#๐โart-asset-workflow
1 messages ยท Page 56 of 1
it'll remain the same in size
do i also have to change the scale of my plane?
when imported its 1,1,1 in scale in unity
scale up in 3dsmax / Maya / Modo / Whatever
notice the size didn't change
only the scale parameter
what param
if I export the scaled up teapot
then if you "reset" the scale you have a scaled up model at 1,1,1 in unity
the big teapot on the left is at 4,4,4 but have the same size, only the scale changed, so definitely not right
more clear with pictures..
and for your plane, you can left it at whatever scaling you need
the 1,1,1 scale for imported models is important for all the calculations unity does
for gravity per example
the object mass is defined by the object size and not scale
size / scale are different things
hope it's clearer for you
@queen mural after all this, also check your model isn't rotated at -90 on the X axis (in unity)
unity uses a different coordinates system than maya if I recall (same as 3dsmax)
@queen mural after all this, also check your model isn't rotated at -90 on the X axis (in unity)
@neat field oh but the plane tho
Do I have to change those scales too?
Cuz I made that scale in unity
It wasn't imported
well it depends, if it's a ground plane no don't mind
Ok
@vestal hazel Are you making those for a pack ?
The whole size thing is kinda weird
Yeah the whole discussion about it is pretty confusing I know
Like itโs representative but at the same time not
but it all can be resumed by Size and Scale are different things
Cuz at first, itโs like itโs size in meters or whatever but then when itโs frozen itโs representative cuz although itโs 1,1,1 itโs size isnโt registered t 1 meter ,1meter, 1 meter
also i'm not english so kinda difficult to find the right words
Oh
Wait are you actually in France or are you just saying English isnโt your first language
i'm in france
Oh
im trying to add new points to my poly following this video: https://youtu.be/CBa_opm3_GM?t=522
but it just does this and it doesnt even let me revert it with ctrl+z. Anyone?
The full editions of ProBuilder and Polybrush are becoming part of Unity feature roadmap. Learn more: https://blogs.unity3d.com/2018/02/15/probuilder-joins-unity-offering-integrated-in-editor-advanced-level-design/
this is what he is doing
lol figured it out im dense
still weird you cant ctrl+z the action though
why is this happening to my model when i import it into maya
@strange apex I just tested the model in Unity 2019.4 and it imports correctly. I'm suspecting this to be an issue with newer versions of Unity
@eager mist
@queen mural Probably super big or super small
the problem is that 3 dont work\
Change it in the hotkey settings then
interesting, thanks for testing it. Did you try to import it into 2020.2 ?
No. I'm installing it now
Generally i stick to the LTS versions so i havent tested on 2020 yet
I would too but then I saw 2020.2 provides faster play mode and script compilation etc, I couldnt pass it up ๐
doesn't seem so
so apparently that hasn't been the case...?
Didn't knew about this one
yeah apparently it's just been on the whole time
You still need to know the unit system you're using across 3d apps for sanity
In 3d, something wrong at the beginning will give you hard times two days later
Wait I could have imported the model in 2019.4, then export it via fbx and import the fbx back to 2020.2, right?
maya(cm), fusion360(mm), unity(unity units, a.k.a, meters)
Unity uses meters as units
@strange apex in that case you could just download the model as fbx directly from sketchfab
but otherwise you're gonna need an fbx exporter
they dont offer the fbx there, only glTF, obj etc
yea I have a fbx exported tool for Unity
ah they got obj gltf and usdz
yea
yeah you can export fbx from 2019 probably
Yep same problem as @queen mural you need to either rotate the pivot
or Bake Axis Conversion
in model import settings
so i can change the pivot but i have to manually select where it is
where would i have to change it to
Depending of what you're doing the pivot is either at the model center or at it's base (floor)
at 0, 0, 0
is this an issue
No
ok
Any good ProBuilder videos taking you through the making of a building or something? the ones unity has provide are sort of unbearable as you constantly have to guess what hes holding or hasn't told you for your stuff to work the same as his.
ok so i've determined that regardless of how the model was before it was imported, unity renders wherever it wants
it's definitely at the model center
unity still acting wonky with it tho
For a mobile game using URP what is a rough limit for verts my 3D artist should work within for a hero asset?
I know this is depends on the project and a lot of other factors but if anyone has a rough estimate or reference that would be useful.
Context: my 3d artist is overly cautious to the point of outputting overly low poly assets for a non-low poly game, this is resulting in lighting issues as the geometry doesn't have enough faces.
@queen mural There's also this to switch gizmo position between pivot and object center
it's on center rn
well it looks like yours rn
ight confirmation that it's unity: when i use the rotation tool in unity it works fine and i see the change in inspector but when i type it it changes the position
If you reclick that button (the button says Pivot) where's the pivot
@slim wyvern There's no particular polygon number since performance really depends on a lot of things
No other rules than, few polys as possible while keeping the model good in your scene
idk i can't see it
I have a rough idea of our target fidelity but I've been struggling to come up with a way to convey it to our artist without modeling it myself. I was thinking maybe some range for verts could help but I'm not sure
It must be far away from your model, you need your model to be exported at scene origin (0,0,0)
But as I can see Fusion360 differ on the pivot subject, dunno what you can do
hi
@slim wyvern Can you share a screenshot of the issue/ugly parts ?
oh i exported it from maya
Then center your pivot
and the object is at 0,0,0 in the scene in Maya ?
yeah
And if you import it in Unity, place it in your scene, it places at 0,0,0 ?
nope
Where ?
i have to go far back to find where it was hold on
ahh wait
the other objects aren't at the center
then why does this thing get move when i manually type in the rotation angle
amd why does it say zero for z postion when it's under the grid
So the problem is from Maya
i've seen that video
he has a different version of maya
mine doesn't have the stuff he uses
4 year old video
but the title isn't specific to the tips
oh wait
it's 2021 btw
i'm not sure what kind of tip i'm even looking for tho
Well
what am i supposed to be changing it to
Maya 2021 center object at origin
it looks right to me
Yeah but there's definitely something wrong when imported, so the problem comes from Maya
I see your object is in a group (in Maya)
so the centering it origin won't change that since it already is?
Wait is that it ?
idk yet but it has a differnt pivot point
idk how to select the location i change the pivot point to tho
like i can move it but not a precise location
ight i figured out the location of the thingd he used in this newer version of maya
not entirely on purpose but hey
so i tried to make a plane but it's 1,1,1 is so huge in comparison to the actual maze
and scaling it down to like .0something would cause issues right?
Its a default plane from Unity ?
WOAH there buddy now the maze is like a fracrion of the size of the player
yeah
The default plane is 10x10x10 meters
1,1,1 is its scale
now resize things according to this plane
not on non-moving objects
so i could just scale the plane down instead?
No size up your maze
won't that cause issues
No the issue is your maze is 1 cm
oh
What's the size of your robot next to it
and the plane with the two together
show me
that's the maze in the robot's head
Allright robot seems fine, just scale up the maze
It would be better to have the correct size from Maya, but scaling up a static object isn't really a problem
well actually it's supposed to be smaller cmpared to the plan
it's not a problem, i can do it in
just need to figure out the scaling in unity first
ight so the scaling for the maze needs to be 90, 100 , 90
and the robot needs to be .02 x .02x.02
it's the maze to player ratio
the maze is suppsosed to be like a huge building
I'd make them 10x bigger, robot 2x2x2 meters and maze 900x1000x900 meters
Again the size, not the scale
scale in unity should remain 1,1,1
especially for the robot since it's moving and using gravity
and you'll be all good
200 x 200 x 200 cm
just scale it accordingly
ik but i thought it set the size in maya then like scaled it to unity
now i'm confused cuz idk how to change the size
there's a reset and there's a freeze
As long as your model in unity looks okay and has its scale a 1,1,1 you're good
now i no longer understand
Simple, do whatever it needs to have your model at a correct size in Unity, with its scale at 1,1,1
how do i know the size if i can only see the scale
I don't know Maya so can't help you there.. Place some cubes or use tools like tape or somehing
what do i do with the cube
compare the sizes
but i can't see the sizes only the scale
Well go learn about sizes and scales in Maya
they seem to be the same
I don't know what to say
I applaud you brett
indeed
ight so i think i figured it out
basically scaling in maya is size and you can only scale by freezing transformations
hmm i changed the units in maya to m, so the conversion is this
but it actually makes it smaller
cuz when i export a 2x2x2 meter robot it does this
@neat field I decided to use the open-projects hero asset as reference for my 3d artist. Thanks for your help!
Good thinking
it also takes a 900x1000x900m maze and makes it 9x10x9
you changed the unit system without rescaling everything accordingly
wdym
in Maya I mean
changing the system in Maya does not change the size or scale
so when changing from cm to m - 1 cm become 1 m
yeah
or I'm confused and tired and I talk shit maybe
๐คทโโ๏ธ
How to keep the aspect ratio from models in te UV (Maya 2020)? The bottom cube is suppose to be half size of the top cube
hey, so i made a basic tile based texture and i wanted to apply it to multiple models. The texture is simple, just a square with white and black squares and some details but the main texture only has 4x4 squares.
Is there a way to add automatic tiling to the material? Let's say i want to make a square that is 12x12 and i want each square to occupy 1 meter (or unit) in game so i'd have to do 3x3 tiling, however if i wanted to do another square with 12x8 i'd have to have a different tiling for this one where it would have 3x2. Is there a way to make it automatic?
I tried using shader graph and create a shader that is kind of working but even though the surface seems to work fine, whenever i increase the tiling the sides of the cube get the tiling with them even though i haven't really increased the height, and even if i were to increase the width in the sides it increases the ammount of tiles on the height e.e If anyone knows any solution or something that might help me plz @me
If you want each tile to be a fixed size for all your models, World-Space UVs are what you are looking for.
Go ask on #archived-shaders since it's more shader related.
thanks
i made sure the scale aligned with the size and made it two meters but it still decreases the size
i turned off the unit conversion and it still does it
i froze the transformation but it still did it
after a day....https://youtu.be/8-Cra0_P0iI
Scale issues from Maya to Unity can be solved in the export settings of Maya.
Make sure your scene units are in Meters BUT your export settings are in CENTIMETERS. Imports into Unity3D will be the right size and scale factor will be 1 instead of 0.01
this is kinda weird tho. why is it so thin
How does one go about making a stylized water stream
So i have a ik and im trying to make it to where it doesn't affect the root with the chain thing but my mesh just derps out NOT at the previous position and when i try and reset its just stays at that position is there anyway o stop this? thanks also this is for FPS arms
why does my blender model import all weird like this?
Because you have inverted normals. Recalculate them in blender
i did and now the interior walls are invisible, but the outside is fine ๐ค
You'll need to do them separately in that case
mmm what do you mean by that?
You can select your exterior and recalculate outside, and for the interior recalculate inside
ooh alright alright
thanks i'll try that
i cant get these two faces to show from the inside
or outside
Use this in blender to debug
where can i find that
Then select the red faces and use Normals>Flip
well im trying
Exact same problem as Vengie, your faces normals are inverted
k
Hi, What is a easy and very fast way to create many Mask maps for the HDRP lit shader?
I have a bunch of Roughness/Metalness/AO textures I created In Blender and need them to be used in Unity ..
Does anyone know a relatively easy way for me to display animated 3D models in a top-down view so I can rotoscope them into 2D animations? I ask because Blender is a very complex tool and I don't want to learn 3D modeling or animation, but all Blender tutorials are oriented towards that. Thanks in advance.
Hey guys ๐ Does anybody have a clue why the rock in the middle, which I created with blender's rock generator behaves so weird? All 3 objects have the same material, but for some reason it's not working for the rock I generated ๐ซ
Looks like it doesn't have UVs @stray topaz
that's true, thank you! that fixed it
guys, do you know of any discord/community where 3d artists hang out and take commissions? I'm spoiled by things like Rimworld Mod Market, and searching for something similar for general 3d commissions
god im so confused i just wanna make this 3d button play an animation and audio on mouse click how can i do that??? event trigger wont work for some reason
someone please help me
i have a collider on the button
but what do i do with that code @brisk cipher
someone sent me this but it didnt work
RaycastHit hit;
Update()
{
if (GetMouseButtonDown(0))
{
if (Physics.Raycast(Camera.main.transform.position, Camera.main.ScreenPointToRay, out hit))
{
if (hit.transform.tag == "Button")
PlayAnimationAndSound;
you don't need any of that code, OnMouseDown does it for you
well what do you want to happen
i cant code well
i want an animation i have that moves the button to play and an audio source to play
both on bool enabled
do you have an animator to access?
ok, and do you have the animations set up with triggers or bools?
yeah... i never even messed with that idk how i would even do that
this is the animation basically
does it just go down?
you might just want to do that in code, it will be faster than setting up a state machine like that one
like two lines of code
how would i go about that
Hello, do you know a simple unity project?
?
do you have a simple project
i cant seem to get this cube to be clickable to activate a sound
Since this is about code you should ask in #๐ปโcode-beginner @eager mist
If it's a while ago you can try again
Hi guys, I have a little issue here. I'm creating a URP material with a opacity texture, but, It's making transparent all the object, any idea?
Make sure URP is up to date.
are 3d scans legit way to create models for a game ?
Does anyone here know how to use UMA?
its fucking scary
what
no
its cute
just things i drew are little bit scary
i also draw
and its my very first model u cant judge on it
need some ideas for i horror game, i have a standard idea where your on holiday in a cabin but ur not alone...
mother fricker
its not scary
it wont be good if its your pet
this is scary
oh lord
Please stay on topic
@wary kite @lone violet Don't post random gifs.
ok sry
How friendly is 3D modeling to the non-artsy inclined?
I cannot paint details, im choosing add detail mesh but nothing happens when trying to paint
anyone?
@cedar socket depends on your experience. You could do vertex by vertex, you could sculpt, you could use modifiers. Also depends on the art style you want.
Does anyone know how I can record this animation in a way that lets me reproduce it with a decent loop?
Would playing the animation only once get me what I want?
(I'm recording it in unity 3D and tracing over it in gimp)
@serene hedge pretty sure thats how they made donkey kong country in Snes
hello, im new to Unity, and i got some questions about how to start a 3d project, can i ask them here?
or technically a pre-project question
Go for it
false alarm, i have figured out what i needed to
turns out i didn't install the actual editor
can i say that looks like painted Steelframes ?
i imported a model i made on blender to unity, as .blend, but the eye texture isn't transparent in unity. In blender, the transparent parts are black, but i expected when i added the model to unity, it would be transparent, but it's not
it's still black
was i supposed to first export the model from blender(, .obj, .dae, etc, instead of having it as .blend) then import that to unity?
@eager mist you would have to make a transparent material in Unity and then assign it to the eyes.
ah i actually saw a video that said you need to edit the Opaque to get it transparent i think, but unity doesn't allow me to edit anything here
I cant edit the ''Rendering Mode'' for some reason
look at screenshot
at the top, Rendering Mode is Opaque
i need to change Opaque
make a new material and then you'll be able to edit it @eager mist
ah ok thanks i'll try @wary kite
i think it may have worked :D
very cool
kinda weird unity doesn't allow to edit imported materials immediately tho
ikr, maybe there is a way but im just not aware of it
Does anyone know if it's possible to change a game object's vertex colors in editor without changing it's material/model? I'm trying to use a large number of identical meshes to compose scenes in my game but have varied colors and maintain batching.
When I change the vertex colors of a model with either ProBuilder or PolyBrush it creates a new instance of the model instead of its original model and drops my "save by batching" count significantly. Even once I've changed it's color and duplicate the object, each new object with that color starts to reference a new model from the last in ProBuilder/PolyBrush.
I'm trying to avoid creating a ton of identical model files in my project that only differ in their vertex colors
That sounds like a probuilder thing, you should be able to paint vertex colours and preserve batching... Maybe try converting the probuilder assets to fbx and see if behaves the same way
Right, I can get around it by creating a new export for each color I want, but then each differently colored instance of the model requires an identical model file stored in my project that only differs in it's vertex colors
Which is why I was wondering if there was a way to alter the vertex colors at the inspector/component level rather than storing a ton of identical models in my projects folders
No I don't mean like that, I mean export a single FBX, duplicate that, paint vertex colours, and then check your batching
You shouldn't need duplicate mesh assets
How would you suggest painting the vertex colors?
Currently I'm doing it using Polybrush
and it creates a new model instance each time
I'd check the asset store and github and check if you can find one which doesn't do that
Hmm I'd love to find one! I've been searching to no avail. But thank you for the tips. Surely there is a way to make this work...
My assumption after having done this in Unreal is that it should be possible, at least
Right I would think so. I'll keep looking!
Is it possible for unity to check for the name of a mesh? Like if i make it that every mesh that has a name that starts with โdet_โ then every mesh should be detachable?
Does anyone know why transparency doesn't work
If i tick the Alpha Is Transparency this happens
if i have in an FBX multiply Objects can i use a Own LOD for each Object ?
anyone have any good resources for learning 3D combat?
@languid siren what?
what i mean is. for example i make in blender 5 meshes and export that project as .FBX so can i use LOD seperate LOD for each mesh ?
if you havent joined the meshes then you should be able to
thx^^
Trying to make tri-a radial symmetric creature in blender
I'm using linked duplicates but Idk what to do about the overlapping parts
anyone have any ideas?
Looking to hire a 3D Artist, message me (PAID) - I'm not sure if I'm allowed to post this here.
is modelling a tree hard?
@crisp knoll it can be if you don't know what you are doing. I suggest using an addon for your first trees. "Sapling Tree Gen" in Blender addons.
WHY ARE THERE NO SHADOWS
WHY THE HELL
ARE THERE NO SHADOWS
GOD DAMNIT
I HAVE BEEN TRYING TO FIX THIS
FOR 2 HOURS
WHY ARE THERE NO SHADOWS
what are your light settings?
on your direcitonal lights
oh sorry we just fixed it
oh ok
lol
anyone know how to fix an exported model missing vertices?
hi everyone, i have big problem with HDRP 10, i have made my project with 2020.1.6 version and just updated it to 2020.2.2, fixed some bug like coding and shaders, but there is only one problem that still exists, when i'm switching to DX12 in PlayerSettings, after working for minuets and moving around the scene, unity getting real lagging i dont know why but if i just use DX11, there is no issue like this. is it because of nvidia settings or hardware or something ?
i have 16 GB RAM
6GB VGA - RTX2060 OC
i5-9400f
can someone help me please , thanks ...
are you spawning too much objects?
Hey how can i import Blender models with their colours?
๐คฃ
hello
i imported a "force field" from blender into unity and the blend has emmision shaders on it but they dont show up
anyone know how to fix this
hello
You need to make the shaders/materials in unity.
Use blender for modeling and baking textures @leaden jolt
Glow effect is usually achieved by combining the use of high intensity HDR colors and #๐ฅโpost-processing Bloom (resources are pinned there).
Working on models for my next unity scene ๐
Ok thanks
what is wrong with that normal map u think ? thats all normal inside substance painter and i exported it as openglnormal for unity.
What format did you export as @cobalt marlin?
i tried - targa tiff png jpeg
8bit - 16bit - 8bit with dither all the same result
in additional when i click to fix it or change it to normal map , it turns my normal map to little bit whiteish color
Hm I see, I'm not sure
im a nobb in Unity
a nobb?
noob
does anyone know how to make a translucent texture
how to create player avatar
your normals are messed up
show the normals in blender
dunno off the top of my head
but there's a setting for it
like
the normals are pointing inside the model
normals should be facing outside of the model, perpendicular to the surface of the face
When exporting say as fbx choose just the animation or save the animation separately or better yet you can make the animation in unity
@leaden jolt in unity when the mat is made go to where it says opaque and switch it to transparent you an now go into the color and change the alpha
Hey, I've been kinda stumped but how do I import MB files into Unity Assets?
Simply you can't
Fuck alright.
Thank You
No Problem!
OBJ's work with Unity RIght?
Yes
Alright
I'll convert my files
I got em' off Oculus
I'm very tired
I think Maya could fix this
I have no idea
I have a weird noob question, the answer is probably super-simple but i can't figure it out
how would I optimize the implementation of a mesh with five texture variants? essentially, I have five instances of the mesh, but they each have a unique texture. Would I build a texture atlas, and if so how would I operate it? If it helps, the textures are all essentially color variants.
anyone know how to set armature visible through mesh in blender? i forgot
Guys i have a question here. When importing a lot of 3d models into unity as 1 object(house with furniture) is it possible to import it with materials? And how to do that? Should I bake them before I import them to unity?
Some basics materials on my models that had no uvs lost their metallics and roughness but kept color :/
@upbeat sable so because how unity is blebder materials dont work with it. And I beleive there is no way to get them in... other than plain materials just a color switch or texture painted ones then your out of luck
@lapis glen instead of different meshes get just the materials and then in code access the mesh renderee and change the material in code during any thing you want it to activate during
I'm not sure that would work for me. I'm essentially using the one mesh (a watering can) to create a row of five watering cans, each of which has a different color. Five objects all referencing the same mesh, more or less.
Ok so if in code I guess you cab make a function finding all and learning all the mesh renders then changing all at once
I dint know of a way to have one mesh be 5 at once unless you make the all 5 together in blender
As one mesh
I don't see how @viral cypress's answer was not useful for you. Same mesh, different materials
does anyone know any good youtube videos to make arms for an FPS game
on the right is my model in blender, but on the left you see it in Unity and it's got some textures that are completely transparent and you can see the other side of these little batteries
I'm also getting an error complaining about self-intersecting polygons being discarded
not entirely sure what's going on, I've googled the error and merged all vertices by distance
You have some messed up normals
kinda like up here #๐โart-asset-workflow message
sorry what does messed up normals mean
I love all this stylized work. I wish I could sculpt stylized like that ๐ฆ
Any idea why my normalmap makes the material shiny? Without normalmap: https://i.imgur.com/OPqcTLd.png and with: https://i.imgur.com/rHgeOXg.png
Looks to me like your normal map is wrong
Does it have the right import settings?
blender settings: https://i.imgur.com/GA59Kwr.png
same thing happens if i try to make a normalmap with gimp, i've tried multiple different settings
Hiya, i can't figure out the cause of this issue, i've got a character and a set of clothes i skinned on them, and when i bring it into unity, the clothes stay on them fine, but i've been following a tutorial where you create prefabs of the clothes and am trying to make it so i can pick them up off the floor, but this happens to them when unity instantiates it to the root bone. Any Ideas? The pics in order are, Unclothed, 1 piece of clothing, all 3 pieces.
should look like this
Recalculate the normals. @timid karma
how would i do that?
Edit mode, select all faces, Shift N
hmm, i can't find out how to open an edit mode
At the top right of the viewport, you can select the drop down for viewport shading. Check Backface culling.
ohh, you mean in 3ds
Select the object, press tab to go into edit mode.
Sorry, thought you were in Blender.
the normals are all facing outwards
the issue is in unity, sorry
like i can see the clothes, they're just squished up between his legs
the human i grabbed, but the clothes i did
You probably need to apply the scale in Blender, before export.
oh right, so they all need to be 1,1,1 scale?
i might have accidentally scaled the primitave i started with for the clothes rather than scaling the vertices
i'll check
Ctrl A in object mode to apply the scale.
hmm, only the shirt is scaled slightly, the boots and the main body are fine
oh wait
do you mean the issue is that i scaled up the model when i brought it into unity?
cause if that's the case, the model is like 100x the size it actually is
if that's the case that's my fault for being lazy and just trying to put something together quick so i could follow the rest of a tutorial
I can already see there are several issues with your model.
Which 3d program is that?
3ds max
Ah, I only know blender. You gotta fix those legs tho.
hey guys i am looking for 3d human figures of specific footballers..i tried various websites but didnt get it...can anyone tell me how to get it or make it??
@everyone
nice try โ๏ธ
never ping everyone if you're a regular member
@eager mist have you tried sketchfab or turbosquid?
there's plenty of free models which you can choose
once you find a fitting model and needs adjustments, you can simply use a 3d software to edit it (reshape, adding new polygons, etc)
i didnt get any free model there??
even searching by price?
you could just simply set the price to Free to find em easier
hey i wanted anatomical structure of human being
ah you want to pay for it?
no not at all
Find the best selection of Football Player 3D models and Football Player textures for instant download and use from the best online 3D model catalog.
all i want is empty 3d human model and impart footballer on it (from images from various angles)...however i cant get 360 degree images of it!!
ahhh you need reference images
yes yes
Wow Amazing,
I come from a Platform called 'Roblox' Worked there for years, But I shifted to unity recently, And unitys hella better and is like xmas to my Developer eyes lol, Hopefully I can learn lots from people on the Official server here.
I love the rounded edge on that Part, Really goes well with the angled Parts on the lower struct of the chair.
Too bad I dont know nothing about programing, im hoping that i could get a job somewhere after my course
Thanks :>
Im trying to learn the more complex mechanics of Unity's 3d modeling now.
You can model in unity? :0
In what way? Do you mean rendered from A modeling software?
Couse i want to make contend for my youtube channel.
In blender
AH yes Thought so,
It would be cool if i could do the process. As for now i only know how to make models
Well take my advice having shifted from a platform recently,
Make a file, And just hit and press and mucka round with settings and buttons and learn what they do,
Hah
If it goes wrong, Learn why delete file and re try.
Ive tried to learn the program by myself before. And.. Well dint work
Ive wanted to myself but with script [Coders please correct me] Its best to take 1 step at a time.
However 3d modeling,
Go have fun son
Heh
Ive used blender in the past but I just find area's over complexified in ways where its not needed.
Maybe it is. There are many ways to do things
You have shortcuts and you can click on the function manualy
Interesting.
While i was on lession yesterday i quickly noted the shortcuts he said
And then from my table and chairs, i added new chairs, fork, lemon and plates xD
I want to get on A development coarse, Ive always self taught myself with development.
Dont know if thats good or not /;
Of you understand it
Then i guess its what maters
But if you go on that course, you might understand it beter. Or you can try to learn it by yourself
Heh
Oh i cant wait till i can do the whole process of creating a movie scene in blender
What's interesting for me is, Somebody who has seen my dedication and loyalty wanted me to work for there project and said, We dont care the time it takes, Get familiar with unity We know your going to love it [I did a lot] And they know I have a skill of adapting to new things, And then they asked me, 'So why would you want to join? For the money? Fame?' , I said 'The passion to learn create and explore A game and growing community and new Stretches to what's possible in games for new and amazing growing player experience. And that is why I love to develop.
Thats amazing
Its so much fun ;D
I get you xD
I went nuts soon as I got into unity, First day I was fluent in cam controls [As you know different software's love to have different movement feels] ,Learnt part placement and terrain creation and modification, Day 2, Learnt how to make more complex structures Import textures and video's plus render them onto parts and use more complex camara angles and tuned lighting settings, [Following day PC broke (Still is )] So Im itching to get back onto unity, Like 2 days.. Imagine what I can do within a week like hell yes.
And my skillset I have is 3d modelling, Layout mapping And design [I think it falls under game objective and storyline designer] Team management and leadership AND HELLA HIGH MORAL AND ENTHUSIASM.
So I think Know ive got a good shot at things.
Soon as my PC is back I want to make A full scale city. lol
'Hell yas' ---> First few minutes foreshadowed XD
^^ First few minutes in the new software
Woah, thats cool
I must say been lovly chatting with you bout developing.
Anyone know why Unity isn't importing any of my animations/actions from my .Blend file? It only exports the active one (naming it "Scene").
I'm using .blend instead of any other format because it's easier to see changes I make (only have to save the blend file instead of having to export, making sure export settings are correct, etc)
its also easier to get the textures, since I just have to save the blend file to my models folder and unpack
Took a character creation for games course. Alot of fun!
How do I fix problems like the wrist shrinking when trying to rotate the hand. I can't use preserve volume because Unity and doesn't support dual quaternion skinning
I need to create 100 rocks, and I only have 2 rock textures that arent seamless
Does anybody know the best way I can go about putting these 2 textures on 100 drastically different shapes without any seams? I did Box Mapping on blender, and it did what I needed it to do perfectly, but whenever I tried to bake the texture in, I would get a weird black texture that doesn't even remotely look like my original texture.
You could make a paint brush out of the texture you have.
@eager mist https://www.youtube.com/watch?v=YNxmh5UVi08
I believe i want to lower the mesh quality / vertex data of my mixamo characters for mobile so i can use more characters on screen. What is best for this? Manually in blender or something or use one of those unity mesh altering LOD assets
@wild pelican blender. You can make your own new model over top or play with the decimate modifier or use a limited dissolve or do it by hand.
If you are asking that question, it'll probably be easier for you to start with a limited dissolve and then decimate.
@errant plover ok thanks ill give it a shot!
Hello
Ok so what is the best aproach to getting realistic material, i know its mainly about having the right maps but in urp how exactly do i use say a height map, occlusion map, mask map, or any other maps besides albedo and normal
Im getting an error when Importing a FBX file from blender into unity, where some parts of the mesh are completely white, regardless if if has a texture or not. It has a custom material and 70,000 or so tris. Can anyone help me?
Ping me if you can help, thanks
Sorry never mind it was a lighting error! (whew!)
I am having a weird issue on unity not sure where to really check into it. I have a character that looks fine in blender, looks fine in unity, but once it is in game with any material at all it shows up as broken pink shader error. Other models in the project don't have the issue and I have checked everything on the blender side. There is also no console errors.
Which render pipeline are you using and which shader is the material using?
I know you said any material at all...
but usually it means the material is using a shader that doesn't work with your render pipeline
I figured it out. The character had a material switch in unity that was switching to a material that did not exist. How could I overlook something so simple. I have been trying to fix this for like 3 weeks.
On its idle animation.
Sometimes you need to just rubber ducky something
and heave someone ask you a question that should be obvious but makes you double check
Maybe this isn't quite 3d art but it involves Blender exports to Unity. I have models with empties that I use for markers. These markers are almost always axis-aligned so one of the coordinates will be zero. Using the pinned recommended export settings, I end up with some of these markers having coordinates very close but not at zero in Unity. I can't apply the transformations pre-export since that messes with the empties and if I don't apply the transformations on export, there is some sort of adverse rotation no matter which up and forward axes I use.
Is this just something that I'll have to correct with an importer script or is there some other action I can take to get a proper export?
Very true
hello, this is my first time in this server. I am completely TRASH at this, i am utterly and purely a programmer. but still i wanna make my own games and dont want them to look complete shit. So i am learning this for the first time now lol
Same lol
Hello! Here is a "Sci fi toaster" that I have been working on for the past couple of days on and off, and it's finally done! please ping if you have any feedback or anything else to say about this. โฅ๏ธ (Made this in Houdini)
Some playlists for beginners
https://www.youtube.com/playlist?list=PLn3ukorJv4vs_eSJUQPxBRaDS8PrVmIri
https://www.youtube.com/playlist?list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U
https://www.youtube.com/playlist?list=PL8eKBkZzqDiW_w4GtQTIGGiNM-l6XQxUT
https://www.youtube.com/playlist?list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6
https://www.youtube.com/playlist?list=PL3UWN2F2M2C8-zUjbFlbgtWPQa0NXBsp0
https://www.youtube.com/playlist?list=PL8eKBkZzqDiU-qcoaghCz04sMitC1yx6k
https://www.youtube.com/playlist?list=PLgO2ChD7acqH5S3fCO1GbAJC55NeVaCCp
https://youtu.be/At9qW8ivJ4Q
Hello
does anyone know how to use height maps in urp
Is there not an autodesk option?
For the material shader
Have not used urp in a minute can't remember if that was available
I doubt beleive like in standard shaders for the regular there is a height map option but in urp it's gone, I read that it was replaced with something else but I dont ybderstand
That's neat. Out of curiosity which course did you take?
And to play the animations, did you have to code it or what.
Wait nevermind about playing the animation
This was a course called "Blender Character Creator v2.0 for Video Games Design" that I took on Udemy. The instructor Grant Abbitt has a very nice youtube channel too.
hello just a question, does a UV texture from blender appear in unity
It might if you import a .blend.
Thanks
Blender burger
Sorry to bug, can someone help me with understanding why my scene view is so low res? I'm seeing steps on all the lines, and the shadows around the ladder are all wrong. This is the Auryn Forest Pack that everyone uses for testing stuff
Shadows literally have steps ๐
Doesn't happen when I hit play, though, I think
if i use LODs on my own character do see me others from for example 200m away as low poly but i see my self as highpoly ???
It happens per camera yes
thx ^^
What kind of texture do you want? @leaden jolt
Hey guys. Could someone explain me how to get the texture from blend file? I got a blend file with some object IN blender in preview render mode I can see its nicely colored. Shaders tab shows that there are some materials made with shaders. How do I export this model so I could have a texture and apply it in unity so its textures in unity as its in blender? Im total noob with blender grrr
You'll have to save the texture as an image from blender @nocturne marlin. You can't bring the shader across
@glacial vector How I can do that? can I save the shader to the texture? bake it somehow?
^ why do my texture 2d arrays look this way? Source textures are rgba8 pngs with alpha. It doesn't seem to matter what pixel format I use, when alpha is preset texture 2d array slices turn out this way.
if alpha is disabled on texture 2d import, it looks normal except alpha is just black
Yeah baking would be the right word, I'm not sure how to do that in blender unfortunately
Blend files don't save textures in them. @nocturne marlin
You'll have to import the texture into Unity and remake the shader.
Hey, total novice here
I've put together some textures for a friend to use in Unity
But once they're in the engine they're compressed/blurred a ton
Changing compression settings doesn't seem to work?
Comparison between Blender vs Unity:
Change the filtering mode on the texture to point @agile flint
It's already set to point, doesn't seem to make a diff
do someone have a script that when i press w it starts a walking animation ?
Turn off compression?
Texture supposed to be so small?
It looks like that in game mode as well
I'll ask about the quality settings?
It should be fine with that filter mode
This is insanity! Lol
He did press apply and nothing changed!
Can you send a screenshot of the properties?
That is incredibly strange
Are you entering play mode on the highest settings?
Edit > Project Settings > Quality
Set Default level to High
Texture Quality Full Res
I am on URP.
I assume you don't need HDRP for that art style.
he hadn't been on urp but even a new project on urp yielded the same results, unless there's smth in the properties we missed
he's trying the project settings now
oh wait hang on might have smth
Wut. Alright so I think we worked it out!
Somehow, the actual source PNG files were compressed
which is just immensely strange, we don't know how or when that happened
He redownloaded the textures and lo and behold.. We had our detail coming through again
thanks for the help lol
anybody can help me with quixel mixer?
i made a color id map in blender and imported the mesh and the colorid map into quixel mixer
those art smart textures
and it looks so weird
no details or anything
basically just color and glossiness
Is it simple to combine these 2 objects into 1 in blender? If so. how?
Ctrl J to join objects
Lemme open blender
@errant plover In blender it looks like 1 obj?
In unity there are 4 peices
Weird, no idea.
I just re-exported and and its now 1 model... Strange
Hey guys. Looking for people who who like to help us build community created maps for the VR FPS Alvo. Ping me if you are interested. Thanks!
im getting the "spine not parented" issue in the vrchat sdk 3
how would i fix this?
without unpacking the prefab
With these sprites on a plane would you make them face the camera or just face forward?
Can anyone assist me with piecing my player together? I currently have body / head & head in seperate FBX's with their own rigs (which use the same animation).
what is the best way to utilize them, the game requires the head and hair to be swapped out during creation between 12 variants of each.
Currently the head and hair have the exact same rig as the body, so how do i go about stitching it all together?
that looks really nice, is that ur game ?
Anyone know a 3d fps/fpp game requires to hold the right mouse button in order to rotate the camera of the player?
na, not mine: https://kebabskal.itch.io/pink-river
na, why would a game do that lol
I am brand new to Unity and am working on a project that I just imported from MAYA, I have frozen transformations which means that the rotation and position values all equal 0. I don't know how to get the object back to a no rotated state. Can anyone help?
We do this in our application haha @minor stone
Your issue is unclear @vague rune. Is it rotated in unity and you don't want it to be? Or did you freeze transforms when you didn't mean to?
rotated in unity and I don't want it to be.... in Maya the transformations have been frozen in MAYA and cannot be reverted back, its for a school assignment, where we also had to delete the history (which got rid of ctrl+z'ing it)
@glacial vector
Is the rotation in unity 0,0,0?
correct
then you'll have to rotate it in Maya and freeze transforms again
is there a way in MAYA to get it to snap to the grid? Since doing it manually seems to be highly inefficient and wrong
hold J while rotating
I'm trying to make a vr chat avatar for a friend and I'm trying to setup an animation for him to make it change materials but one of the vertex groups is messed up so when I add a keyframe to it it overrides a different material
Any idea why that might be happening?
Anyone know how to lock some vertices in my model so they are not affected by the sculpting tools in Blender 2.9?
Create a vertex group and set their weight to zero.
I know I've asked already but anyone with any knowledge on customizable player models (Body/head/hair).
My model comes in those 3 models, with rigs and animated, whats best way of stitching them together without merging in blender and exporting.
You can't do any model editing in Unity.
How do i carve out a cube?
Carve it out of what?
also please don't cross-post, it's against the discord rules
And i saw on dani's channel
im not tho
a cube is 3d
this is the 3d channel isnt it
I know but you posted this question on multiple channels
that's cross-posting
anyway
let's move on
Is there like a button i can click so i dont have to add 36 sides to a room
and only have 6 sides
You mean you want a room to be made of like an "inverted" single cube collider?
i guess so
There's no button that does that
how
should I?
Just make a wall, duplicate as needed.
I don't want to model it lol... I want to get each model (body/head/hair) to use the same rig / animator ... not have them all independent
Im looking for trees with max about 1k tris count
Anyone know some nice asset?
Want them to have the realistic attempt look
Hello. Can anyone help explain (or give me some good keywords to search) how the .fbx models I'm using know what colors to color themselves?
IE, I found 5 different wall models that all look the same
And they all have the same material
But they are different colors, because the object (or material?) knows what parts of the texture to apply to which parts of the object
But I can't figure out what this process is or what it's called so I'm having trouble figuring out how to edit them
The UV is most likely mapped to a different part of the texture.
If I understand you correctly, you are looking for a texture atlas. Probably a low poly or simple scene?
Yes that seems to be it
'Texture atlas' is what you call the image that all the colors come from?
In this case being just a palette, and the different polygons UVs are tight lil groups within a square of color
Hmm so are the UV maps baked into the .fbx?
/is there any way to swap in different UV maps (either before runtime or at runtime)? Seems excessive to have a bunch of duplicates of the same model just to have different UV maps
3d models can have more than 1 uv map
usually the first uv channel is used for textures and the second one for lightmaps
but if you write custom shaders, you can do anything you want
Making a plant store in Blender. Thanks for viewing! ๐
.
https://twitter.com/FarrukhAbdur/status/1358067924645400576?s=20
Making a plant store. Work in progress. For design and theme, I have used @Owakita_ great storefront reference pack. ๐ฟ
#blender3d #b3d #gamedev #indiedev #blender https://t.co/qKZHygVQev
374
Hello! I was just wondering if one of you guys could help me out with this. In blender the inside of the hood in solid, but when I export it to unity its see through for some reason on the inside. Any idea what could cause this?
messed up normals
the normals on the faces (surfaces) inside the hood are pointing the wrong direction
so Unity thinks that's a backface, and doesn't draw it
Gotcha, so I gotta go back to blender and fix it
thanks for the help and the compliment, its just a halo model I was messing around with texture and stuff wise, but I'll get there eventually c:
When i combine a model in blender, I can no longer put a material on it in unity ๐ฆ
its not doing anything different
I have a model problem
I tried making a model following player script
and it isnt working for some reason
and the model problem I cant fix it for some reason
so
I added these custom gun arms in this fps that I am working on and for some reason when I get a pick up, the models overlap
can someone help me with this\
without pickup
with pickup
@thorny wasp
could you help
Are you loading a prefab on pick up
I tried google and YouTube but couldn't find an answer as to how to keep a character's legs from clipping through their skirt. The entirety of the model was made in VRoid and imported over if that matters. Can someone help me? I am new to using the program so maybe I am overlooking something.
on first person shooter minigame template are there already multiple weapons or do you have to create them
and...
i zoomed out so much accidently and my project is that black dot on the moon. what do i do?
Select one of your scene's objects from the scene hierarchy and press F to focus on it
thanks
It's annoying af so you learn to quickly memorize that lol
o/ you asked about weapon switching, did you mean like you want to program that and you don't know what to do?
no i got that under control now
ah coo, congrats :p
whered u get that background from? - is really nice
Do the collides have to be on a specific thing for them to interact with the bones? I added them into the list on the bone collides but they don't seem to be effected at all
Im looking for nice looking low tris trees! Anyone know a good paid aaset? Already checked the free ones
What style of tree? Got a sample of what you want?
its the default fps microgame template background
this is it
owh
Well, realistic looking style, rn i have nature manufacturer but i need to go down in tris, mby 1k tris
.
I don't even know what i'm doing
Does anyone have any resources for understanding how to create a 3d scene?
Hello
I use Maya for modelling.
I want to export one of the mesh without material, so unity will not assign meshrenderer
is it possible to do?
In the import settings of a mesh you can set the material import to None @digital basin
but some of them should be imported
only one mesh I have to prevent it to be imported
I have mesh on top of it I have one mesh too. 2 is over and over. One of them is just for meshcollider
so I do not want it to has meshrenderer.
I see. No way to do that as far as I'm aware
It's one of the things I miss most from Unreal
is there any way to add more bones to a section of hair so it doesn't clip through a models head before the ends hit the collider?
no
ok so how would I stop the clipping? as is it seems as though the colliders arent being read or something
thanks!
rt ?
Raytracing is now available in HDRP and today I like to show you some of the incredible results by just enabling raytracing features.
HDRP Raytracing features covered are:
- Global Illumination
- Contact Shadows
- Ambient Occlusion
- Recursive Rendering
- Raytracing rendering pass materials
- Skinned Mesh raytracing settings with Dynamic Geom...
This might sound like a dumb question, but I'm making a world for vrchat and my camera position when you're in the world is slightly offset forward too much, now apparently the solution is to 0,0,0 the whole world but I was uh pretty lazy and doing that just makes stuff either stack in the exact same position or just fly in different positions
is there a way to 0,0,0 a scene without anything moving?...
I put it all in an empty gameobject and 0,0,0'd that but it didn't fix my issue
I dont understand what the issue is.
Hello, I am having a small issue that I've been unable to figure out. I am currently building a physics-based game and having issues with some of my colliders. I am creating a pillar/column that is 2 separate pieces that fit together. Currently setting the mesh colliders to convex changes their shape slightly and makes them push away from each other.
Any help would be great!
For that shape you could easily just use two box colliders rather than a mesh collider
That's a great idea. Do you know if there would be any substantial performance hit if there is multiple colliders per object?
Two box colliders probably performs better than a single concave mesh collider
Or any mesh collider for that matter
I don't remember if its in Unity or not but you should be able to set that mesh to be the collider.
Wow, it wont let me use a concave mesh.
Guess you gotta use two box colliders
This what you want? Two box colliders is the only way it seems. @mint timber
Yeah seems odd that there isn't another way but I really do appreciate the help!
Hi, could anyone help me. I've just imported a gun I made in Blender to Unity. I also imported diffuse, roughness and emission maps as well and created a material for it and applied it to the message. I know it's a different rendering engine obviously and shaders will be different, but the version in Unity looks like complete crap compared to the gun in Blender as shown in pictures. Any help or even just directions on what the problem could be? The gun in blender looks like it could be in a high quality ish game, whereas in Unity looks like it's out of a PS2 remaster or something ๐ Thank you anyway!
one of the main differences I see is the bloom effect on the lights
honestly that's the main difference I see
and the angle it's at...
Hey guys, currently working on a turn based strategy game pictured below. I'm looking for any advice I can get but one thing in particular that I'm wondering about is how I can communicate cave walls. This game takes place in a min and some of the cells shown below (the other cells for example) are supposed to be holding up the mine ceiling. I'd like to communicate that to the player by blacking them out or smt. Does anyone know of any specific games that do something similar that I could reference?
This is more of a general art question than a 3d question though so maybe i'm in the wrong place
@swift estuary Thank you
Nothing wrong with the strongly casted style
Its just a style
I personally like working with strongly casted coworkers more, as working on their code is easier to read and learn
But even if its not strongly casted, I can understand shurgs
I guess. People say it helps with readability but I can never tell. Always seems the same. Maybe I'm just to used to C# and not something like Java's default.
For the simmer down part im referring to that copy pasted line though :P
hello guys! I hope this is correct thread to ask this question. Is there any guides on how to use market assets properly to keep the art consistent or mix art styles correctly? It seems barely impossible for a solo developer to get away with only market assets.
how do games like supraland and super mario odyssey mix realistic environment with completely cartoonic characters and everything looks great?
Mushroom Beret ๐ UGC Concept
I couldn't fit any more vegetables in my basket.
I guess you could say there wasn't mushroom.
#roblox #robloxdev #robloxugc #roblox #UGCConcept
Timelapse coming soon. https://t.co/bXC44q8YZS
Hello
which one is a good practice?
Modelling all the objects in a same fbx or
keeping them seperately
All the objects? Like all the objects in your whole game?
definitely bad to put them in one FBX
if there are a few related objects, that can make sense
can someone help me with converting an imported model to humanoid? I Cant find the tab that allows it and am not sure where to select it from
I need 3d modeler, easy work dm me idk if i wrote this in right room
Jobs / Collaboration
Commercial Job Seeking
https://forum.unity.com/forums/commercial-job-seeking.48/
Commercial Job Offering
https://forum.unity.com/forums/commercial-job-offering.49/
Non Commercial Collaboration
https://forum.unity.com/forums/non-commercial-collaboration.17/
Its pinned in general...
Whats a good technique for a 3d characrer that swaps equiptment... I tried hiding and unhiding and keying the visibility but the visibilities dont seam animated with fbx in unity?
Instantiate and destoy the weapon as a child of Rhand and Lhand end bone transforms
Afix the correct rotation upon instantiation
Only one weapon can be childed to the end bone transform at a time
What alternative to unity asset store do u guys use. I love asset store but i want to find more deals and expand the places i can find assets thaat i cannot find in asset store
I want a good animal pack, already got the 2 cheapest best price ones
Animal pack v1 v2
humble bundle has some asset packs
and itch
otherwise i just make my own assets in blender
I don't need this yet, so no need to scour the internet.
I was looking at the Unity docks and found some tilt-shifting on 5.5 but can't find equlivant for 2020.2, has this been removed or am I just blind?
3d character equipment swap ideas, sword$ staffs boots???
Techniques???
Give it to me rugged. And dumbed down ill figure out the code
Hey, Does scaling a gameobject in a scene cause any lighting/performance/physics issue?