#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 56 of 1

queen mural
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it needs to be 1,1,1 before it's exported into unity for that tho

neat field
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can you maybe uhm

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send me your model ?

queen mural
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it'll remain the same in size

neat field
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not if I do it

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or lemme give you an example maybe

queen mural
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ah i fixed it

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i had to freeze transformations

neat field
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ah !

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i'll still show you the example

queen mural
neat field
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when imported its 1,1,1 in scale in unity

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scale up in 3dsmax / Maya / Modo / Whatever

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notice the size didn't change

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only the scale parameter

queen mural
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what param

neat field
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this one

queen mural
#

oh

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i couldn't see that before

neat field
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if I export the scaled up teapot

queen mural
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ah

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yea

neat field
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then if you "reset" the scale you have a scaled up model at 1,1,1 in unity

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the big teapot on the left is at 4,4,4 but have the same size, only the scale changed, so definitely not right

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more clear with pictures..

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and for your plane, you can left it at whatever scaling you need

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the 1,1,1 scale for imported models is important for all the calculations unity does

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for gravity per example

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the object mass is defined by the object size and not scale

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size / scale are different things

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hope it's clearer for you

neat field
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@queen mural after all this, also check your model isn't rotated at -90 on the X axis (in unity)

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unity uses a different coordinates system than maya if I recall (same as 3dsmax)

vestal hazel
queen mural
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@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

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Do I have to change those scales too?

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Cuz I made that scale in unity

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It wasn't imported

neat field
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well it depends, if it's a ground plane no don't mind

queen mural
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Ok

neat field
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@vestal hazel Are you making those for a pack ?

queen mural
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The whole size thing is kinda weird

neat field
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Yeah the whole discussion about it is pretty confusing I know

queen mural
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Like itโ€™s representative but at the same time not

neat field
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but it all can be resumed by Size and Scale are different things

queen mural
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Cuz at first, itโ€™s like itโ€™s size in meters or whatever but then when itโ€™s frozen itโ€™s representative cuz although itโ€™s 1,1,1 itโ€™s size isnโ€™t registered t 1 meter ,1meter, 1 meter

neat field
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also i'm not english so kinda difficult to find the right words

queen mural
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Oh

neat field
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yeah its a scale of 1 in unity

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scale of 2 double the size

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scale / size

queen mural
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Wait are you actually in France or are you just saying English isnโ€™t your first language

neat field
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i'm in france

queen mural
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Oh

fleet forge
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this is what he is doing

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lol figured it out im dense

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still weird you cant ctrl+z the action though

queen mural
storm spindle
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@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

neat field
storm spindle
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@queen mural Probably super big or super small

eager mist
neat field
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Change it in the hotkey settings then

strange apex
storm spindle
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Generally i stick to the LTS versions so i havent tested on 2020 yet

strange apex
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I would too but then I saw 2020.2 provides faster play mode and script compilation etc, I couldnt pass it up ๐Ÿ™‚

queen mural
neat field
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Didn't knew about this one

queen mural
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yeah apparently it's just been on the whole time

neat field
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You still need to know the unit system you're using across 3d apps for sanity

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In 3d, something wrong at the beginning will give you hard times two days later

strange apex
queen mural
strange apex
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Unity uses meters as units

storm spindle
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@strange apex in that case you could just download the model as fbx directly from sketchfab

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but otherwise you're gonna need an fbx exporter

strange apex
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yea I have a fbx exported tool for Unity

storm spindle
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ah they got obj gltf and usdz

strange apex
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yea

storm spindle
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yeah you can export fbx from 2019 probably

strange apex
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sounds like a plan ๐Ÿ‘

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please let me know if it works for you with the 2020.2

storm spindle
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@strange apex it works

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albeit the model is on its side in the preview window

neat field
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Yep same problem as @queen mural you need to either rotate the pivot

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or Bake Axis Conversion

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in model import settings

queen mural
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so i can change the pivot but i have to manually select where it is

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where would i have to change it to

neat field
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Depending of what you're doing the pivot is either at the model center or at it's base (floor)

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at 0, 0, 0

queen mural
neat field
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No

queen mural
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ok

queen mural
fleet forge
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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.

queen mural
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ok so i've determined that regardless of how the model was before it was imported, unity renders wherever it wants

queen mural
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unity still acting wonky with it tho

slim wyvern
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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.

neat field
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@queen mural There's also this to switch gizmo position between pivot and object center

queen mural
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it's on center rn

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well it looks like yours rn

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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

neat field
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If you reclick that button (the button says Pivot) where's the pivot

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@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

slim wyvern
neat field
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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

lusty stratus
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hi

neat field
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@slim wyvern Can you share a screenshot of the issue/ugly parts ?

neat field
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Then center your pivot

queen mural
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it was at scene origin

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it is centered on the object

neat field
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and the object is at 0,0,0 in the scene in Maya ?

queen mural
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yeah

neat field
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And if you import it in Unity, place it in your scene, it places at 0,0,0 ?

queen mural
neat field
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Where ?

queen mural
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somewhere far away

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very far

neat field
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what does it says here

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It should be like this

queen mural
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i have to go far back to find where it was hold on

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ahh wait

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the other objects aren't at the center

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then why does this thing get move when i manually type in the rotation angle

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amd why does it say zero for z postion when it's under the grid

neat field
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Does the switch button is set to Pivot ?

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Thats indeed strange

neat field
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So the problem is from Maya

queen mural
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at the center

neat field
queen mural
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i've seen that video

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he has a different version of maya

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mine doesn't have the stuff he uses

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4 year old video

neat field
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Then search again with "2020" in it

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๐Ÿ™ƒ

queen mural
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but the title isn't specific to the tips

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oh wait

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it's 2021 btw

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i'm not sure what kind of tip i'm even looking for tho

neat field
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Well

queen mural
neat field
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Maya 2021 center object at origin

queen mural
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it looks right to me

neat field
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Yeah but there's definitely something wrong when imported, so the problem comes from Maya

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I see your object is in a group (in Maya)

queen mural
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so the centering it origin won't change that since it already is?

neat field
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Maybe the group is centered but not whats inside

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dunno

queen mural
queen mural
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some nonsense smh

neat field
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Wait is that it ?

queen mural
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idk yet but it has a differnt pivot point

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idk how to select the location i change the pivot point to tho

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like i can move it but not a precise location

queen mural
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ight i figured out the location of the thingd he used in this newer version of maya

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not entirely on purpose but hey

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so i tried to make a plane but it's 1,1,1 is so huge in comparison to the actual maze

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and scaling it down to like .0something would cause issues right?

neat field
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Its a default plane from Unity ?

queen mural
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WOAH there buddy now the maze is like a fracrion of the size of the player

queen mural
neat field
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The default plane is 10x10x10 meters

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1,1,1 is its scale

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now resize things according to this plane

queen mural
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i'm asking if scaling it down would cause any issues

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oh ok

neat field
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not on non-moving objects

queen mural
neat field
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No size up your maze

queen mural
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won't that cause issues

neat field
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No the issue is your maze is 1 cm

queen mural
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oh

neat field
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What's the size of your robot next to it

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and the plane with the two together

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show me

queen mural
neat field
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Allright robot seems fine, just scale up the maze

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It would be better to have the correct size from Maya, but scaling up a static object isn't really a problem

queen mural
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well actually it's supposed to be smaller cmpared to the plan

queen mural
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just need to figure out the scaling in unity first

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ight so the scaling for the maze needs to be 90, 100 , 90

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and the robot needs to be .02 x .02x.02

neat field
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20cm tall

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You came from a 10km robot to 20cm

queen mural
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the maze is suppsosed to be like a huge building

neat field
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I'd make them 10x bigger, robot 2x2x2 meters and maze 900x1000x900 meters

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Again the size, not the scale

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scale in unity should remain 1,1,1

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especially for the robot since it's moving and using gravity

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and you'll be all good

queen mural
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so since maya is cm

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i need to make the robot 2000cmx2000x2000

neat field
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200 x 200 x 200 cm

queen mural
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oh yeah

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the maze 90000x100000x90000

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and the plane what 10x10x10?

neat field
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just scale it accordingly

queen mural
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wait this is the window i've been using in maya, have i not been changing size?

neat field
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no

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For the 10th time, Size and Scale are not the same thing at all

queen mural
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ik but i thought it set the size in maya then like scaled it to unity

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now i'm confused cuz idk how to change the size

neat field
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Or you just need to freeze transform

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you know the "reset" part

queen mural
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there's a reset and there's a freeze

neat field
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As long as your model in unity looks okay and has its scale a 1,1,1 you're good

queen mural
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now i no longer understand

neat field
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Simple, do whatever it needs to have your model at a correct size in Unity, with its scale at 1,1,1

queen mural
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how do i know the size if i can only see the scale

neat field
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I don't know Maya so can't help you there.. Place some cubes or use tools like tape or somehing

queen mural
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what do i do with the cube

neat field
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compare the sizes

queen mural
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but i can't see the sizes only the scale

neat field
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Well go learn about sizes and scales in Maya

queen mural
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they seem to be the same

neat field
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I don't know what to say

glacial vector
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I applaud you brett

queen mural
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indeed

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ight so i think i figured it out

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basically scaling in maya is size and you can only scale by freezing transformations

queen mural
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but it actually makes it smaller

slim wyvern
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@neat field I decided to use the open-projects hero asset as reference for my 3d artist. Thanks for your help!

neat field
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Good thinking

queen mural
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it also takes a 900x1000x900m maze and makes it 9x10x9

neat field
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you changed the unit system without rescaling everything accordingly

queen mural
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wdym

neat field
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in Maya I mean

queen mural
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yeah but wdym rescaling accordingly

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cuz i thought i did

neat field
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changing the system in Maya does not change the size or scale
so when changing from cm to m - 1 cm become 1 m

queen mural
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yeah

neat field
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or I'm confused and tired and I talk shit maybe

queen mural
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no you're right

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1 cm becomes 1 m

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that's why i put it as 2

neat field
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can you just export a standard 1x1x1 meters cube from maya

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just to see

queen mural
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as m or cm?

neat field
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๐Ÿคทโ€โ™‚๏ธ

lavish solstice
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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

hard quail
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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

neat field
hard quail
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thanks

queen mural
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i made sure the scale aligned with the size and made it two meters but it still decreases the size

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i turned off the unit conversion and it still does it

queen mural
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i froze the transformation but it still did it

queen mural
steady crystal
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How does one go about making a stylized water stream

oak pulsar
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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

wary kite
glacial vector
wary kite
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i did and now the interior walls are invisible, but the outside is fine ๐Ÿค”

glacial vector
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You'll need to do them separately in that case

wary kite
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mmm what do you mean by that?

glacial vector
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You can select your exterior and recalculate outside, and for the interior recalculate inside

wary kite
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ooh alright alright

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thanks i'll try that

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or outside

glacial vector
wary kite
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where can i find that

glacial vector
wary kite
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they're red

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while every other face is blue

glacial vector
wary kite
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well im trying

neat field
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Exact same problem as Vengie, your faces normals are inverted

static pawn
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k

vague lynx
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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 ..

golden laurel
#

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.

vestal loom
stray topaz
#

Hey guys ๐Ÿ™‚ 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 ๐Ÿ˜ซ

glacial vector
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Looks like it doesn't have UVs @stray topaz

stray topaz
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that's true, thank you! that fixed it

raven dune
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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

eager mist
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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

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someone please help me

brisk cipher
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then just add a collider to the button and your all set

eager mist
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i have a collider on the button

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but what do i do with that code @brisk cipher

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someone sent me this but it didnt work

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  RaycastHit hit;

    Update()
    {
        if (GetMouseButtonDown(0))
        {
            if (Physics.Raycast(Camera.main.transform.position, Camera.main.ScreenPointToRay, out hit))
            {
                if (hit.transform.tag == "Button")
                    PlayAnimationAndSound;
brisk cipher
#

you don't need any of that code, OnMouseDown does it for you

eager mist
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public class void OnMouseDown()
{

}
            
        
    
}
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what am i supposed to do here

brisk cipher
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well what do you want to happen

eager mist
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i cant code well

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i want an animation i have that moves the button to play and an audio source to play

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both on bool enabled

brisk cipher
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do you have an animator to access?

eager mist
brisk cipher
#

ok, and do you have the animations set up with triggers or bools?

eager mist
#

idk

brisk cipher
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otherwise you can't access the animation

eager mist
#

yeah... i never even messed with that idk how i would even do that

brisk cipher
#

does it just go down?

eager mist
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down and up

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like a button

brisk cipher
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you might just want to do that in code, it will be faster than setting up a state machine like that one

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like two lines of code

eager mist
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how would i go about that

cloud patrol
#

Hello, do you know a simple unity project?

eager mist
#

?

cloud patrol
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do you have a simple project

eager mist
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i guess so

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why

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@cloud patrol

eager mist
glacial vector
eager mist
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I did

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no one knows

glacial vector
#

If it's a while ago you can try again

compact mantle
#

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?

errant plover
#

Make sure URP is up to date.

serene hedge
#

are 3d scans legit way to create models for a game ?

sullen plank
golden laurel
#

Does anyone here know how to use UMA?

eager mist
#

guys is it good

wary kite
#

its fucking scary

eager mist
#

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...

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mother fricker

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its not scary

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it wont be good if its your pet

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this is scary

vapid fulcrum
#

oh lord

glacial vector
#

Please stay on topic

amber walrus
#

@wary kite @lone violet Don't post random gifs.

cedar socket
#

How friendly is 3D modeling to the non-artsy inclined?

ionic harbor
#

I cannot paint details, im choosing add detail mesh but nothing happens when trying to paint
anyone?

errant plover
#

@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.

golden laurel
#

Would playing the animation only once get me what I want?

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(I'm recording it in unity 3D and tracing over it in gimp)

fiery gazelle
#

@serene hedge pretty sure thats how they made donkey kong country in Snes

vestal hazel
strange marlin
#

hello, im new to Unity, and i got some questions about how to start a 3d project, can i ask them here?

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or technically a pre-project question

viral cypress
#

Go for it

strange marlin
#

false alarm, i have figured out what i needed to
turns out i didn't install the actual editor

languid siren
leaden jolt
#

What kind of game should I make

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I need suggestions

eager mist
#

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

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it's still black

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was i supposed to first export the model from blender(, .obj, .dae, etc, instead of having it as .blend) then import that to unity?

errant plover
#

@eager mist you would have to make a transparent material in Unity and then assign it to the eyes.

eager mist
#

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

eager mist
#

I cant edit the ''Rendering Mode'' for some reason

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look at screenshot

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at the top, Rendering Mode is Opaque

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i need to change Opaque

wary kite
#

make a new material and then you'll be able to edit it @eager mist

eager mist
#

ah ok thanks i'll try @wary kite

eager mist
wary kite
#

very cool

eager mist
#

kinda weird unity doesn't allow to edit imported materials immediately tho

wary kite
#

ikr, maybe there is a way but im just not aware of it

worn yarrow
#

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

glacial vector
#

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

worn yarrow
#

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

glacial vector
#

No I don't mean like that, I mean export a single FBX, duplicate that, paint vertex colours, and then check your batching

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You shouldn't need duplicate mesh assets

worn yarrow
#

How would you suggest painting the vertex colors?

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Currently I'm doing it using Polybrush

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and it creates a new model instance each time

glacial vector
#

I'd check the asset store and github and check if you can find one which doesn't do that

worn yarrow
#

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...

glacial vector
#

My assumption after having done this in Unreal is that it should be possible, at least

worn yarrow
#

Right I would think so. I'll keep looking!

heady wharf
#

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 โ€det_โ€ then every mesh should be detachable?

velvet mulch
#

If i tick the Alpha Is Transparency this happens

languid siren
#

if i have in an FBX multiply Objects can i use a Own LOD for each Object ?

cedar socket
#

anyone have any good resources for learning 3D combat?

errant plover
#

@languid siren what?

languid siren
wary kite
#

if you havent joined the meshes then you should be able to

eager mist
#

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?

quiet flint
#

Looking to hire a 3D Artist, message me (PAID) - I'm not sure if I'm allowed to post this here.

crisp knoll
#

is modelling a tree hard?

errant plover
#

@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.

viscid garden
lime wing
#

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

mystic olive
#

on your direcitonal lights

lime wing
#

oh sorry we just fixed it

mystic olive
#

oh ok

lime wing
#

wiat why is the question in 3d?

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I don't remember putting it here

#

wAt

mystic olive
#

lol

pseudo panther
#

anyone know how to fix an exported model missing vertices?

wary kite
#

invert the normals

#

(of the missing vertices)

next gust
#

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 ...

hidden crane
#

are you spawning too much objects?

errant rune
#

Hey how can i import Blender models with their colours?

fringe hazel
#

๐Ÿคฃ

leaden jolt
#

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

leaden jolt
#

hello

errant plover
#

You need to make the shaders/materials in unity.

#

Use blender for modeling and baking textures @leaden jolt

leaden jolt
#

ohh

#

ok

#

how do i make a glow texture

#

@errant plover

sullen plank
dire ermine
vestal loom
cobalt marlin
#

what is wrong with that normal map u think ? thats all normal inside substance painter and i exported it as openglnormal for unity.

glacial vector
#

What format did you export as @cobalt marlin?

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

glacial vector
#

Hm I see, I'm not sure

umbral moth
#

im a nobb in Unity

left kite
umbral moth
#

noob

leaden jolt
#

does anyone know how to make a translucent texture

loud pawn
#

how to create player avatar

swift estuary
#

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

leaden jolt
#

Guys help

#

I need to know how to import an animation from blender into unity

viral cypress
#

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

leaden jolt
#

Ok

#

Thank you

loud pawn
#

guys how can i create player avatar

#

like this player avatar that show over here

vestal hazel
#

I have done this much in the a past year

eager mist
#

Hey, I've been kinda stumped but how do I import MB files into Unity Assets?

eager mist
#

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

vestal hazel
lapis glen
#

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.

vestal hazel
craggy timber
#

anyone know how to set armature visible through mesh in blender? i forgot

upbeat sable
#

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 :/

viral cypress
#

@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

lapis glen
#

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.

viral cypress
#

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

vestal hazel
swift estuary
leaden jolt
#

does anyone know any good youtube videos to make arms for an FPS game

mossy cedar
#

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

swift estuary
#

You have some messed up normals

mossy cedar
#

sorry what does messed up normals mean

vestal hazel
vestal hazel
viral tide
# vestal hazel

I love all this stylized work. I wish I could sculpt stylized like that ๐Ÿ˜ฆ

vestal hazel
mystic juniper
glacial vector
#

Looks to me like your normal map is wrong

#

Does it have the right import settings?

mystic juniper
#

same thing happens if i try to make a normalmap with gimp, i've tried multiple different settings

timid karma
#

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.

errant plover
#

Recalculate the normals. @timid karma

timid karma
#

how would i do that?

errant plover
#

Edit mode, select all faces, Shift N

timid karma
#

hmm, i can't find out how to open an edit mode

errant plover
#

At the top right of the viewport, you can select the drop down for viewport shading. Check Backface culling.

timid karma
#

ohh, you mean in 3ds

errant plover
#

Select the object, press tab to go into edit mode.

#

Sorry, thought you were in Blender.

timid karma
#

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

errant plover
#

Check the scale on import?

#

Did you make the model?

timid karma
#

the human i grabbed, but the clothes i did

errant plover
#

You probably need to apply the scale in Blender, before export.

timid karma
#

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

errant plover
#

Ctrl A in object mode to apply the scale.

timid karma
#

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

errant plover
#

I can already see there are several issues with your model.

#

Which 3d program is that?

timid karma
#

3ds max

errant plover
#

Ah, I only know blender. You gotta fix those legs tho.

eager mist
#

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??

viral patio
#

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)

eager mist
viral patio
#

even searching by price?

#

you could just simply set the price to Free to find em easier

eager mist
#

hey i wanted anatomical structure of human being

viral patio
#

ah you want to pay for it?

eager mist
#

no not at all

viral patio
eager mist
#

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!!

viral patio
#

ahhh you need reference images

eager mist
dim karma
#

My first model

digital whale
#

Wow Amazing,

dim karma
#

From my blender classes

#

Thanks :>

digital whale
#

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.

dim karma
#

Too bad I dont know nothing about programing, im hoping that i could get a job somewhere after my course

digital whale
#

Im trying to learn the more complex mechanics of Unity's 3d modeling now.

dim karma
#

You can model in unity? :0

digital whale
#

Yes

#

I found this out and it was xmas for me

dim karma
#

That sounds great

#

I want to know how to make short movies

digital whale
#

In what way? Do you mean rendered from A modeling software?

dim karma
#

Couse i want to make contend for my youtube channel.

digital whale
#

AH yes Thought so,

dim karma
#

It would be cool if i could do the process. As for now i only know how to make models

digital whale
#

Well take my advice having shifted from a platform recently,

dim karma
#

I cant give them thier texture or color yet

#

What is your advice?

digital whale
#

Make a file, And just hit and press and mucka round with settings and buttons and learn what they do,

dim karma
#

Hah

digital whale
#

If it goes wrong, Learn why delete file and re try.

dim karma
#

Ive tried to learn the program by myself before. And.. Well dint work

digital whale
#

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

dim karma
#

Heh

digital whale
#

Ive used blender in the past but I just find area's over complexified in ways where its not needed.

dim karma
#

Maybe it is. There are many ways to do things

#

You have shortcuts and you can click on the function manualy

digital whale
#

Interesting.

dim karma
#

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

digital whale
#

I want to get on A development coarse, Ive always self taught myself with development.

#

Dont know if thats good or not /;

dim karma
#

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

digital whale
#

I want both lol

#

More devbrainjuice

dim karma
#

Heh

#

Oh i cant wait till i can do the whole process of creating a movie scene in blender

digital whale
#

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.

dim karma
#

Thats amazing

digital whale
#

Its so much fun ;D

dim karma
#

I get you xD

digital whale
#

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

#

^^ First few minutes in the new software

dim karma
#

Woah, thats cool

digital whale
#

I must say been lovly chatting with you bout developing.

night socket
#

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

acoustic horizon
vestal loom
night socket
#

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

errant plover
#

Add another bone that controls just the wrist.

#

Between forearm and hand.

eager mist
#

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.

errant plover
#

You could make a paint brush out of the texture you have.

wild pelican
#

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

vestal hazel
errant plover
#

@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.

wild pelican
#

@errant plover ok thanks ill give it a shot!

eager mist
#

Hello

viral cypress
#

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

quiet hedge
#

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

quiet hedge
#

Sorry never mind it was a lighting error! (whew!)

plain idol
#

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.

swift estuary
#

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

plain idol
#

On its idle animation.

swift estuary
#

Sometimes you need to just rubber ducky something

#

and heave someone ask you a question that should be obvious but makes you double check

sour oxide
#

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?

plain idol
#

Very true

molten pike
#

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

eager mist
#

Same lol

minor sparrow
#

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. โ™ฅ๏ธ (Made this in Houdini)

digital basin
#

Hello

viral cypress
#

does anyone know how to use height maps in urp

maiden tangle
#

For the material shader

#

Have not used urp in a minute can't remember if that was available

viral cypress
#

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

dire ermine
west wave
#

And to play the animations, did you have to code it or what.

#

Wait nevermind about playing the animation

acoustic horizon
leaden jolt
#

hello just a question, does a UV texture from blender appear in unity

errant plover
#

It might if you import a .blend.

leaden jolt
#

ok

#

thank you

west wave
#

Thanks

eager mist
craggy flume
#

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

#

Doesn't happen when I hit play, though, I think

languid siren
#

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 ???

glacial vector
#

It happens per camera yes

languid siren
leaden jolt
#

is anyone good at UV mapping

#

because i have no idea how to do that

errant plover
#

What kind of texture do you want? @leaden jolt

nocturne marlin
#

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

glacial vector
#

You'll have to save the texture as an image from blender @nocturne marlin. You can't bring the shader across

nocturne marlin
#

@glacial vector How I can do that? can I save the shader to the texture? bake it somehow?

hollow rampart
#

^ 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

glacial vector
errant plover
#

Blend files don't save textures in them. @nocturne marlin

#

You'll have to import the texture into Unity and remake the shader.

agile flint
#

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:

glacial vector
#

Change the filtering mode on the texture to point @agile flint

agile flint
#

It's already set to point, doesn't seem to make a diff

vital fable
#

do someone have a script that when i press w it starts a walking animation ?

errant plover
#

Turn off compression?

vestal hazel
agile flint
errant plover
#

Texture supposed to be so small?

agile flint
#

Mhm

#

Is there a way to get unity not to mess with it like that?

errant plover
#

Did they try game mode and high quality settings?

#

Scene view looks different

agile flint
#

It looks like that in game mode as well
I'll ask about the quality settings?

errant plover
#

It should be fine with that filter mode

agile flint
#

like with those applied
you can see how smoothed out it gets

errant plover
#

Seems to work fine for me. Did you press Apply on the import settings?

agile flint
#

This is insanity! Lol
He did press apply and nothing changed!

#

Can you send a screenshot of the properties?

errant plover
#

Exact same as yours

agile flint
#

That is incredibly strange

errant plover
#

Are you entering play mode on the highest settings?

agile flint
#

I'll ask

#

where can we check?

errant plover
#

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.

agile flint
#

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

coarse wolf
#

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

coarse wolf
#

figured it out, new blender version has weird export

#

with 2.83 it works fine

eager mist
#

it only happens in unity

#

not in blender

thorny wasp
errant plover
#

Ctrl J to join objects

thorny wasp
#

Lemme open blender

errant plover
#

Weird, no idea.

thorny wasp
#

I just re-exported and and its now 1 model... Strange

agile jungle
#

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!

quiet hedge
#

im getting the "spine not parented" issue in the vrchat sdk 3
how would i fix this?

#

without unpacking the prefab

molten venture
#

With these sprites on a plane would you make them face the camera or just face forward?

scarlet quail
#

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?

agile aspen
minor stone
#

Anyone know a 3d fps/fpp game requires to hold the right mouse button in order to rotate the camera of the player?

molten venture
molten venture
vague rune
#

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?

glacial vector
#

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?

vague rune
#

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

glacial vector
#

Is the rotation in unity 0,0,0?

vague rune
#

correct

glacial vector
#

then you'll have to rotate it in Maya and freeze transforms again

vague rune
#

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

glacial vector
#

hold J while rotating

silver wren
#

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?

swift estuary
#

Anyone know how to lock some vertices in my model so they are not affected by the sculpting tools in Blender 2.9?

errant plover
#

Create a vertex group and set their weight to zero.

scarlet quail
#

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.

errant plover
#

You can't do any model editing in Unity.

hasty bay
#

How do i carve out a cube?

swift estuary
#

Carve it out of what?

hasty bay
#

uhh

#

So im trying to optimize my game

swift estuary
#

also please don't cross-post, it's against the discord rules

hasty bay
#

And i saw on dani's channel

#

im not tho

#

a cube is 3d

#

this is the 3d channel isnt it

swift estuary
#

I know but you posted this question on multiple channels

#

that's cross-posting

#

anyway

#

let's move on

hasty bay
#

Is there like a button i can click so i dont have to add 36 sides to a room

#

and only have 6 sides

swift estuary
#

You mean you want a room to be made of like an "inverted" single cube collider?

hasty bay
#

i guess so

swift estuary
#

There's no button that does that

hasty bay
#

oh

#

then how did dani do it

swift estuary
#

no idea

#

I don't even know who dani is

hasty bay
#

how

swift estuary
#

should I?

hasty bay
#

yes

#

watch the karlson playlist

#

and his other vids too

#

the 2d vids kinda borin tho

errant plover
#

Just make a wall, duplicate as needed.

scarlet quail
ionic harbor
#

Im looking for trees with max about 1k tris count

#

Anyone know some nice asset?

#

Want them to have the realistic attempt look

brave parcel
#

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

errant plover
#

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?

brave parcel
#

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

steep quiver
#

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

rapid echo
tawny sand
#

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?

swift estuary
#

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

tawny sand
#

Gotcha, so I gotta go back to blender and fix it

swift estuary
#

yep

#

cool model btw

tawny sand
#

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:

thorny wasp
#

When i combine a model in blender, I can no longer put a material on it in unity ๐Ÿ˜ฆ

marble dome
#

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

marble dome
#

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

scarlet quail
#

Are you loading a prefab on pick up

reef schooner
#

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.

latent frigate
#

on first person shooter minigame template are there already multiple weapons or do you have to create them

latent frigate
#

and...

grim sequoia
latent frigate
#

thanks

grim sequoia
#

It's annoying af so you learn to quickly memorize that lol

latent frigate
#

lol yeah

#

thanks again

grim sequoia
#

o/ you asked about weapon switching, did you mean like you want to program that and you don't know what to do?

latent frigate
#

no i got that under control now

grim sequoia
#

ah coo, congrats :p

agile aspen
reef schooner
#

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

ionic harbor
#

Im looking for nice looking low tris trees! Anyone know a good paid aaset? Already checked the free ones

errant plover
#

What style of tree? Got a sample of what you want?

latent frigate
agile aspen
#

owh

ionic harbor
crimson vector
#

I don't even know what i'm doing

#

Does anyone have any resources for understanding how to create a 3d scene?

digital basin
#

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?

glacial vector
#

In the import settings of a mesh you can set the material import to None @digital basin

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.

glacial vector
#

I see. No way to do that as far as I'm aware

#

It's one of the things I miss most from Unreal

reef schooner
#

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?

hallow ocean
#

no

reef schooner
#

ok so how would I stop the clipping? as is it seems as though the colliders arent being read or something

digital basin
red needle
#

Whats the importance of using humanoid figures?

#

Ping me

woeful wadi
#

Is there any alternative to real-time global illumination in HDRP?

#

In 2020?

real inlet
#

rt ?

verbal kindle
#

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

errant plover
#

I dont understand what the issue is.

mint timber
#

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!

swift estuary
mint timber
swift estuary
#

Or any mesh collider for that matter

errant plover
#

I don't remember if its in Unity or not but you should be able to set that mesh to be the collider.

swift estuary
#

That's what he's already doing but it's a concave mesh

#

Which is a problem

errant plover
#

Wow, it wont let me use a concave mesh.

#

Guess you gotta use two box colliders

mint timber
potent raft
#

donut

cobalt slate
#

Wait is that a real donut or a donut in Unity

#

You nailed it :D

pulsar hinge
#

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 ๐Ÿ˜‚ Thank you anyway!

swift estuary
#

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...

toxic saffron
#

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

pulsar hinge
#

@swift estuary Thank you

hallow ocean
#

i need graphics to use blender

native furnace
#

Simmer down with those private/privite void's mate

#

C# is private by default btw

cobalt slate
#

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

native furnace
#

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

sinful ether
#

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?

shut juniper
digital basin
#

Hello

#

which one is a good practice?

#

Modelling all the objects in a same fbx or

#

keeping them seperately

swift estuary
#

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

reef schooner
#

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

edgy kiln
#

I need 3d modeler, easy work dm me idk if i wrote this in right room

cobalt slate
#
#

Its pinned in general...

sterile basin
#

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?

cobalt slate
#

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

ionic harbor
#

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

ionic tinsel
#

humble bundle has some asset packs

#

and itch

#

otherwise i just make my own assets in blender

celest tapir
#

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?

sterile basin
#

3d character equipment swap ideas, sword$ staffs boots???

#

Techniques???

#

Give it to me rugged. And dumbed down ill figure out the code

true geode
#

Hey, Does scaling a gameobject in a scene cause any lighting/performance/physics issue?

rustic abyss
#

Hey, any know basic 3d assest for a medieval character? Basic character, equipment like helm, chest, legs, gloves and weapons?

#

for prototype?