like terrain colors

marble ingot
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probably some decently advanced shader tech

solar bay
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@marble ingot can you help me ๐Ÿ˜ญ

marble ingot
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blender is a complex application, so knowing why options are unavailable sometimes is like black magic

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so I have no idea

sullen plank
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@solar bay Should rewatch that part of the tutorial. It probably requires already added and selected armature to extend with additional bones.

solar bay
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i have much vertices @sullen plank

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and i also created a new mesh to try again but same problem

floral pendant
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@proper forge thanks dude

sullen plank
solar bay
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ok let me see @sullen plank

solar bay
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@sullen plank nvm i fixed it in edit > preferences > add ons > rigify

bold scroll
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is there a way to make poly brush paint mroe dense

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it's always scattered

night mango
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so im making a 3d game for the first time

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and im making a house

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everything seems fine but i wandering if im doing it right or wrong

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im making a house with pro builder and pro grids

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because i dont know how to model with blender

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and im making the house like minecraft placing blocks by blocks

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right now i made the first floor of the mansion and i used 300+ cubes

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if i were to finish the house im guessing thats a lot of cubes so would that affect performance?

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is it better to just stretch the cubes?

agile aspen
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i mean for walls and floors and stuff u can use one single block

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and just apply a texture to it

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im kinda new to game design so im not too sure either

brave cloak
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using loads of objects is way more demanding when compared to using a single mesh (one shape, such as a house shape)

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All this โ€œper objectโ€ CPU usage is resource-intensive, so if you have lots of visible objects, it can add up. For example, if you have a thousand triangles, it is much easier on the CPU if they are all in one mesh, rather than in one mesh per triangle (adding up to 1000 meshes). The cost of both scenarios on the GPU is very similar, but the work done by the CPU to render a thousand objects (instead of one) is significantly higher.

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also, my friend tried to do what you did. create a house with just basic shapes.

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he gave up really fucking quick and told me 3d design fucking sucks.

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can't say i blame him, he was using blender's object mode (so basically the same as adding basic shapes in unity)

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it would be so much easier in my opinion to just learn blender modeling or find premade assets/someone else to model for you.

night mango
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i havent gone to the texture part yet im just scaling the blocks first

brave cloak
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this isn't a single colour, this is that texture from the last 2 screenshots, but it's really small and repeats a lot

night mango
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ohhhh

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ok thank you so much โค๏ธ

fluid oak
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@night mango the whole point of probuilder is to avoid needing to use a million cubes.

night mango
fluid oak
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Well, I dunno if it is actually easier, if what you want is a bunch of cubes.

bright mesa
fluid oak
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@bright mesa just add the collider component you want.

solar bay
willow pecan
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Simple

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But I would rather recommend a pro builder than make a mesh one by one.

remote cobalt
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hey i need to ask something

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i made a gun model

fluid oak
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that isn't a question. @remote cobalt

floral pendant
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i'll work on the ground add some cracks and more color variations

lavish linden
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nobody is answering me in the regular chat so, how do i make the cube not transparent? also it's black on the 2 sides, no matter how i rotate it it stays black, how do i fix it?

floral pendant
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Maybe while exporting if you are using maya u forgot to freeze and reset the transformation

mystic olive
lavish linden
mystic olive
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yeah np

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when I first started making 3d games, I also had issues with normals and uvs

lavish linden
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yeah it's pretty tough learning, whenever i have a problem i google it and if i dont find it there i come here

light ingot
amber walrus
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@light ingot Did you figure it out yet?

fluid oak
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Use that thing in the corner that looks like a cube and four cones. You seem to have shifted to orthographic 3d camera, so you want to go back to perspective. @light ingot

uncut venture
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anyone can help me with image material

mystic stream
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can someone help me

night mango
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what i did

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-make walls

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-make a gap for the door

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-make material with texture

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-apply material

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-looked weird so i set some tiling and offsets

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and everythign changed with it

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how do i make it so that the wall have the same texture?

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im having a really hard explaining what i need help with sorry

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i need them to be the exact same in tilings and offset?

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but how?

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do i have to make multiple materials of the same texture so i can align them individually?

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or if possible how do i make a wall with a hole in the middle like that without using extra cubes?

foggy moss
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I got a question. When I try to Go to Projects > right click > Import Package I only see Custom, how do I get the character one? (the picture is a youtube tutorial

eager mist
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is there any quality lossless way to convert 6sided skybox to cubemap

mystic olive
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how do I make an interior scene look less boring. I do not know how to populate the scene, to make it interesting

eager mist
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what u mean

mystic olive
# eager mist what u mean

my scene does not have much in it, which makes it visually boring. I cannot think of things to add to the scene, to make is visually appealing. I just need the general thought process someone would use, to fix this issue

eager mist
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well you need 3d models

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lot of free assets in asset store

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lights help a lot too

mystic olive
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yeah, alright. I already have a few models and mind, and i already have lights

mystic olive
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no, it doesnt. it has an interesting color, interesting lights. Although, it does look empty in a few places

eager mist
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oh ok thanks

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yeah its unfinished

mystic olive
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ah ok

mystic olive
little crow
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ok, i have a uv map for an object made in blender, and i just downloaded the hdrp item in my project. i had the map working on an object in urp, how do i get it to work in hdrp?

mystic olive
little crow
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@mystic olive no, in urp it was drag and drop, no problem, but in hdrp it doesn't work the same.

mystic olive
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oh

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i havent used hdrp, so i am not sure

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maybe check your import settings for your models

little crow
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Ok, I'll try that tomorrow

winter ledge
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hlo

eager mist
eager mist
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I have no idea how to use assets I downloaded them imported them and I canโ€™t use them

amber walrus
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What are you trying to do?

eager mist
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Use the Snaps Prototype Sci-Fi/ Industrial

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Make a map with it

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Itโ€™s importing right now

eager mist
halcyon bone
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give it a material

eager mist
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Oh ok

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I thought it places the material with it

amber walrus
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@eager mist Probably rendering pipeline differences

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If the original asset was made for built in and you are using URP/HDRP, you can most likely use the automatic material upgrader.

eager mist
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Oh ok

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Well I got it working anyways

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Iโ€™m just making a little room

eager mist
harsh steppe
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Does anyone know if this is possible to mimic in Unity? https://www.youtube.com/watch?v=DEgzuMmJtu8 Simply importing an fbx from blender does not give usable results, and I'm not really sure where to start trying to adjust for better results.

In this video, David from Lightning Boy Studio will show how to create 3D trees in the style of Ghibli films, all in Blender 2.83

https://twitter.com/LightningBoySt1
https://www.facebook.com/dinomancersproject/

You can watch our toon shader tutorial series here :
https://youtu.be/TpWI2rU8iF0

Curious to know more about our upcoming animation p...

โ–ถ Play video
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Please say if you want to see screenshots or other info. ๐Ÿ™‚

sullen plank
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You'll have to recreate shader effect in a similar way.

harsh steppe
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Fogsight: Sorry, I was very unclear in my question. The toon shader I get, what I cant manage to recreate is the look of the smoothed custom normals, when I import the normals from blender it just looks horrible, nothing like it does in blender.

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Blender:

sullen plank
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Just make sure they are not flipped, normalize them

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and apply any modifiers you use

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might want to check proper settings for exporting smoothing groups as well in the FBX

harsh steppe
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the normals are not flipped. smoothing groups I know very little of, so I'll check that out. thanks!

eager mist
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will inverted HSV color be the same as inverted RGB version of it?

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oh its different

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inverted yellow in hsv is pink

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and in rgb its blue

eager mist
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what is an easy modeling application i can use

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ive tried blender and its confusing if theres any other simple ways

eager mist
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blender is the easiest imo

subtle fjord
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Hi, i imported my blender model into unity via an FBX file but it lost his texture and color, why?

sullen plank
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Did materials got imported in FBX?

subtle fjord
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I hate the materials in the FBX but they're just basic default materials

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have*

sullen plank
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They may need to be assigned manually sometimes, also only diffuse is supported, I think

subtle fjord
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the materials are just standard

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e

sullen plank
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It picks similar types automatically for you usually. You have to use Unity's materials/shaders.

subtle fjord
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how

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last time i tried to use unity material things they we're just like: Nope

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i see

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i found a guy explaining it

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like

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theres supposed to be wood there

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it is there

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but its invisible

sullen plank
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set material to opaque

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or you have normals flipped there

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select the object in Blender, select all faces and select flip normals

subtle fjord
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uhh

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wdym by "flip normals"

subtle fjord
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and then?

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re-import?

little crow
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ok, why are some of the buttons and text red? i just changed from urp to hdrp, and i'm usong textmeshpro

eager mist
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Anyone has a 3D unity footstep audio script?

charred panther
#

Any tips on ways to improve the lighting in tree leaves so they don't appear so flat in shadowed areas? I can't use light probes because I'm using instanced indirect with Vegetation Studio for spawning. I'm also using forward rendering, so the various real-time GI options don't seem like an option at the moment either.

proper radish
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@charred panther normal map

charred panther
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Hmm, yeah I had a normal map for the leaves at one point and it looked weird, though I've made quite a few changes since then. I suppose I forgot I had removed those, so I can try that again, thanks.

formal moss
mystic olive
formal moss
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yea i could grab the image i used to make the texture

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if thats what you mean

formal moss
mystic olive
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right click in your project folder while in unity, then go to Create >Material and then insert your textures

formal moss
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ok

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ill give that a shot

mystic olive
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and then also apply those materials to the objects

formal moss
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yep

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this is my first 3D game, well first actual game in Unity or anything

mystic olive
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ah ok

formal moss
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my 3D meshes look so bad compared to the above stuff ๐Ÿ˜‚

mystic olive
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no that is ok

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it just takes practice

formal moss
mystic olive
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yeah. btw which software do you use?

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for your 3d modeling

formal moss
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i used blender for that dresser with paper and pencil

mystic olive
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ah ok

formal moss
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the texture worked in blender, worked when i exported as that filetype and opened, just unity wasnt rendering it

mystic olive
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oh

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yeah usually, when you export a file with material data, the materials doesnt usually save to unity ๐Ÿ˜ฆ

formal moss
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the colour materials worked fine, just the texture, which is why i was confused โ˜•

mystic olive
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oh

formal moss
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thx dude, that worked ^-^

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I'll have to remember that for next time

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(worked when i inserted the image to paint from, so i think was just lacking a source to go from and was defaulting)

mystic olive
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ah ok

last citrus
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can anyone give me idea for 3d game

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?

south ether
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This is what my model is meant to look like

proper radish
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@south ether light and shadows are not the same with blender and unity you should tweak some settings in the light

south ether
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I just changed render mode from "important" to "not important"

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that fixed it shrug

elfin salmon
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does anyone know of a good website that has 3d polygon models to use for free?

proper radish
#

@elfin salmon google poly has some good low poly meshes and they are free, but i will recommend that you learn how to create your own models

elfin salmon
elfin salmon
proper radish
#

You can check sketchfab.
I don't really think that if you are bad at drawing it is going to be the same for 3d at least for me it is not

valid magnet
proper radish
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@valid magnet it follows the mouse position,
You can center it after you have placed it on the scene by resting the transform position

kindred tartan
#

ok coding is easy ... but modelling wtf xD i'm trying to use blender .. does anyone now some good noob tutorials?

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or a less difficult modelling tool xD

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i used to use autodesk and it seemed more easy to use then blender

kindred tartan
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my first model in blender xD a road

torpid swan
#

can anyone tell me why when you import an obj file with a bunch of mesh bodies from Fusion 360 to Unity and then add a rigid body to one of the mesh bodies that the mesh completely disappears and the object falls through the floor?

trim summit
#

My Blend Shapes don't seem to be listed from the my blender file. Anyone know why this is the case?

fluid oak
#

@proper radish Google poly is being shut down so get whatever you want from it fast.

proper radish
ashen prism
proper radish
#

@ashen prism give it some curve at the edge, and some scale in bottom and near the lights.
Advise: when you want to make a 3d model search for inspiration images to have a general idea

ashen prism
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Thanks for your advice and your time

little crow
kindred tartan
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@little crow jeah i did ... i got the basics down now ๐Ÿ™‚ so now the long road to expert xD

little crow
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Oh, ok. Sorry for the ping then!

kindred tartan
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np m8

reef shard
#

the normalmap in unity looks weird compared to other softwares (here i have this cut in the middle). Mesh is triangulated and in a HDRP scene. Object space is fixing the problem, but i want tangent space since its working better with edges then object space.

reef shard
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fixed it. still thanks for everyone who read this

glacial thunder
#

Having some issues with alpha cutout in HDRP, I've downloaded some grass textures to use and they have a weird green outline

In Unity none of them are cutout properly (even though they display correctly on the website)

They have alpha maps that come with them but I don't see anywhere to put the alpha maps (I've tried all of the alpha-related settings I can find in Unity)

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I've tried cutting them out so that the outline is purely black, and the alpha then works, but it results in some issues where parts of the texture are too thin

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this is how that turns out
i guess it's the texture's fault, but I'm certain I've seen a video where someone got textures like these to work fine

formal mirage
thorn ferry
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im trying to have bullet holes, they are spawned with a gameobject with a sprite renderer

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but theres alot of z-fighting... how can i remove that

maiden tangle
#

using the hit normal direction

fluid oak
#

Or just a tiny offset towards the camera view

last citrus
#

hey

rigid pelican
thorn ferry
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hrmm,ok

shrewd current
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Can someone help me with UV Overlap

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I cant bake because of Overlap issues but I cant seem to troubleshoot them either

mystic olive
maiden tangle
#

How much would you guys figure a small (lets say scifi grenade) prop should cost to unwrap?

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I just hate the process so much gives me no room to be creative would love to just throw it at someone to do if they have time during pandemic

fluid oak
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Probably depends on the specific prop.

crimson flint
#

Dose anyone know a good gun rigging fps tutorial for blender?

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It would really help

mortal notch
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Can anyone recommend me a good collider generator for 3d models?

fluid oak
#

@mortal notch what kind? Convex hull?

eager mist
#

holy moly wtf Index buffer can either be 16 bit (supports up to 65535 vertices in a mesh), or 32 bit (supports up to 4 billion vertices). Default index format is 16 bit, since that takes less memory and bandwidth.

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which one should i go for?

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i dont understand though

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cause well

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btw this is about combining meshes (mesh.combinemeshes) and its max size

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omg my mssg gone

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but i guess i will keep it 16 bit

lofty flume
#

Can someone make a 3d rabbit

eager mist
#

so
if I enable Gpu instancing, does it take all materials and models into memory? even if theyre not in the scene?
im asking bcuz theres many materials and models that i will load later during the game
into the memory
about 99% of my materials and models, which result in hundreds of megabytes will be loaded after some time in game, not in first location, thats why i need to know if GPU instancing doesnt load them into memory at the start

hearty spade
#

wip ๐Ÿ™‚ texturing next

near trench
#

who make character this style mobile game ready, send me DM
https://sketchfab.com/3d-models/kokoro-ada176b78ee8405fbce364730f78bb38

sleek imp
#

can someone please recommend some spacecraft/rocket interior (console/button panel) 3D models ?

winter ledge
#

Hi. So I'm trying to download an asset.I take it from the asset store and then put it in my package manager. After that I click the download button just like every asset. When it's about half-way done it pops the error.If you know why this happens or how to fix it please let me know.

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anyone plss

fluid oak
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@hearty spade WOW. Awesome.

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@winter ledge google the error code; thats what they are for.

cyan grove
amber walrus
#

@crude topaz Don't cross post.

lyric nymph
#

anyone have any general advice or references for uv unwrapping for good bakes? My bakes in substance painter often have normal artifacts, I'm not sure if it's because my UV unwraps are bad or if it's a polycount issue

sullen plank
lyric nymph
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I have issues like this a lot when baking UVs, edges and seams frequently have artifacts on their normal maps (and increasing the resolution of the normal maps doesn't help much)

silent root
#

Does anyone have a gun render they can send me please?

glacial vector
#

... why?

silent root
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@glacial vector because I suck at modleing and I need a gun render

cyan grove
#

a gun render?

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and not for a game?

solid granite
#

anyone who knows about meshes and uvs can answer this for me? I've got a 4096 vert mesh of a 32x32 grid (a tile map). I set the tile textures by changing the UVs in groups of 4. I've just thought that I could represent the same thing but with about 4x fewer vertices if the tiles share vertices (eg. tile x shares its (1,0) and (1,1) verts with tile x+1). However, would that totally break the UV tiling?

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like, if tile x and tile x+1 share verts, they now also share UVs, right? and updating tile x's UVs will screw up two of tile x+1's UVs

brisk juniper
sage shard
#

Hey.. I just make my animation of archer, and when i import it in unity it just messed up my shape keys animations. Any help ?

fluid oak
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@sage shard define 'messed up' better?

rigid pelican
eager mist
sage shard
viscid garden
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Anyone with rig experience in blender that might have an answer for me Id appreciate it.

My question is:

I have a modular character, which has a chest piece rigged with the humanoid body. That works fine.
I added an extra rig structure for a skirt it has for Dynamic bone usage. Its weighted and all works fine in blender.
When I import to unity the second rig seems to be unattached from the mesh. Ive tried ticking the multy rig box on the rig modifier in blender but nothing changes.

Is it not possible to have 2 rigs on one mesh for unity?

humble lichen
#

maybe try parenting the 2nd rig with "keep object transformation" in blender , or make the 2 rigs into 1

fluid oak
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@rigid pelican fancy!

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@sage shard I'm not sure unity imports blendshape animations; there might be something you need to check somewhere in the exporter or the importer.

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@viscid garden I believe unity skinned meshes can only have one rig.

viscid garden
molten terrace
#

is there a way to make nice and curvy racetracks without making it super high poly?

fluid oak
#

@molten terrace there are a variety of techniques depending on your specific needs, but generally the poly density needed doesn't seem that high at a typical scale.

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LODs or dynamic tessellation can be used to add detail when you're close.

molten terrace
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i was thinking more for the collider, to make it less bumpy

compact berry
#

Can anyone help me out with some foliage type UV unwrapping? i'm quite the beginner when it comes to this and i need to do some tricky things to put everything in my scene on one UV map

sage shard
sage shard
solid granite
#

can anyone advise me on the best way to do this? => I have a mesh of 32x32 quads, 4096 verts, which I'm using as the basis for my tilemap chunks. I have one material for a texture atlas, and I set the uvs for each mesh to show different tiles. It loads and pools chunks based on the camera bounds. I'm not sure the best way to render this.

I can't batch the meshes without a way to unbatch them, so currently I'm drawing each mesh individually, I think. I'd like to find some way to draw them faster, in particular which lets me set uvs and pool the meshes. I'm trying to find something like Graphics.DrawMeshInstanced which lets me set uvs, but not luck. Any advice would be super appreciated!

#

alternatively if there's a better way to approximate tiles on the chunk than setting uvs, i'd love to hear that too. like some kind of texture2darray? No idea!

fluid oak
#

@molten terrace How are you making your collider? Bumpy in what way?

grand grail
#

When press play
Poof magic my character disapears

#

wha

slate pewter
#

im not a 3d artist at all but i was addind some model into my game and this one has this weird stuff any idea where this thing come from?

fluid oak
#

@slate pewter looks like a problem with the material.

gleaming scroll
#

Yeah, material does not have proper transparency or cutout.

#

Anyone who's worked oj generating foliage models in games?

silver tinsel
#

i just started using unity and i'm trying to make a entrance to another room, but whenever i try to scale a wall, it applies to every wall in the project, how do i only scale a specific wall?

rocky sky
#

Can anyone tell me what render passes I have to look into when using the GPU Profiler when profiling a fog shader. Meaning a shader that uses depth fade.
Should I look at just Render.TransparentGeometry or something else as well?

slate pewter
#

Thx guys will take a look at it ๐Ÿ™‚

torpid wharf
#

Hi guys little problem my character decided to defy the laws of physics lol

#

how can i fix it ?

elfin orchid
#

@torpid wharf Do the stairs have the correct collider on them?

agile timber
#

If you are a Substance Painter/Designer user, that buys perpetual Steam licenses, to then link the Steam license to a Substance3d.com account, to download a standalone version, then shares the standalone version and license with a friend; you should know that you can no longer get this type of perpetual license starting February 2021. If you pre-ordered Substance 2021 on Steam, you have a small time-frame starting the 26th of January until February to create one, after which this option will be discontinued. If you just wish to continue purchasing Steam licenses, 2022, 2023... that won't change for now. However Adobe is slowly migrating everything to their subscription model.

#

Just a heads up... because I almost missed this myself.

minor sparrow
#

Yesterday I Finally finished a course on Houdini, which took about 15 hours or so. So to see if I still remember the things that I learned from that course, I made this robotic arm (from a reference)

torpid wharf
#

@elfin orchid Can you detailed pls i am a beginner ?

elfin orchid
#

@torpid wharf Wanna do it thru dms?

torpid wharf
#

yes i want

glacial vector
#

is this even allowed with the substance license @agile timber? You can install the perpetual license on several computers but only your own

somber token
#

hey folks, i am trying to make a simple "stain" material. The idea is it sits on a quad and darkens the 'ground' underneath. This should be simple material, but in URP, I cannot find the right combination of blend modes / texture settings etc. Can anyone help?

#

and here is the alpha channel (not using simple black/white because i want to include color data in the stain)

#

if i do without alpha (standard greyscale), by darkinging the MATERIAL, then since it's set to Transparency, the darker makes it disappear

#

any suggestions?

agile timber
#

@glacial vector I just know that's a relatively common use-case for the offline licenses. According to the license agreement itself, no it's probably not allowed. But you are allowed to install it on both a primary and a secondary computer as long as you do not use both installations simultaneously.

somber token
#

i've tried setting the texture settings "Alpha Source" and "Alpha is Transparency" with no luck. Hours into this, shouldnt be this difficult. what am i missing?

#

Alpha Clipping doesn't seem to do anything

glacial vector
#

Can you screenshot the material settings @somber token?

somber token
#

i have tried virtually every single possible combination

glacial vector
#

But can you screenshot the material settings

somber token
#

but these settings are abitrary, i've tried clipping no/clipping , all the Blending Modes etc.

#

seems like MUST be 'Transparency' at least, beacuse i want to cut out the stain

glacial vector
#

This looks like the right setup

somber token
#

heres the texture import settings (required for Alpha, as i understand)

glacial vector
#

Do you get buttons above the texture preview that say R G B A or just RGB?

somber token
#

sorry not sure what you refer to

glacial vector
somber token
#

hmmm.. sRGB

glacial vector
#

can you screenshot

somber token
glacial vector
#

RGB

#

So there's so alpha channel in the texture

#

How did you add the alpha?

somber token
#

standard photoshop Create Channel method

#

this is good clue..

#

ha! tried Legacy "Export to Web" (for the 24-bit option) and PS crashed ๐Ÿ™‚ fun

glacial vector
#

unfortunately that process with pngs doesn't work reliably in my experience

#

You can try exporting a tga and see if that's different

somber token
#

really? this seems so basic...

#

i've been doing non-Unity stuff for last year and exported thousands of .png w/ transparency fine

#

that was it! goddamn .png support is borked

#

this is .tga

#

amazing

#

thank you SO MUCH @glacial vector

agile timber
#

Yeah when PNG has 100% transparency Photoshop will remove all color data in that area. There's a plugin you can install to save it properly. "SuperPNG"

somber token
#

not sure what you mean '100% transparency'. There is an alpha channel here.

#

or do you mean ANY 0,0,0 pixels?

#

I dont think this is PS side, seems like Unity

agile timber
#

I mean an area on your image that's completely transparent.

somber token
#

ah ok

#

thanks

glacial vector
#

Yea it's the same with UE4, it's annoying

#

I use substance designer for this now which is so simple and non-destructive in comparison

agile timber
#

Same! Heh, love patching up images in there and saving them out, don't even get to make a real substance.

glacial vector
#

Guess creating a single transparent pixel in a corner would solve it @agile timber ๐Ÿ˜›

agile timber
sterile fossil
#

hey! if my imported asset looks like this (Unity 2019.4.17f1, HDRP 7.3.1), what could be wrong?

glacial vector
#

set surface type to masked @sterile fossil

sterile fossil
#

I can set it to transparent only and that doesn't help ๐Ÿค”

#

@glacial vector

glacial vector
#

There should be additional settings when you change it to transparent

sterile fossil
glacial vector
#

Blending mode. But Iโ€™m not up to date with the HDRP materials

sterile fossil
#

there's Alpha, Additive and Premultiply, none of which seem to work ๐Ÿ˜ฆ

silent root
#

Does anyone have a arms model I can borrow I would really appreciate it and I will give you creit.

smoky spade
#

What is Unity's equivalent to UE4's static meshes? When I use UE4, I replace all the worlds BSP's with static meshes I made in Blender.. is it the same for Unity?

rustic nova
#

@smoky spade there's no BSPs in unity

#

closest thing is probuilder but it's same as 3d models

agile timber
#

You also have RealtimeCSG and SabreCSG that have the CSG/BSP workflow in Unity- without the BSP part.

eager mist
#

Lots of new stuff in Unity's HDRP sample :O

azure ether
#

@hallow root It sounds like you'd be better off with a curved geometry as the backdrop anyway? as you would see in a photography studio. a wall that curves smoothly into a floor. i'm sure there are many 3d models like this or you could make your own but something like this anyway https://assetstore.unity.com/packages/3d/props/interior/photo-studio-145144

Elevate your workflow with the Photo Studio asset from 3D Everything. Find this & other Interior options on the Unity Asset Store.

hallow root
#

Oh

#

I don't think it would end up well with my setting if I had to use only a pure reflective metalic shader for both floor and wall

azure ether
#

@hallow root you could just use the texture map inputs and/or shader graph with a curved geometry like that photo backdrop to smoothly transition from reflective floor to diffuse wall in a single shader & material

#

same as setting a gradient between two colors, you'd just be setting a gradient for the metallic and smoothness values across the curved part of the geometry using the UV coordinates (probably just the V coordinate)

hallow root
#

That will be a damn hell to do something like that with my actual skills. Some hours at least. But i guess I do not really have another option to do a smooth transition, thanks @azure ether now I know what I have to do

silent root
#

Can any 3d modlest help me with my project I would really appreciate it and ill give you credits.

azure ether
# hallow root That will be a damn hell to do something like that with my actual skills. Some h...

sure thing. this is getting off topic into #archived-shaders now if you have further questions on this part of the solution, but in any case i think this sort of thing is a great place for you to get started with shader graph and shaders. here's a tutorial for working with gradients to control whatever material properties you want in shader graph. instead of "Time" being the input you will plug in the U or V coordinate to apply the gradient for smoothness & metallic across the 3D model: https://learn.unity.com/tutorial/shader-graph-gradients-2019-3

Unity Learn

Gradients are used for many things within Shaders, such as fading transparency, allowing a shift between two or more colors over time, or adding a vignette. Within the Shader Graph, there are two Gradient nodes youโ€™ll want to become familiar with. In this tutorial, you will learn to adjust gradients to customize Shaders.

thin sundial
#

How do i subtract in probuilder
i put a sphere inside a cube and i wanna make the sphere empty space

obtuse imp
#

Taco, look up Booleans/Pro-Booleans.

cobalt compass
#

I have a question about textures, if anyone could help. I have a render texture that comes from a camera. I am trying to write that render texture to a png file for later use. I have used the code by unity_P_rZF6EevSyxyg in https://answers.unity.com/questions/37134/is-it-possible-to-save-rendertextures-into-png-fil.html. When I use it, it gives me a blank/black image(I can't tell which). Strangely, it has a size of about 1.1 MB, so it's not necessarily an empty file. When I look at it in Unity, it shows as a black square

chrome talon
edgy bramble
obtuse imp
#

Do you have some reference of what you'd like it to look like?

edgy bramble
#

@obtuse imp I haven't found an art style honestly. I'm not much an artist myself, I only have a little bit of knowledge in shader writing, but not in heightmap texture design (to make occlusion an normal maps obviously). My goal is not to aim at realism, but not to use the raw, low poly, marching cube output. I guess Super Mario 3D world's cartoony terrain could be nice but it has a border, and they are a little hard to get right.

obtuse imp
edgy bramble
obtuse imp
edgy bramble
obtuse imp
floral pendant
obtuse imp
night socket
#

does anyone know any good demo scenes for HDRP I can download? I haven't been able to get fontainebleau to work at all

glacial vector
night socket
#

I can't use anything higher than 2019.4.1f1 LTS because of university. Does it work with 2019?

glacial vector
#

I don't know. It's probably more down to what HDRP version you use

night socket
#

well considering I made a project using the template and it gave me the old construction site

#

I don't think I can use it

hard frigate
#

Hi All, I am learning Unity and Blender. My objective / target design is to build a game with the same art style of Disco Elysium as I try to learn by doing. I am trying to understand how Disco was built and what would be the quickest art / shader pipeline for me, a solo dev with a solid programming bg (no shader, only code). I experimented with some Toon Shaders, URP, various textures etc. and read some posts / tutorials on toon, some stuff on disco elysium dev log, but I am not really getting that style from my tests. From what I understood, Disco Elysium does not have a lot of 3d models, but mostly textures? In the sense that most of it is not really 3d? Anyone can explain it in a better way? The toon shaders don't seem to really give the scene that flat / drawn art style, so I was thinking I could build a whole scene in Blender and render to generate a texture that I will then use with an Unlit shader? I hope this is the right channel for this question. Thank You!

#

seems to me someone actually draw with photoshop those "3d models"? I could be wrong...if that's the case, maybe instead of drawing them I could crecreate the scene in 3d with Blender, apply some materials light etc. and also some filters / AI to make it seem hand drawn and then use it in Unity as texture? (not sure at that point which style of shader I would have to use though). also, characters are actual 3d models and I guess a flat shader was used, looking at how the shadows are clean.

glacial vector
#

@hard frigate If you're looking to emulate the style of a specific game, then I would recommend looking for resources online released by the team who made it. Have a look at youtube, twitter, their blog, chances are they have given insight on this at some point. For example here is a roundtable they did discussing various elements of the game https://www.youtube.com/watch?v=3m8HfpgNcuo

#

As for how you can achieve the same look, that's gonna be down to what you're comfortable with doing. So like you said, even if the original assets were drawn in photoshop you could try and create a similar looking asset by rendering a sprite out of blender

hard frigate
#

Yep, as I said I looked pretty much everywhere and it is not very clear from their dev log. also, time passed an maybe with the latest Unity updates you can do what they did with a different technique. What I would like to get asking here is someone with way more experience than me to guess which is the technique used and give me some hints on how I can try to approach it. for example, do you think that everything on that image was a 3d model or its just texture that looks 3d? if I identity the technique / workflow then I can focus more on those techniques and look for tutorials for that specific workflow. let me know if this is the right channel, I also thought it would have been an interesting discussion to break down a workflow of such a game

vernal ridge
#

Help! I am working on an fps game using ray cast , i followed Brackeys nave mesh tutorial the shooting was working but when i added the animation sometimes it does not detect the collision, and sometimes it does

eager mist
#

help! i need help with polygons in unity for an model

graceful flicker
#

how do

#

u ADD textures?

#

i mean

#

Materials

vestal hazel
rotund crag
#

Sick modelling

maiden tangle
#

Hey guys when I import a model to replace (update) a pre existing model the prefab breaks and no model is visible- how can I fix this ?

maiden tangle
#

apparently the prefab broke a connection to the mesh- but the mesh and materials are all correctly pointing to the reimported mesh!!

#

someone said I had to keep the original meta file !?

#

this can't be standard workflow man wtf

spice valve
lavish linden
long schooner
shrewd gust
#

Hi guys, can someone help me with something? I am wondering how I can Raise my terrain, with terrain toolbox, so I can sculpt in it.

untold moth
#

it's solved

glacial vector
#

Materials don't carry across from blender @untold moth

#

Alrighty then

untold moth
#

@glacial vector sorry out of topic

#

is there any hotkeys for view top/left/bottom/right ?

#

bro ..

glacial vector
#

I'm no aware of a shortcut like that

high shore
#

Hallo ๐Ÿ˜„ I've not really modeled before, but is it fairly feasible to use blender to swap some rigged characters' heads around correctly?

storm spindle
#

probably need to ask someone who knows what they're doing when working with rigs

high shore
#

Alrighty

fallen jay
#

does anyone know if there is a way i can make these buttons change to bright green when the players target hits it?

river onyx
#

Hey, just a question of interest: I was creating a wheel in blender and only assigned basic materials to differentiate the rubber from the rim (and a marker to show orientation). I then imported the wheel into the default hdrp scene.

Why are the Materials semi transparent? I can see the edges of the Cube and i can see the water decals on the floor. When i export the Material (like i did with the rubber in the screenshot) and reassign it to the Wheel it is displayed correctly.

#

I'm guessing Unity simply doesn't understand the Data Blender is giving. So I have to recreate the Material in Unity?

#

Do i always have to create the Material in Unity or are there softwares/workflows that are compatible?

digital basin
#

Hello

#

I wonder is there any solution for getting 3D of a human face eligible for topology with kinda with photoscan

#

we send space ship to Mars but we do not have kinda solution right?

#

If Im wrong please correct me.

#

Is photoscan solutions good for tolopogy used game-engines?

still solar
#

3D Face Reconstruction from a Single Image
http://www.cs.nott.ac.uk/~psxasj/3dme/
https://link.springer.com/chapter/10.1007/978-3-540-75690-3_10
Could be done with generic faces using blend shapes and trying to find an approximate match I suppose.

void thicket
#

Hi

willow pecan
#

Hello

maiden tangle
#

so cute lol

plain pollen
#

Hello. I'm having troubles understanding shaders. To me it seems as if the shader is something that stands between materials and rendering. Now, the question: are shaders individualised per object, or per material, per scene, per project? Should I use one shader on everything for efficiency, or I should have as many shaders as possible, to get better results?

glacial vector
harsh steppe
#

very basic question, but what is the simplest way to make a texture fit the size of an object? Right now I just change the tiling values until it covers it correctly, but there most be a quicker way...? Best of all would be if it not requires a custom shader. I understand that the material will have to be specific for a single object, but this seems like a very common thing. One would have thought that simply setting tiling to "1" would do this...?

glacial vector
#

The UVs of a model define how a texture is applied to it @harsh steppe

#

If by "fit the size" you mean that i automatically tiles more, then yes this is possible, but not with the default shaders

harsh steppe
#

@glacial vector thank you for the response. I think what confuses me is when a single object have multiple materials. Like say when I create a square plane and apply my texture tile 1 x 1 it covers the surface as expected. But when I have a model from blender with multiple materials where one part is a plane tiling it 1x1 makes the material much bigger than expected. Does each material on an object use the full UV of the model even if the material is only applied to part of the object?

glacial vector
#

The UVs don't care about the materials. If you have a plane in blender, and you set the UVs to fill the entire 0-1 space, it will tile exactly the same as the Unity one does

harsh steppe
#

@glacial vector Aha, thanks a lot Ole!

minor sparrow
#

Finally made something again, been learning Houdini for a while now, and now I was able to make this. feedback appreciated! โ™ฅ๏ธ

eager mist
#

i get 35% gpu usage with just skybox

#

is that normal? skybox is in low quality

final mulch
#

hello guys i have problem with Convex. I made this model on blender but in unity i'm selecting mesh collider > convex > on but its adding collider on empety space too. How can i solve this?

strange apex
final mulch
#

Already i'm using mesh collider @strange apex

strange apex
#

interesting, what happens if you uncheck convex? Does it work as intended?

final mulch
#

Here is model in blender

final mulch
strange apex
#

no idea sorry, I too would be glad to know how to fix it

#

did you try googling for this problem?

final mulch
#

Thanks mate btw i'll let you know if i found solution

#

I did but didnt find anything useful

strange apex
#

also try Cooking Options-> none

#

does this object use a rigidbody?

#

GameObjects that have a Rigidbody component only support Mesh Colliders that have Convex option enabled: the physics engine can only simulate convex mesh colliders.

final mulch
strange apex
#

you cant use non convex colliders with a rigid body

final mulch
#

What you mean with that. Sorry i didnt understand it well

strange apex
#

did you try Cooking Options-> none ?

final mulch
strange apex
#

yea, I think its because you use the rigidbody

#

try removing the rigidbody and see if it works

final mulch
#

So if i will not using rigidbody so ontrigger / oncollison functions will not work

#

Also i tried with non rigidbody but still same

strange apex
#

Unity only supports convex colliders when using a rigid body

#

Unity docs -> GameObjects that have a Rigidbody component only support Mesh Colliders that have Convex option enabled: the physics engine can only simulate convex mesh colliders.

#

you can place several box colliders manually along the shape of your mesh

final mulch
#

I think this problem about my model. I did something wrong on blender

#

Thats why it's not working?

strange apex
#

i dont know, but I offered a workaround till you resolve your issue

final mulch
#

Thanks for that. Lemme research about blender modelling.

strange apex
burnt junco
#

can someone send a 3d model fps for low poly game

night socket
#

Does anyone know how to move a skinnedmeshrenderer object that won't move?
I have a prefab of a model with a rig and I added clothes but the prefab didn't update
trying to add them manually sort of works but they're not in the correct place and I can't seem to move them for whatever reason
]

rose ember
#

question about performance

#

I have a pretty big scene in 3D

#

and I'm placing a bunch of rocks and trees

#

as it stands there are hundreds of each

#

how will this impact my game's performance?

glacial vector
#

If you want accurate rigidbody physics on your shape you would have to use a series of rotated cubes

strange apex
glacial vector
#

Oh sorry, wrong tag. @final mulch

strange apex
#

nah, not wrong tag ๐Ÿ™‚ Its good to know I was correct and colliders with holes dont work with RB in Unity. I didnt know that today as well, had to google

glacial vector
#

I think the UE4 illustration is very simple yet effective so it's a nice way to illustrate it. Unitys documentation is just text

rose ember
#

thanks@

#

!

cursive arrow
#

how can i fix this problem

transform.Rotate(Vector3.up * mx * 0.5 * Time.deltaTime);
oak pulsar
#

how tf do i model hands with fingers, im making a fps arm model

glacial vector
#

If you search for FPS hands there are tutorials on youtube

oak pulsar
#

mmmm no

#

theres not really

#

@glacial vector

#

is there anyway to actually model a good low poly hand

#

like should i attach it

#

shouldi model off the arm

glacial vector
#

How you go about it and how much of the body you model is up to you

oak pulsar
#

ok thanks

#

@glacial vector

final mulch
#

@strange apex @glacial vector Thanks for tip. As Roboserg told me i removed rigidbody on object and unchecked convex. In first time didn't work but after i restart unity it worked. Thanks for help ๐Ÿ™‚

gilded wedge
#

Am looking for a 3d artist that can do lowpoly well to do some freelance work, dm me if interested

eager mist
#

Hello! I've exported a file as .fbx from blender into unity and none of the textures have transferred. How can i fix this? ๐Ÿ™‚

glossy flax
#

Which engine the best for 3d modelling

lament arch
#

Hi guys. So I kinda have an idea for a little game experience I want to make. For the concept, I wanna design my own model of a space ship. I kind of have an idea of what I want it to look like in my head, but I'm TERRIBLE at drawing. Does anyone know some good alternative methods to "sketch" out my ideas before starting 3D modelling? Maybe there exists some kind of sculpting/3D modelling software that's good for just sketching things out?

restive stag
#

Started using blender a few days ago

#

This is a random weapon I made, not actually a real design

#

The stock is from the m700 tho

#

Feedback appreciated

tight egret
#

Would use, I wanted to code it to work in vr or as a rts weapon. Prolly cause it's in the low poly range. @restive stag so definitely keep going. #nonemodelingfeedback

restive stag
eager mist
#

I have the same issue, did u solve it?

marsh storm
#

Hello guys, I have an issue where Unity over saturates my textures, here are a photo from blender and then in Unity, I tried different shaders and still the same problem !
Thanks

outer halo
#

Are you using an unlit shader?

marsh storm
#

yes

#

Well, I think, i'm Using poyomi, I also tried cubed paradox, same stuff for both

outer halo
#

I'm not familiar with poiyomi, but I would be curious to see if you just made a standard unlit, drop the texture on and tested it.

marsh storm
outer halo
#

Are you using any custom node setup in blender?

marsh storm
#

nope, just straight up texture

outer halo
#

Hm, I'm not sure then to be honest. My gut feeling would tell me the lighting setups need to be matched, but seeing as you did an unlit test and it still isn't the same, is odd.

#

Actually your second screenshot is still lit? Can you show the material for it?

marsh storm
outer halo
#

Yeah, that's a standard lit. In the top drop down, look for the unlit variation.

#

By default, a newly created material will use lit.

marsh storm
#

the red on the nose should be wayyy less seable

outer halo
#

Ah okay, so the poiyomi shader is doing the same. Which is technically correct.

marsh storm
#

I tried all the compression formats, they all don't give the result I need

outer halo
#

Does the actual texture look like your blender screenshot? The albedo thumbnail looks bright itself.

marsh storm
#

Yeah they do

#

I think i found the issue

#

Yeah I found it i'm an absolute dumbass

outer halo
#

What was it?

marsh storm
#

On blender my color managment was on filmic, not standard

#

which I think gives a bigger range between bright / dark and colors themselves

#

I guess there's no way to change that in Unity

outer halo
#

Well, you can do colour correction/temperature in post processing.

#

Otherwise, you can tinker with the import settings of the texture (ie, disable sRGB) to see if anything helps.

#

But if it can be solved prior to importing (doing it Blender), it's always best to go that route.

marsh storm
#

yeah, thank you for your help ! ๐Ÿ˜„

brisk cipher
#

also sorry if this is the wrong place, couldn't find a more specific spot to ask

#

@ me

#

I also have a really weird problem when I collide with something, my camera gets knocked off it's rotation and I can't walk straight, and I also clip through walls extremely easily

#

ok fixed the camera thing, just had to freeze all of the player's rotation

#

I can still clip through walls tho

misty stratus
#

My character texture is only 80x80, and the front face is tinted brown for some reason, but it can be fixed by removing the headband... does anyone know why?

#

(I'm actually using Unity2D, but with a 3D character.)

#

(SOLVED: I needed to turn off compression.)

viscid garden
oak pulsar
#

How would I make this arm to where itโ€™s in the reverse position on the other arm

eager mist
#

Hi, I'm literally completely new to Unity and Game Development in general as all of my previous experience was limited to simple C# and Python Terminal-Based development work. Anyway, I have this OBJ file which I can't figure out how to get the textures functioning in Unity for the life of me. I've tried importing and everything. I even installed Blender to try and convert it into FBX there and it still didn't work! Please can someone offer me some help by looking into it, or converting it for me.

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I'll PM the .OBJ file to whoever is willing to help

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The preview shows the file like this, but whenever I import in Unity it's grey no matter what. I even tried mapping the textures manually and it still wouldn't work. Iโ€™ve messed around with the material import settings to no avail.

oak pulsar
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yo

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can someone help

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me pls

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wait

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frick i have diferent prob

fluid oak
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@eager mist iirc obj doesn't include textures, so are yiu sure you imported them to the project?

oak pulsar
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ok so im making a armature but the object i have for the armature is mirrored and the left arm rig will move both and the right rig wont move anything, is there a way to fix this? thx

fluid oak
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@oak pulsar spamming won't get you help; ask the question and if somebody knows they'll answer.

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When you say it moves both, you mean both sides of the skin?

oak pulsar
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sry, left arm bones move bot sides because of mirror modifier right doesent move anything

fluid oak
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You need to change the weights on the mirrored side, probably.

oak pulsar
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hmmm ok

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lemme see

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ok thanks @fluid oak

eager mist
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@fluid oak Yep thatโ€™s the root of the problem, itโ€™s the importing Iโ€™m having problems with

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Iโ€™m not sure if itโ€™s me or the files

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If I send you a link to the model off Google drive; do you mind quickly putting it into a Unity project so that someone who actually knows what theyโ€™re doing can try it out?

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Iโ€™m at my wits end and I literally havenโ€™t even started any scripting ๐Ÿ’€

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Iโ€™ve gone to Materials and attempted to import the files with every feasible combination but nothing seems to work. Still unsure on whether this is due to some unforeseen incompatibility or due to my own incoherency of the platform.

fluid oak
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@eager mist I mean, obj files literally don't store the textures; they are external files that need to be imported separately.

eager mist
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I understand that

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Itโ€™s primarily just a vector format

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However, I have tried importing the textures after the fact which is what Iโ€™m encountering the issues with

fluid oak
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If you want to auto associate, use fbx?

eager mist
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Yeah thatโ€™s the exact issue Iโ€™m facing lmao; the file Iโ€™m using has only been distributed as an obj file. I tried converting it to fbx by adding it into blender, where I still encountered the same texture BS which literally makes no sense because the MTL file shouldโ€™ve mapped the textures onto the model irregardless.

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Maybe this is me just being stupid because Iโ€™m unfamiliar with the platform but, surely, it shouldnโ€™t be this tedious.

fluid oak
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So you have a bunch of texture files, and can't import them?

eager mist
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Essentially, yeah. No luck converting the file either. I was hoping I could get someone to try and point out where I was being an idiot.

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These are the files, for reference.

fluid oak
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Yeah, I'm not gonna download a random zip file off your drive.

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Are you getting error messages? Can you open the images in an image editor?

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Did whatever you used to rip the game files not have UVs?

eager mist
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Thatโ€™s fair enough, I understand.

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I can open the images just fine

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Itโ€™s mapping them onto the model file Iโ€™m having problems with

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Shall I just manually add the textures one by one?

eager mist
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Okay so I managed to fix the model

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The importing is just being weird now

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But I think it's something that can be fixed with brief trial and error

eager mist
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i need some help

steady lotus
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Just say your question

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Don't ask for help

sullen plank
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@stoic grotto Don't cross-post on the server, pick a channel. And tutorials are pinned in #๐Ÿ’ปโ”ƒcode-beginner You can find example projects with movement among other things there.

stoic grotto
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sorry

queen mural
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can someone help me with exporting models from fusion360 to unity

drowsy arch
primal scaffold
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does anyone know a good free vine/ivy pack?

polar forge
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How hard its to make a decent flintlock weapon 3D asset?

eager mist
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@polar forge depends on your personal style and experience.

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Like with all things, making something one step above lowpoly would take an hour max.

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PBR and high definition bump that up quite a bit.

marble dune
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Running into a issue with my LOD groups. When in game they don't pop up correct and I have the lod bias set to 1. I'll be like 10-20 feet and than they pop up or they will show the second lod.

limber quartz
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Anyone know how to convert .META/.ASSET files to .OBJ/other model file type?

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I dont think I can open .ASSET/.META with blender and Im kinda new to this whole process

sullen plank
limber quartz
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alright thanks

fluid oak
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Or write your own exporter of course

marble dune
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fixed it

knotty cloak
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Anyone familiar with the game Vanish?

misty pier
azure frigate
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Hi, I have a single object which consists of 3 detached planes. Each plane is identical and they fill the same UV space. Is it possible to merge the vertices of the UVs despite the planes them selves not being merged? Reason I ask is because from what I've read, when rendering an object each UV island requires a new draw call, this means my 3 planes require 3 separate draw calls to render 1 UV where 1 draw call would suffice. Not sure if this is the appropriate place to ask, but I think it's the best fit.

glacial vector
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They are not split into separate draw calls @azure frigate. The only difference is that where there is a UV seam, one vertex will be split into two. So the vertex count goes up but still a single draw call

azure frigate
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That's odd, I originally had them as completely different t objects and my draw calls didn't decrease when I merged them

glacial vector
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best way to check is with the frame debugger

torn sky
glacial vector
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you need to create a new material @torn sky

torn sky
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but these materials had the uvmap

glacial vector
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No. The model has the UV map

torn sky
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ah

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THANK YOU!!!!

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@glacial vector sorry for pinging, but do you perhaps know something about bones, and how it would import into vrchat?

glacial vector
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I do not

torn sky
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ah thanks anyway!

azure frigate
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Moving this to a more apt channel, only posted it here as it was a follow up to a previous question.

torn sky
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i dont understand what im doing wrong

strange apex
storm spindle
strange apex
storm spindle
strange apex
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NullReferenceException: Object reference not set to an instance of an object
Siccity.GLTFUtility.GLTFTexture+ImportResult+<GetTextureCached>d__3.MoveNext () (at Library/PackageCache/com.siccity.gltfutility@703b0043e8/Scripts/Spec/GLTFTexture.cs:28)
Siccity.GLTFUtility.GLTFMaterial+PbrMetalRoughness+<CreateMaterial>d__5.MoveNext () (at Library/PackageCache/com.siccity.gltfutility@703b0043e8/Scripts/Spec/GLTFMaterial.cs:160)
Siccity.GLTFUtility.GLTFMaterial+<CreateMaterial>d__14.MoveNext () (at Library/PackageCache/com.siccity.gltfutility@703b0043e8/Scripts/Spec/GLTFMaterial.cs:42)
Siccity.GLTFUtility.GLTFMaterial+ImportTask+<OnCoroutine>d__4.MoveNext () (at Library/PackageCache/com.siccity.gltfutility@703b0043e8/Scripts/Spec/GLTFMaterial.cs:306)
Siccity.GLTFUtility.Importer+ImportTask`1[TReturn].RunSynchronously () (at Library/PackageCache/com.siccity.gltfutility@703b0043e8/Scripts/Importer.cs:161)
storm spindle
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Ah

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sec let me update the upm version

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upm doesnt get the newest version unless i add a tag to it

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pretty annoying that i cant just tell it to "get newest"

strange apex
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on github the latest release is 0.6 as well

storm spindle
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yeah "release"

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but that release is like a year old

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the newest version is on the master branch and is about a month or two old

strange apex
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yes I see that and agree with you , it's just if I were googling around I'd only look in the release tab, maybe its just me

storm spindle
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i always recommend people to use git submodules instead of upm

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but yeah there's probably a lot of people who just see the 'release'

strange apex
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git submodules?

storm spindle
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basically upm but better

strange apex
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people are lazy and upm is a really nice way of getting packages

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so about installing your package, will you update the upm or do I github clone it?

storm spindle
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i just pushed a 0.7 tag

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you should be able to update upm now

strange apex
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do I have to restart unity?

storm spindle
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nope

strange apex
storm spindle
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oh, well

strange apex
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๐Ÿ™‚

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this is getting fun ๐Ÿ™‚

storm spindle
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idk how you update upm, personally i dont use it

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maybe go to your packages.manifest

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and update the number

strange apex
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I'd wager it takes some unspecified time for upm to register an update idk

storm spindle
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i think unity watches that file and will update immediately if you change it

strange apex
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I removed the package and installed it again, its still 0.6 hmm

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I think I just clone it. But the problem with github clone is, it will not auto update in the future

storm spindle
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thats why i mentioned submodules

strange apex
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but then I have to install new software I'd rather avoid since we have upm

storm spindle
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if your project is already on git (which most projects are), you can just right click > update and it's updated

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you wouldnt want packages to update without asking anyway, since that could cause issues

strange apex
storm spindle
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for example, yes

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personally i use Fork client, but they should all support submodules

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i did just add a release

strange apex
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nevermind ๐Ÿ™‚

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its sooo small I didnt see it

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weird upm not seeing the 0.7

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the 0.7 zip version still shows 0.6 in ump

storm spindle
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can you send me the model? i weeded out a ton of the issues and had all of the example files import correctly

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perhaps something in that model you got has something i havent bumped into before?

storm spindle
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Alright thanks. I'll have a go at fixing it one of the following days. I'm sorry it didnt work for you :V

strange apex
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anyways I really enjoy this new glTF format, seems like what we all needed especially considering fbx worked just fine ๐Ÿ‘

storm spindle
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@strange apex Unity just hired atteneder, the guy behind one of the best plugins on github. You can try that one as well https://github.com/atteneder/glTFast

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His doesn't support animations or skins yet, so thats a thing to consider

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I really hope he will make unity support it natively as well as it supports fbx

strange apex
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Thanks. I am starting to hate that format ... Just use fbx...

storm spindle
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@strange apex glTF is a good thing. Full support just isn't entirely there yet

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But it's coming along nicely. Godot switched 100% to it and UE4 is also offering official support

strange apex
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hmm, so its only Unity who is lacking behind

storm spindle
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Yes, because unity is balls deep with Autodesk, and Autodesk hates glTF :p

strange apex
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but I like 3ds max ๐Ÿ™‚

storm spindle
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thats fine, but then 3dsmax should just support gltf

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nothing is stopping them from supporting it

strange apex
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I am joking, I understand why an open format is a good thing

storm spindle
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good :p

strange apex
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so I wished everyone would just use .3ds ๐Ÿ˜„

storm spindle
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i actually started out in 3dsmax

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around 2016 i think

strange apex
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yep, same for me. Was the first 3d modeling software I've used like 12+ years ago

storm spindle
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used it a bit in 2007 for source modding, then got on a 3d school and used it again with tutors

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halfway through the course i switched though

strange apex
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switched to what?

storm spindle
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blender

strange apex
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I would use Blender if the controls and the workflow where identical to 3ds max

storm spindle
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it got a lot closer with the 2.8 update

strange apex
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I tried it several times, its made for aliens if you are coming from 3dsmax

storm spindle
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i had to re-learn everything basically :V

strange apex
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yep

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why did you switch? 3ds max is free too for personal use or somehting like that

storm spindle
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I just didn't like the vanilla version of the program

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The hotkeys were in odd places, and you need plugins to do most cool stuff

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Blender i just used out of the box

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Also program file size, launch time

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And not having to think about licenses

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Lots of small things :p

strange apex
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its just for basic modeling my knowledge is enough with 3ds max. So to use blender I have to spend days learning it only to gain the knowledge to do things I already could with 3ds max. My brain says - oh no, you wont do that ๐Ÿ™‚

storm spindle
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@strange apex yeah just use whatever you're comfortable with

torn sky
queen mural
mystic olive
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For some reason, when my friend plays my game, it immeaditly maxes out his gpu. His cpu, and ram are barely used by the build. I am using urp. What is going on?

oak pulsar
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I have a armature and i cant select it, i have no idea why. Sry if i'm being vague, thanks

mystic olive
oak pulsar
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sure one sec

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@mystic olive

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the in front doesn't matter if i enable it it will still just select\ the mesh

mystic olive
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oh

oak pulsar
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?

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@mystic olive

mystic olive
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well, i am not sure, since i dont have any other info

oak pulsar
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hmm what do you need

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@mystic olive

mystic olive
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well, i am not sure. what have you tried doing to fix this

oak pulsar
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i cant really think of anything other than restarting blender trying different modes etc

mystic olive
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oh

oak pulsar
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re parenting

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any ideas?

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it is only in the viewport tho

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i can select it elsewhere but im weight painting sooo

mystic olive
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oh

queen mural
storm spindle
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@queen mural far clipping plane is too close or your model is too large

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fix by scaling model down or increasing camera far clip plane

queen mural
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ok

neat field
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@queen mural what's the scale of your model in Maya ?

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Place a 1x1x1 meters cube next to it

neat field
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10k what ? cm ? km ? m ?

queen mural
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idk

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i forgot how to check

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isn't default cm tho

neat field
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When you create an object, what unit sizes do you have in its parameters

queen mural
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wdym

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there are no parameters

neat field
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...Isn't there some parameters to set the size of a newly created cube ?

queen mural
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it just makes it with a scale of 1,1,1

neat field
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Okay and how large does it appear next to your 10000 sized model ?

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I mean, if the cube is 1 and your model 10k, don't you see the problem ?

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Your model is too large, the camera has clipping planes, so some parts are disappearing

queen mural
neat field
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rescale your model, reset the scale (from 0.0001 to 1.0) and export it

queen mural
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wdym .00001

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what a cube?

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the model's scale is 10,000, 10,000, 10,000

neat field
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Hmm i'm french and we don't use commas for large numbers so I may be confused but... Your model is 10.000 and the cube 1 ?

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or model is 10,000 and the cube 1,000

queen mural
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oh i didn't realize i put the wrong commas

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the model's scale is 10,000 x 10,000 x 10,000

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ten thousand

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not 10

neat field
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Yeah it's too large

queen mural
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it's the size it has to be

neat field
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A robot 10 kilometers wide ?

queen mural
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yes

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well idk what unit

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i think maya's default might be cm

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not sure

neat field
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I bet for metric, but the unit isn't wrote on the sizes because it's set on generic units

queen mural
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cm is metric

neat field
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You must have an option somewhere where it's says 1 = 1 Meters

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something like this (this is 3dsmax)

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Then if teh default cube is 1x1x1 (meters) You robot is 10000 meters wide

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The size of a small city or village

queen mural
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idk where to find that

neat field
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Google is a good starting point, search for Maya System Unit Setup

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But even with that, your model is veeeery large

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You SURE you want a 10 kilometers wide robot ?

queen mural
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it's cm

neat field
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Than I don't know for clipping planes issue, but I can for Unity

queen mural
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it's 100m

neat field
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Since Unity dodge cm or m

queen mural
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i fixed it by increasing the far clip plane

neat field
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1,00 cm or 1,00 km (depending on your unit system in maya) Unity will only take the numbers and make it 1,00 meters

queen mural
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wait what's 1,00

neat field
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hahaha

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1.000 with a dot is a thousand

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1,000 with comma is one

queen mural
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oh

neat field
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so one centimeter or one mile, unity makes it one meter

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generic units

queen mural
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ah

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well then should i make the scale 100 x100 x 100

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?

neat field
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if you need a robot of 100 meters wide

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yes

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BUT there's something else

queen mural
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wait actually no i needit 10000m

neat field
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if you scale down your model in maya, you need to somewhat reset it's scale after

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if you don't it will import the model scaled down in unity, but it will still be veeery large

queen mural
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i don't understand

neat field
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I'm not clear at all

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I know

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THIS is not clear at all

next plaza
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Basically you're saying that if he scales down in maya unreal will scale it down again?

neat field
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the scale in unity need to be 1, 1, 1

queen mural
neat field
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if you scale down in maya

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in unity it will be at a scale of -10, -10, -10 (ignore the numbers just example)

queen mural
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???

neat field
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so you need to "reset" the scale so it's 1, 1, 1 in unity

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in 3dsmax it's called xForm idk for maya

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unit setup is very confusing at first but you'll get around it hopefully

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uh not -10, -10 ,-10

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more like 0.001

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the thing you need to be sure is, your model need to be scaled at 1,1,1 when imported into unity

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that's the goal

queen mural
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so how tho

neat field
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no matter what size you want it to be, in unity it should appear as 1,1,1 in scale