#🔀┃art-asset-workflow
1 messages · Page 58 of 1
Can anyone help with bone rigging?
Fog lights up dark places way too much, is there something i can do to it?
It all just looks grey
Reference, this is without fog (ambient light is quite dark)
Still have that problem?
Hi so i want to use in blender the snap tool but i doesnt seem to work can someone help? Also if this channel is for Unity's 3D system i'll delete this message
it works now
Excuse-me, I'm not sure where I should ask this, but I have a problem of render texture (set on a camera) not rendering on too small objects, anybody have an idea why? Or where I should ask this? Thanks!
Would like some tips on this, I have made a model in Blender which I've generated an AO map for, it looks pretty good until I apply a base map to it which inevitable turns out to be the wrong scale in Unity, without AO, I can adjust the tiling be happy with it, but unfortunately, the tiling adjustment also messes with the AO map. Is there anyway to keep AO separate from the scaling? Right now my work around is to create a new texture rescaled in photoshop to match, which feels like a bad workaround. Thanks in advance.
Anyone know why my game turns into a black hole?
oh well i found the solution. I switched from LateUpdate to FixedUpdate in my scripts.
hey guys
does anyone know how can i project text in an object in unity 3d
please help
Highly recommend TextMeshPro over the built in TextMesh
How can I allow a mesh to be read/write enabled? It is a mesh asset generated within Unity not external software
I'm changing it's colors via script and resaving it and somehow it's turning off read/write
anyone know where i can find full anthropometric measurements of a human? i'm trying to make a character model with realistic dimensions but i'm unable to find a comprehensive full body measurement.
Have you tried measuring yourself?
You have a perfectly good human just sitting there
Download a rigged skeleton and build around that, they are close enough for AAA games
go on blendswap and search for human, you'll find plenty rigged starting points
i'm trying to find an average
is there no resource for finding measurements of the average woman, man, etc?
also i'm not sure how i'd measure my head width or whatnot by myself lol
get a friend or loved one to do it. If you don't have one of those, I'm sorry.
so i'm guessing no one has data?
i tried googling it but i couldn't find full info
....
that's.. not what i'm looking for
an existing 3d model might not use real details
why does it need to be so realistic
i want to have a base set of data
and what does "every part" mean
fingers, toes, knees, thighs, abdomen, hip, chest, neck, etc
You probably won't find exactly what you want in exactly the form you want. You'll have to put the data together yourself from multiple sources
also remember every person is different.
And "averages" from every region of the world are different
yeah, i'm aware
Use makehuman as a basis, it’s based on real data supposedly. http://www.makehumancommunity.org
How to add a script in unity 3d
You should probably start with a basic tutorial
Please tell me why it's not moving left ?
That's incredibly vague, there's no way to answer. You're going to have to give a lot more details, and show your code. But, code questions should probably go in #💻┃code-beginner
Can someone please help me with applying animations to a model inside unity then exporting it to fbx?
Anyone know if this is possible in unity? (The Materials)
https://twitter.com/1pxlchibs/status/1373423559381508096 a small concept a made up today, made in a few hours so it could be better haha
Project Anomaly:
a small proof of concept for a game I've been thinking of for a while.
#indiegame #gamedev #indiedev #screenshotsaturday #unity #unity3d https://t.co/UaBTdHmiLk
I’m trying to make a FPS but I don’t know where to begin
do you know how to write scripts in C#? @proper ruin
Nope
I planned on winging it like everyone else
Or like some people have
I’m already teaching myself how to use blender and I made a full polygonal character
I also started to rig the model, but rigging is rather hard so I’m taking my time with it
In the meantime I want to learn how to make levels and do stuff in unity
And I know there are block based alternatives then c# that can be used with unity but I’d rather learn c# because I could apply it to things other than games
I’ve grown tired of making terrible Mario platformer clones and intent on making a pve pvp game
I also modeled a basic gun and I’m starting to model a arm with a semi detailed hand, because from what I’ve seen some people just put a camera behind the hand
Instead of giving a character a full model
Being a generalist is great, but I wouldn't suggest attempting to create everything from scratch while you're learning.
If you're setting out to make a game in Unity you'd be far better off utilizing free asset packs while learning to script, at least in my opinion 🙂
Well regardless I’m still going to have to learn how to make levels
Hi is this a place where i can ask for help?
how do I make the ui touch the edges of the screen?
You should read through this page to understand the basics of laying out UI elements in Unity:
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/UIBasicLayout.html
It's not a long article
anyone know how i can get rid of the ugly dark texture in the distance? it might be a problem with mipmapping or aniso filtering or something but ive tried tweaking those settings but nothing changed
i always figure out my issue right after i ask about it in this server lol
i fixed it and i needed to uncheck generate mipmaps in the import settings
@scenic fulcrum Yes. That looks like a totally standard material.
but do you know how to get the same look i'm new working on unity
Just use a flat texture with point filtering and a matching normal map.
this is with normal map and point filtering
I mean, the lighting and the texture is probably all you need to worry about
Can anyone help me with this? So I want to be able to change the offset of the texture in unity so that it looks like the conveyor belt is moving. I need the 2 big rings on the UV map (The sides of the top part of the belt) to be a straight line like the top part with the arrow on it
As seen in this picture I have made a seem but it doesn't want to budge
Hey guys, what is the best tool for making 3D game assets?
i have some past experience with blender but i wonder if there is something more suitable for making game assets
Blender is perfectly fine for making assets.
The only limitation in any software is going to be your own skill level.
idky my character is pink
The material it came with was probably not made in the same render pipeline you're using.
Is this your own asset, or something you got off the internet?
something from the internet lol... i was thinking maybe i can test somestuff on a character from internet and then create my very own charatcer
Okay, well, create a new standard material and drop it on. You can reassign the textures it might have came with to that new material.
ok sure and i have the materials seperately for tht character
so maybe i can drop em?
Give it a try
progress
That's minecraft
yea basicly
Does anyone have any suggestions on this? Just wondering if I should try creating models and graphics myself, however have no prior experience. Just wondering if it worth it compared to buying assets.
@misty meadow That's the sort of question only you can answer, really, since it is a matter of what is worth it to you.
This is #💻┃code-beginner question, not 3D art related.
Don't crosspost please.
I'm sorry
@dusky hemlock As well:
#🔀┃art-asset-workflow message
You literally asked in #💻┃code-beginner, or did you forget already?
no i know i did but where am i supposed to ask?? Is there a channel for questions and problems??
Every channel is for asking questions for problems. This channel is related to 3D art.
okay sorry
I am going to try to make some textures with normal maps. What are some good tools for that? These are going to be used to make materials that I will apply to many different things. For example I need to make an rock material that I will apply to enemies that are made of rock. When you defeat the enemy you will get the rocks from the enemy and use it to make weapons that will have the same rock material applied on them
I have a rig in blender with an animation on it that works, but when I export the armature and everything in it the animation doesn't work on the fbx in unity preview or in blender
After I exported the fbx the animation didn't play in blender, so I tried changing the pose in pose mode and I got this
I know next to nothing about Blender, but if you're using a rig to animate are you baking the animations when you export?
I animate a rig in Maya, and have to bake the animations for them to work in Unity
Hello everyone, I am looking for someone who is quite fluent with UMA to help create some races for a fantasy style MMORPG (paid task) please PM for details
Hello, who can help me, i tried to rig a lego model, but i can't do it
I really really like this, do you do any commission work? If not for the immediate at some point haha
i dont know when I will have time, too much work already
thanks
Plz make me 3d character for free
I am underage to pay
Its very hard looking for people to do work for me :/
people don't like to work for free :?
I know :/
Its hard looking to have people do stuff . When I am unable to pay
It's a simple character
why not simply make it yourself or learn to on youtube, it's free.. There are plenty of young learners posting their work in progress it's not an excuse
also you may not know it but it's borderline insulting asking someone who is a professional or has the capacity to work professionally (be paid) to spend their time working for you, without pay
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.
Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter
Follow me:
Twitter: https://...
Also to judge what’s simple without any idea what you’re talking about
Sorry,I took 2 hours today of doing the Blender Guru tutorials, I'm still struggling
I want something like dis. I've tried making the head. But having trouble making the rest of the body
once you know the fundamentals it becomes easier to see how you can create something like this.
There are also different ways/styles to do it too for example maybe you are not enjoying box modeling and would prefer to sculpt a character.. but box modeling is essential for retopology
(making it run in a game engine)
Or go through here and find something free: https://assetstore.unity.com/3d?category=3d&free=true&orderBy=1
Alright. Thanks guys
yes, maybe 3d art is not even something you want to pursue
plenty of free stuff out there
I'll try and take something, then modify it to what I want
What's your goal? It's easy to get hung up on stuff like assets, but in most cases it's better to go for placeholders and get the mechanics and such working. You can always go back and find a way to have better assets if the game pans out
My goal is to release a small game which I am working on it by myself. And then in the future, I will hire others to do work that I dont do good, or cant do.
Like build a team
Right. Which is a good plan. But it's more important to make the game work in a way you can demonstrate it's fun and viable than to get exactly the right model right from the jump.
Yea, buy it's kinda that the model is important. Like the shape of the model, because my game involves shapes
I'll practice
Ah, I see
Are you using the literal shape of the mesh as a gameplay element, or does it just need to represent a shape?
The literal shape of a mesh
Would you be able to get away with just primitive shapes like triangles and spheres (like, don't have a body/arms/legs) for prototyping purposes?
Yes
I think so
Might be a good stepping stone to do that then. I think Unity can make primitive shapes directly, but you could use it as an opportunity to get used to the basics in whatever modeling app you choose, like Blender.
What’s the best way to import (to unity or blender) a irl thing as a 3D thing
you mean recreate?
Substance Designer for textures at least
I'm building a new procedural tool for 3D modelling - with OBJ export to Blender. You can generate some furniture now, but more to come. Would love to get your inputs https://www.sloyd.studio/
Anyone here sorta decent with blender that could help me out with particles?
They keep bouncing even though I added weight and changed bounciness to 0
hey, so I am trying to add a texture to this character
but the texture is just all over the place
I have no idea how to fix this
You need to UV map your Mesh
@quartz parrot This channel is for 3D art discussions. Ask your question in #💻┃unity-talk.
Hey. I've just put my blender models into Scene and they become white (without textures), how can I fix that?
Create materials, assign textures to those materials and assign the materials to your mesh.
You have to recreate materials in Unity.
I am looking for a graphics designer for a game trailer, If anyone is interested please DM me
would you say a mesh topology is defined only by its vertex and their locations? or is the definition also includes the way the vertices are connected together ?via triangles, edges etc
The topology is basically vertices + triangles
anythign like "edges" "faces" etc.. are all built on top of just vertices and their triangle relationship
at least in Unity's Mesh data model
@swift estuary that's what i thought. Someone said that if you remove just the triangle from a mesh and leave the vertices (even if they are not used by other triangles), essentially leaving unused vertices, the topology would not change... my understanding of topology was that it is the vertex count and triangles/edges connected those edges. I don't even think that moving vertices location around changes the topology.. it changes the surface for sure but not the topology. Is my understanding not correct?
Hello, i need help for understand how to change the hair colour of this model, the ear is connected with the hair
thats blender correct?
if so, select the hair in edit mode (by selecting the vertices) and go to materials and press the "+". Make your material and press "assign" @eager mist
uhhh, i don't know how to use blender, i'm a newbie
Select the edge (in edge selection mode) and subdivide it
Hi which tools do people use to extract lighting from images to get a flat-lit version and a normal/height map?
heyho, quick question
so i have a model in blender that i've exported to a dae and brought into unity
but when i look at it, 2 of the legs have inverted themselves? how wouldi fix this/stop it from happening in the future (pics incoming)
in Unity
in blender
You need to flip the faces in Blender.
oh ok, thanks!
Turn this on in Blender to see the direction of the normals.
Any faces which are red need to be flipped.
aaahhh that's the trick, thanks!
oh thats so cool i'm using this forever now haha
perfect that fixed it, thanks!
btw, is there i way that i can select just the red faces?
I don't think so, not without some scripting.
mkay, fair enough lol, thanks!
Hmm not really I just need 1 vertex point at that position, I already have three at the other sides.
my blender materials disapear after loading the models into unity
they had these materials
but they are gone now
You have to recreate materials in Unity.
hello, hello 👋 I've just started learning 3D animation. anyone have a suggestion for a decent Graphics Tablet? I am using a MacBook Air M1 laptop and will be using Blender. I'm trying to keep the price around $100.
@raven dirge Blender materials are not supported by unity.
You will never be able to transfer materials (at least, with any degree of complexity) between programs - material systems are entirely application-specific.
Actually, I think GLTF might support some form of material graphs but Unity's importer doesn't.
There's also things like Substance, which exists in Maya and Unity alike. But certainly not free
and I dunno about Blender
Hi, im making blender models for my unity game, I recently made a small house with interiors. I wonder, with every interior in the fbx file, unity will keep them glued together, with the ability to move them but under one parent. Having 10 or sometimes a massive amount of blender files and exporting each fbx seems farfetched. I also want the benefit of using the same uv map for multiple objects
@ionic harbor well, in unity at least uv information is stored in the mesh, so once imported thats how unity will treat it.
Hmm alrighty
How to split object (i dont mean making destroy script), because exported assets from blender are coupled so how to split it?
Is Blender beginner-friendly?
yes
It is begginer friendly, but it takes longer to make things
When I export and FBX from blender to unity, even if I apply all transformation once in the editor the object has -90 on one rotation scale, how do I export with all zeroed?
Try checking Apply Transforms in the export settings @pine trellis
that fixed the issue, thanks
Is anyone able to help me with a model. A person didnt do it right, so can you take it and change it into what I need? You will be given credit on the game
so, a bit of backstory. Ive been shoving gmod models i wanted into vrchat. but blender keeps screwing them over. at first i thought "maybe blender is bugged" so i exported the model and put it into unity. the same messed up materials happen. so i decided to try a different model. does anyone know what is going on and/or how to fix this?
sorry if this is the wrong channel to get help in, im new around these parts lol
looks like a blender problem
da, i see
i tried getting into the blender discord but they wanted a verified phone which i dont have
oh
y e a h . . .
How do i snap face to this number in blender UV
I can't snap vertex to starting of black color
@next marten Please don't crosspost.
this is 3d i mean
And I mean, don't crosspost in 3 different channels. This is related to 3D art, if you're asking about procedural animations, it should go into physics or one of the coding channels.
As you've already received replied in #archived-code-general , that's where it's been left.
i need help
i am following a tutorial and i did it the same but i have so many GOD DAM ERRORS
Hey, does anyone know how to achieve this kind of "grainy" look this guy has on his walls/Stairs?
There should be a grain filter in post processing settings.
@amber walrus Cheers, mate. I'll test it out.
If you only want the grain on specific objects I would check out shader graph
You can create a custom shader for the stuff you want to be grained
Thanks, I was just looking into that.
Im working on nanami for vrchat, I need to draw black lines on the face and also the suit, is it easier using unity or blender?
as an example, the cheeks lines
or the dots from the tie
what I've seen most people who use anime lines is first using an outline shader, based on normals adjusted to show these detail lines
but that requires you to work within blender and unity
Is it ok if i build my project with .Blend files or would that be an issue for player with no blender on their PC
Unity takes those Blender files, exports then to FBX, and imports the FBX files into its own format. It's that format that gets published in the games you produce, so the player doesn't need any extra software.
Thanks
be Blessed Sir
or MA'AM idk just thanks any way @brave ravine
No problem!
player model that im working on
That looks solid, I’d just add some extra geo on the calf there where you can see the edge very clearly
Makehuman?
i used make human for the base, then sculpted on top of it.
Anybody know why my meshes are taking up 2.3gb in a build? I used to have this down to 200mb once compressed.
Can someone rig a model and change it a bit for me? I am unable to get blender :/
Unity has official forums hiring and finding people. You can find links to them pinned to #💻┃unity-talk.
Whats the best way to generate stylised terrain like in genshin impact. Ive tried world machine and l3td, but couldnt get a stylised look. Do i have to hand craft the terrain? I understand that you basically go over the whole thing again anyway, shaping it how you want, but as a basis id like something generated
They definitely hand crafted it. They used normal terrain (probably generated from a height map) to create the basic flow of the landscape. But mostly everything you see, such as the cliffs and stuff, are hand placed mesh.
ok interesting, i wouldve thought most of the cliffs were generated to begin with. not the answer i was hoping for, but making cliffs will be fun
Please ask this in #💻┃code-beginner. This channel is for 3D art.
SilleWoodWorkWindMill_ByGameMakers_blender-Unity-fbx-gltf-animations in GIF (err, await native GLB Pipeline for GameDesign GLTF)
https://cdn.discordapp.com/attachments/805842188411732023/825698980666146836/SilleWoodWorkWindMill_ByGameMakers_blender-unity-fbx-gltf-animation.gif but no matter fbx wrong animated play in uniity, doubles fbx, also glb just: 1 animation of 3 missing and materials. GltfUnity in 2020.3.1f1 LTS, 1 roll, 2 turn all windmill left and right. (fbx and glb fails but if rig fix this, schould i try? 3D but else i have interess to Team who gets following & do a 2.5D free project next? https://www.youtube.com/watch?v=JptrAgJfSRc
Get this demo project for free on the Unity Asset Store! This is a 2.5D project, with a diorama view, perfect for VR and puzzle games. The project includes scripts to handle the character movement, the camera, and the transition of the player between "entrance" spots.
Get the project here: https://assetstore.unity.com/packages/slug/187845
To g...
Hello. I have a question for those that use 3D art with LODs in their projects. What would you consider the best option?
Having the LODs as separate FBX files
Or single FBX file
I way prefer them being in the same FBX, cleaner that way
Hi. I have a blender cube in Unity and I'm trying to map a texture to one face of the cube so that it doesn't wrap to the other faces and fills the face with the entire image. Not sure how to do that. Any advice would be appreciated. Thanks.
Hi @fossil pebble. Do you want the same texture to be mapped on all the faces of your cube? If so, select your cube, enter Edit Mode, select all cube faces, press U key than click on Cube Projection option
Thanks. Actually I prefer the texture to be on one side of the cube only
@stone junco curious when you say "edit mode" do you mean in Unity, or in Blender?
I mean Blender
Yes, you can
so I do the same as you suggested but pick one face instead of the entire cube
?
then U > Cube Projection
I have not added a material at this point in blender, btw, because I want the cube to act as a generic canvas within Unity. So whatever material / texture I apply to the cube in Unity, I want the image to go to one side of the cube only.
will that work do you think?
What do you want the other faces of the cube to be mapped to?
whatever the base material is for the cube, if possible. in this case it would be black to form a kind of frame for the image.
the base material being set in Unity
if that's possible
in other words I want to be able to give the cube a black color, with an image on one face
though the color could be white, or whatever. that doesn't matter too much to me.
the important part is that the cube sets the texture on one face only.
I have another question. I noticed that when I save the cube as fbx and import it the cube comes with a camera and light. Should I keep those, or delete them? Does it matter so far as Unity is concerned?
Enable these toggles when you export
The first toggle will make sure that only the object you selected is exported. The second toggle will make sure the model is exported with the correct scale and rotation
ok way cool
thanks
trying it now
ok so it kinda worked
one face has the entire image on it which is good
but all the other faces also have the image wrapped around them too.
the one on the lower right is correct
the other faces have parts of the image
Your best option here is to use a shader that replaces the mapped texture on the other faces with a color
What version of Unity and pipeline are you using?
5.4.1f1 pipeline not sure
(I just got started with unity yesterday)
(personal edition)
I've done some 3d modelling before, but not with unity. So I'm not totally lost.
Why are you using a version of Unity so old
hm
well, that's the one I had installed from a while back that I haven't used since then.
so ... not much of a reason, really.
basically I installed it, and then tried a few little things, and then moved on to other projects. now I'm circling back around to unity.
weak. I know.
anyway, I assume then I should upgrade to the newest (freebie) version
getting it now
I assume hub will keep it in sync and stuff?
also, I assume I should uninstall the previous version first?
It doesn't really matter
@fossil pebble if you have other questions, you can DM me. If we continue to talk here, we are only going to spam this channel with discussions that have nothing to do with 3D art
ok so I'm all set up on the new version and have the same cube and same question ... how to make one side of the cube show the image, but the back of the cube simply be a color (preferably black if that won't kill the albedo on the front.
from what I understand I can use a shader for this
Right, im trying to make a world in unity. As someone coming from hammer editor and making source maps for quite some time I find that unitys built in worldbuilding functions are lacking. Ive recently discovered probuilder and am going to test some things with it. But what would be some advice for a world designer coming from hammer trying to intigrate into unity.
so far Ive had trouble making doorways and windows as unity lacks a in engine mesh editor.
im going to experiment a bit with probuilder but im sure if it will yield the results im hoping for so any advice is appreciated.
Probuilder is really only meant for blockout, it isn't as easy to easy/robust as using a proper modeling program.
There is also the Terrain package, if you need that.
sorry for interrupting, i have a low-poly sphere made of triangles. i want player to be able to be able to place and remove objects on any face that they desire
here is the sphere
example of what i mean by placing on a face
This is a #💻┃code-beginner question. But essentially you raycast your mouse position into the world, if it hits the sphere, snap the objects to that position and rotate it such that it's up direction is the raycast's hit.normal. (the normal of the face, essentially). But anyway, ask in the proper channel if you can't figure that part out.
oh yeah i didnt think about using raycast in this case, how would i center the object onto the face?
also, would it be possible to add an outline to a specific face on the sphere?
Hello artists. I'm working on a project with mlagents for my master Thesis. My implementation has 2 enemy agents that are competing in several tasks. Anyways, Im not really familiar with modeling in Blender etc.. So i was wondering if anyone has a simple character similar to this one in terms of mechanics : https://www.youtube.com/watch?v=ogz-3r0EHKM&ab_channel=JelleVermandere and similar to this: https://www.youtube.com/watch?v=kopoLzvh5jY&t=30s&ab_channel=OpenAI in terms of style 😛
Am I allowed to ask Blender related questions here?
I believe so, as long as it's in the name of using Blender to do something Unity related
Yea it's for my game
Ok so how do I wrap a cylinder properly so shit like this doesn't happen?
Nevermind I just gave up
Unwrapping can't really be explained without visuals. But in Blender you can use a texture for a reference in the UV unwrapping window, and then position the unwrap so it aligns. Maybe find a basic unwrapping tutorial on Youtube.
This is using Maya, but I found it pretty clear/easy to follow with regards to "getting" UV Mapping. Bonus: they're demonstrating with a cylinder for you 🙂 https://www.youtube.com/watch?v=dj0uXid9oGo
In this Maya UV mapping video tutorial, we cover the complete basics of UV mapping. These concepts are valid for all 3D software, like Blender, 3ds Max, Cinema 4D, etc. It's incredibly important that you understand how to UV map simple shapes, like the ones presented in the video, as it's really the foundation for all your UV work.
We hope you ...
The idea should translate into Blender fine once you get it though
Hey guys. I'm a beginner in Unity and I'm having trouble importing a model from Blender. In some objects of the model you can look right through them. How can I fix this?
You probably have the normals reversed
I don't know blender or I'd tell you how to fix it, but Google can probably help with "Blender flip normals" or similar
I'll try to recalculate them gimme a sec
yep that was it
I have another issue if you wouldn't mind
I'm getting these weird white lines where the seams of the meshes are located
and they show up both in Blender and Unity
I have tried to bleed the color in the textures but it didn't work
Raycasts give you this that may help:
https://docs.unity3d.com/ScriptReference/RaycastHit-triangleIndex.html
if all your faces are just triangles, you can take this index, reach into the mesh data, read the 3 vertices of that triangle, and place your object at the center of the triangle formed by those three vertices
does anybody know how to fix this? It is ok in blender but when I import it the wrist and other parts look like this
I think that has something to do with the UV map
Try unwrapping it in blender again
how would I go about cutting a hole in a mesh with probuilder?
Ill try
@ornate cloud Does it look like that after import immediately, or only with an Animator assigned?
immediately after I import
Ok. I ask because I had some problems with joints getting warped around and twisted that SORTA looked like that, but only after creating an avatar/using the animator.
Unless those diamonds in the fingers are part of the design, I find them kinda suspicious. They look like gizmos made real. And for the wrist, is it possible you have some faces that have reversed normals? Can you swing the camera around and see whether they're visible from the other side?
oh well theres something strange, look, same happened with the shoes
and when I turn the camera it looks different
Yeah, I think that's reversed normals
Why do .fbx files with embedded material appear without any materials when imported
how do I change it
Unity shaders normally only render one side of a poly, the "back" is transparent. So if you have them backward in you modeling application, that's what happens
I don't know Blender, but if you google "Blender flip normals" or similar I bet you find the answer
when i try to import .blend files it just says blender not found
Unity uses Blender to export FBX for you when you stick a .blend file in Assets
altho
is there a reason why .fbx files with embed material appear without any materials when i import them
also i already have blender installed on my pc
but it still says blender not found
I don't really know how it finds Blender normally, I've never used it. I'm sure someone will know eventually though.
As for materials, do you mean non are listed in the Import settings?
dw i figured it out
I cant change it, I want to add an image as a texture
You need to make a new material @ornate cloud
Hey diese someone now a good tool to color 3D models?(would be good if it’s free or under 20€)
It doesn't really work that way. But Blender is a free software which also lets you do texture painting.
blender or armorpaint (i think it is free if you dont mind building it yourself, but if you do then you can buy it for i dont remember how much)
armorpaint is considered to be substance alternative, though i have no idea how they compare. i use blender for everything, but its not the best way to go about things im pretty sure
$20 will give you access to substance painter for a single month hehe
Wdym by separate
like i built everything with a single cube
xDD
Yeah you can do it
Idk how lol. Probably select all the "wall" faces and there will be a button to separate it to another object or something
You will end up with some holes in both objects afterwards that will need to be closed as well
im trying to make a fps, and i've seen indie devs make models that focus specifically on arms
that the camera will be behind
so I did that
I also started to make a level in unity
im taking baby steps, I may not know anything now but I'm dedicating myself to making this FPS
hey guys, I'm playing around with shadergraph custom functions a bit and like
{
color = float4(Texture2D_Bar.Sample(ss, uv));
}```
something like this, in HLSL generates a "Implicit Trucation of Vector Type" warning
any shader wizards here?
#archived-shaders @eager mist
Wanted to share an image of my favorite model I've made.
Cute, look very clean
@eager mist While that is definitely a #archived-shaders thing, you don't really need to worry about it; it just means that you have a case where you're not using all the outputs of a vector, implicitly converting it to a different type by doing so. HLSL lets you do that, unlike c#.
Is there a website (besides the asset store) where I can get stylized game assets?
@limber plume https://kenney.nl/assets
uv mapping
the wall are all one object btw
on your wall
Or if you're using ProBuilder and this is just a tiled texture read this: https://docs.unity3d.com/Packages/com.unity.probuilder@4.2/manual/workflow-uvs.html#auto-uv-mode-features
ill read that
but i was gonna ask you is it better to build 1 wall at a time?
i just have 4 anyway
ok because we didnt learn uv mapping in unity at all
we do it in maya
but why is it dark
?
Do the UV mapping in Maya then if you're familiar with that
ProBuilder UV mapping stinks
seems like the light was pointing at the other direction
had no idea it was a directional light
i dont think im going blind yet
is there way to "apply" game object transform changes to 3d asset ?
In Blender or ProBuilder
Thanks a lot
..
@everyone
Is it a bear? A wolverine?
bear
any good blender tutorials?
what part of blender do you want to learn about?
3D modelling?
sculpting?
Animation rigging and weight painting?
Texture painting and UV mapping?
3D modelling and maybe sculpting
Hi guys, I release a level design with +100 models for free made on Unity.
if you like please support me on Patreon to keep this assets free and bring more content
Download https://zsky2000.itch.io/
Patreon https://www.patreon.com/Zsky
Hi yall. Just getting started with Unity and I have a cylinder as my player with the camera set behind him. I have movement setup with my script and that's good. But I want to have him pivot a little differently than what is happening now. When I pivot using the A or D key the whole object moves, and he does face a new direction, but I'd rather him just pivot in place. Can I do that?
I don't know if this is the right channel or not. Hopefully this will make sense: Can you make decals that only affect the normal information?
I guess probably not, because the decal can't really 'read' the other textures from the mesh its sitting over
How would I go about making a Sphere hollow?
pretty easy to do in blender with two spheres and a boolean modifier
but you essentially need to make the inner and outer wall
Okay, so I should just make one in Blender?
definitely
Okay gotcha, I am more experienced in that anyways. Thanks!
Hello!
I'm very new to Unity and would like some help, anyone that is avaible and/or likes to help please @me or DM me
Hey guys, I'm building a tool for very quick 3D creation and would love your feedback on the idea! We are creating all the props that are so boring to make, starting with chairs and tables. Other interiors to come. What else would you want to see? Would you use something like this? https://sloyd.studio/
That certainly does sound/look useful, for blocking out a room if nothing else.
Hey does someone now how to remove a specific part of an 3d object in blender?
No idea brother, sorry
ok thanks
No problem XD😂
In edit mode you can make any selection you like and press X do delete facec, vertices etc @eager mist
Hi! Very new to Unity and need some help regarding mesh colliders and children and parents. For more info pls dm me
i have a huge issue
every time i use the rotation tool, and switch tools, the rotation tool resets but the rotation of the object doesnt.
and i need it to save rotation because a steering wheel script i have depends on it
I use Hdrp and got the flooded grounds asset from the asset store, but most assets are purple what should i do
the better approach would probably be taking a sphere, cutting it in half and then extruding but either way works, this will give more overall control
I'm by no means a blender or 3D modelling expert so I'll happily defer to you
When it comes to building rooms is it preferable to build them in Unity or build them in Blender then import them?
It's easier to iterate when you can do it in Unity
It kinda depends. It’s probably easier to block out and test gameplay in Unity. But if it’s more like a room that you’re trying to build out with details and props it may be easier to do in a modeling app
Oh I read it as doing the placement
Doing the models in a dedicated 3D package should be better
Well, he just says “building rooms” which is too vague for a good answer
I'm doing my first real tests with adding 3d objects
Looks good!
hows it??
will upload some more after post processing
Hey y'all. I am pretty new to unity and need some help. Any idea in making 2 gameobjects into 1 prefab, i.e. connecting (?) those two?
well if a prefab is a game object itself
as for my knowledge if u make one gameobject a child of another gameobject and then make them a prefab u can get a prefab with two gameobject
Thx !
That's really great progress really quick
so umm
when i use unity Remote 5
the resolution of the game decreases
like crazy
everything looks pixelted
is this normal?
and will this affect the end result?
also
it gets really bad fps
i get 60 constant on pc
on phone its like 20 or smth
uhh so
i need help
just gotta add a subdivision surface and it will be beautiful
Try the build and run. The actual build will be how your game looks and plays, the remote is more or less a low res video from your device.
Its pretty normal to get much worse FPS on mobile than pc. If you aren't VSynching and are normally at 60, you'll probably have to push up performance a lot more for mobile.
alr thanks
y0 guys
my assets on Unity have their pivots centered
how do I import with custom pivots
All assets import with their own pivots, which is their origin point.
Make sure this doesn't say Center. If it does, click it to toggle to Pivot.
If the pivots are not right the best option is to go back to Blender or whatever 3D modelling application you prefer and reset the origin of the mesh there as desired
for an rpg how are different armor sets modeled for the character to wear? do you make it from the character model or some how make it over the character? I'm wondering cause it would mean you have to make at least 3 sets if not more of the same armor, male, female, more if you have different races for it to work with.
Yo, hope you are all safe. How would I achieve this look? It almost looks like clay. Can somebody point me in the right direction?
Lots of different games use lots of different techniques
Does it have to do with shape keys which is a similar process with customizing the character itself? deep in the rabbit hole atm
I think its something to do with blend shapes and weight painting, seems like a complex pipeline
There isn't one way to do it, but a lot depends on just how many you're planning to have and how "generic" they are. Like, if it's an MMO-ish game where a piece has to fit over a character with a ton of variation you might approach it differently than if there's 3 main characters.
the game im considering to make is an rpg, which the player can make a customizable character and so armour would have to fit different types of characters.
Have you looked into something like UMA?
what is that?
It's a system for creating characters in Unity that supposedly has a pretty good system for dealing with clothing.
I haven't personally tried it but I've heard it's pretty good.
I'll look into it, but I've been learning a lot of blender for a while here and would like to make my own.
I've been enjoying the ride on learning how something is done, im not looking for the fastest way.
Oh, you can still make your own: http://umadocs.secretanorak.com/doku.php?id=knowledgebase:content_creation
It lets you make and skin your own character, make the clothes. It just provides a system for doing it efficiently as I understand
I assumed this was a character generator... ohh
I'm not gonna try and sell it too hard, but I didn't want to give the wrong impression either 🙂
My main character has a few different outfits, which are modeled as different meshes in the main model file. I turn them on or off at runtime as needed. It's one approach, but it certainly wouldn't scale beyond a handful of looks.
One of the problems with generic "armor" pieces is clipping. They tend to get made oversized so that the player model underneath can't clip through them too easily.
Well this could be the way around what I was thinking of an alternative is if im roadblocked too long I could just make a dedicated character, id rather have a personalizable character for players to use.
Yeah, UMA solves it by prescribing a way of chopping up the character base mesh in a way that the body parts obscured by the clothes aren't rendered at all, so no chance of clipping.
but it isnt turning the faces of the base model off? doesnt that make a performance issue
Well, it is. YOu split the mesh up so that they can be turned off when appropriate
oh okay
Yea im going to have to read more into this program I like the price too, lol. thanks
Hope it helps!
Hey everyone! Sorry if it's wrong channel for that, but... is there way to paint on all the lods with Polybrush? It's possible to paint on a few meshes, but seems it doesn't work for lods by some reason
So in Blender you can do Inset Faces to split a face in like a beveled pattern, or Poke Faces to get an umbrella-pattern (that's what I like to call it!). Is there any way to split a face into a grid of faces?
Hiya, I am quite new to unity, but here goes;
Is it possible to create a huge array of 4D points (x, y, z, w) and then tell Unity to render only those points for which a statement is true, for example if you say w=0.47, then render all points of form (x, y, z, 0,47)
Im looking into creating cross-sections of the 4th dimension, and though i have a lot of prior experience, am completely new to Unity
Also, do points have a thickness in Unity? Or is it just a data point that you can't visualise, but have to make like a cubemesh for or something
Ive used CATS in blender but I havent found the problem, I have also flip the normals, when I import the model it looks like this
and it should look like this
I have not finished it no bullying please its my first model lol
Darn good for a first one
thats amazin for a first model
Does that hole correspond to a poly face in blender if you look at the wireframe? Could there just be single faces that still have reverse normals?
it could be lightining in unity isnt set up right?
Yeah, I think a lot of the blotchiness is just the topology interacting with the lighting
But the holes are something else
yea im not sure how to help on that
my first model looked like a blob monster, an several times while grab / sculpting it I couldnt help but bust out laughing
I can't model anything organic to save my life, so I've been commissioning characters when I can afford it
But I have been trying rooms and props a little
yea the inorganic stuff with sharp edges saved me from giving up in blender, still going to attempt to make a char though
yes they do correspond, I thought doing Normals - Recalculate outside would help but apparently it does not
and thank you for those who say its good, if I finish it and you play VRC youll be able to use it
the glasses remind me of the pilot in cowboy beebop
@ornate cloud Try telling it to flip those normals on those faces explicitly
I don't know how to do that in Blender exactly, but I know it's a thing based on problems people tend to have 🙂
oh can help there
I've only used Maya so far
Can you show a wireframe from blender too? I have a theory that the topology will explain the blotchiness
top right view port overlays, check box, face orientation, select the ones that are red. then ctrl + n to flip
if it doesnt flip, there should be a check box overlay that pops up in the bottom left*corner that you have to check
after doing ctrl+n
will try
my first attempt was good but it had 380,000 faces, only 360,000 more than the allowed
lemme know how that works when you import it. I havnt played with decimate yet, but was curious how topology changes when you do that
oh! did you save the first one as a normal map before you did that? Thats a trick to keep the look without the face count I think, thought that was really cool when I first heard about that
Yeah, it's common to model in high poly then make a lower poly version with a normal map
damn, I did not, is there any vid u could share?
But I think those unevenly shaped faces are what's doing you in with the lighting
If you've ever wondered how to bake detail from a complex object to a simple object, there's an easy way to do it. And, in the next 40 seconds, it'll all be yours! Hope it helps!!!
If you enjoyed this video, please don't forget to like and subscribe!
You can find my entire Blender 2.8 Speed Tutorial series here:
https://www.youtube.com/watch?v...
That's the sort of topology you want, where the faces are pretty evenly spaced and sized
do you have to remesh to get that to work or does remeshing break it?
The artists I've worked with have all gotten the model the way we want it first, then they spend a couple days "Retopologizing" to get that
oof days you say. I havnt dived into retopologizing yet, but I heard it could be a pain
I know maya supposedly does it really easily, but I dont want to pay for that
I don't know if it ACTUALLY takes days, or if it's because htey have other clients than me 🙂
wait, so, does it work with any mesh? Like if thats the case I could redo the model from 0 not taking care of the polygons till the very end
@ornate cloud As I understand it, it's a process rather than a magic button. But yeah, they do it as a matter of routine to everything they make.
And you want higher density around places that need to deform/move. Like, around her mouth
Oh well the model will not move the mouth neither the eyes (it has got glasses)
I think this video might help if you want to dive into it a bit
There are as many different correct ways to do Topology, and many professional teams do in fact use triangles for a variety of reasons. Learn what those reasons are and when they might apply to you :)
If you enjoyed this video, I have a small 1$ Patreon perk available for anyone who would like to help us save up for Facial Motion Capture :) Onc...
you guys saved my life
happy to help when others have helped me 😄
@ornate cloud That helps, but surely it'll move SOMETHING. It applies to joints like shoulders and elbows too
im using mixamo to auto-create the bones, I hope everything will go ok
Higher vertex density around articulation points makes the model work better without gross looking oddities when animated
I see, well I will apply what youve shown me only on high poly things like the hair
THANK YOU SO MUCH
Hair can go either way depending on what you want it to do
For instance, her hair here acts mostly like a helmet and doesn't really move, and since the texturing is fairly uniformly colored it actually has a way lower density than the rest of the model
I did add a little physics to the pony tail in-game, but since the texture isn't complicated looking it still works fine
Hey, Game Artists, I'm curious, how you named your folder where you save the .fbx files?
u used curves right
I didn’t make it myself, so I dunno what he did
oh ok, because Im using curves which have got a lot of polygons but I will try to do bake once I finish it
ive got a file of models (theres 1 named other models and another one named own models) all my models are saved as .fbx
Anyone know how to use Color Studio?
It's currently free on the Asset Store
I'm trying to change a particular color to another for a Synty's Ploygon Character model.
But the asset has no instructions for doing a color change
I dont know srry
and for those who helped me, I have finished, I hope everything will go ok once I open unity lol
Looks good!
What's that from?
Hey! I wanted to try to model a character myself, do you have any guide advice? I don't want anything complex, just some pointers. At the moment I have a base mesh like the one at the beginning of this video https://www.youtube.com/watch?v=lf7TWY1MB94 but I don't think the topology for the face that is done in this video is good, right?
Only used a few command to Move, Scale, Extrude and Loop Cup.
When practicing, simple the best.
Thank you for watching my channel.
Sorry actually my English is not very good.I hope you would excuse me.
--------------------------------------------------------------...
its good but depends on what you will use it for, I would not make it using subdivision (nothing wrong but not my favourite way to create a whole body), what Ive been doing is that a take a look alike model and then I go to sculpt mode and start making the changes, but as I said, its up to you, you can see here the model ive been working on recently, for the head I took one from an already made character attack on titan and modified it, but do not consider my advice as a GOOD one, I started using blender some weeks ago
but its perfect if you want to have a really low poly model
mine has got 19,990 polygons
I'm just throwing stuff together with blender and need to know how to export a model as a single mesh
Nvm worked it out
And so do I, I have never tried sculpting... I just had a feeling that using the knife tool that way to do eyes a and so on was a little wrong, dunno why exactly
Hey, im using a software called armor paint for pbr texturing. I want to make a scope black glass material but cant get it to work
Anyone uses armor paint?
In there it looks fine but in unity its not really the same
Is this the correct setup for a pbr textured object?
Smoothness ive adjusted to look as good as possible, 1.0 looks all watery
just wondering for workflow, (since I've only really done subsurf models before). Is it better to create a high poly first and then a low poly after? rn I'm wanting to make an axe but just wondering where to start.
Whatever fits your style. One way is definitely do high poly, or even sculpt the model then retopo it for a game. Or, you can go straight to the low poly version to be used if that's your style.
fair enough, I'm thinking of creating a block out first, and then adding detail to each part of my axe, which is what I'll consider high poly. Then head into sculpting for any extra detail, ngl... I'm not looking forward to UV unwrapping. But cheers for the help. Its much appreciated 🙂
I thought uv unwrapping was a hassle but really learn how to do it and have no problems now
one thing that can screw up is the object scaling, what i do is to make sure to scale individual axis always in edit mode
so the object remains 1,1,1 scale in object mode
that appears to be affecting uv mapping, correct me if im wrong
It'll affect a lot of things. In blender you can apply the scale though, which you should definitely do from time to time.
Hotkey for that is Ctrl+A
no idea what outline script is supposed to do
make an outline sure, but is this an official script? how is it trying to make an outline happen
maybe check some free shaders out
@ornate cloud
It is official I got it from the assets store, I need to add it individually, I will try with the shader you sent instead of the one Ive got because that one has no outline thats why Ive been struggling
Thx
have u made this in blender???
if yes did u use sculpting tools for making it???
@ornate cloud Worth noting that just because something comes from the Asset store doesn't make it "official". When people say "Official" they usually mean either it comes with Unity or is supplied by Unity. If they didn't make it themselves, they don't guarantee anything that's on the asset store. It also means that if you're using an asset you found we're not likely to know anything about it; you generally would need to contact the Asset seller's support for help.
how should i go about bringing this into unity
its a bunch of particles that act as grass
i can get the model itself with the particles in no problem but how would i do the material?
Blender materials aren't compatible with Unity
You can bring over whatever image textures are involved
But then you have to remake the material in Unity
you want to make your own keyboard controller script?
imported an object that has an camera maybe?
hi all - i have an issue that probably has a simple solution..
when I "build" with probuilder, it renders as the box on the left. i was wondering how to keep the scale markings there, like i see in a lot of videos?
The thing on the right is a material that comes with ProBuilder
I general you change the appearance of objects by applying materials to their renderers
Can someone help me out and tell me why this happens when I drag this .fbx into Unity?
It is not meant to look like that
how is it supposed to look
A lot of the things you see inside are being stretched out of the plane
The scaling is wrong. You have 0.12 on the Z axis. It probably has to be the same number for all 3 axes.
I made a plant store in blender. Hope you like it. Thanks for viewing! 🙂
.
https://twitter.com/FarrukhAbdur/status/1379441276135804940?s=20
I completed the plant store. Here is the full view! 🌿🌸
For the theme and design, I used storefront references from @Owakita_
Artstation: https://t.co/Dep1Z0syI6
#b3d #gamedev #indiedev #polycount #substancepainter #blender3d https://t.co/tdUclds4B8
So I’m going to be making a very large airplane in blender to use in a unity game, where the play can go through multiple cabins etc (hence why it’s so large). I’m wondering how I should split the plane up object wise, since I’m fairly certain that if it’s all one large object it’ll be really bad for performance right?
I like magicavoxel
Can anyone help me with textures? I download textures from poliigon and want to use them in unity. This works but I don't really understand how all the different maps work. I have this shiny brass metal, but it looks really dark, ugly and doesn't reflect light. I have no clue how to make it look how it is supposed to.
How mine looks:
Supposed to look like:
Thanks! The y scale was already 1, so I went back into Blender, selected all, then applied scale
So, that worked
When I add a wheel collider, how do I see it?
I add the component, but I can't see how it changes when I change the radius
What am missing?
make sure gizmos are turned on in the scene window
Thanks
@last cove setting your normal map to the correct mode would help, also are you sure you want to be using a specular shader model? Can you show your list of textures with full names? Lastly, with metallic materials it's important to have a reflection probe so make sure you have one baked
I doesn't show the backside
These are all the textures of a "Specular" setup. I also have the option to download "Metalic". But I don't know what the differnce is. What do you mean with setting the normal map to the correct mode?
I'm really new to this, especially to texturing and models. So I'm not sure what a reflection probe is 😅
As long as you're assigning the appropriate textures it's fine to use specular
Make a reflection probe from GameObject>Lights>Reflection probe
You then need to press bake in the iinspector
Well the problem is I don't really know which maps to put where, I know Albedo, normal map, heightmap and secondary albedo and so..
But I don't know what to do with the AO map and how to combine the gloss and reflection map.
Most textures look fine, but as soon as I need reflections or something shiny it looks like it came right out of the gutter 😄
These for example look normal, I think.
can someone tell me how the mesh of the cube is colorized that way by such a multicolor texture file selected below in the project explorer. I dont understand how the mesh knows which color to use for which areas for the cube, for me it is magic. Where is this info stored 🙂
You will need to combine your textures somehow @last cove, for example in Photoshop
hey guys,do you think this building is too highpoly for a mobile game?assuming there will be atleast hundred buildings like this in the game environment
this specific object has around 2k faces
im texturing the assets using a 128*128 color palette
Hey, I have a question. I want to make a car game but building the level in the unity editor is pretty time consuming. So I want to build a map editor where you can create maps and import them into you game. So everybody can create some, and publish them.
Is that possible?
is that a plane or cube with a little thickness???
it's a plane
I got to the conclusion that unity doesn't have double sided materials
it also doesn't have a snap to grid toggle when placing objects
it has snap to grid in pro builder
wait i will check it out
u need double sided transparency right
like glass doors have 🤔
yeah
I'm gonna be honest, I'm used to a very modular workflow from Unreal, and unity is a pain in this aspect. Gotta research more to see if it's possible to use the same tools as Unreal
for example, unity duplicates assets in the project folder, so it I want to quickly reimport an asset, it's a pain
🙃🙃🙃
When I import my object from Blender to Unity some faces disappear while looking from different angles. Does anyone know how to fix this?
for now I duplicated the geo and flipped the normals in each side. for my small scene it's not a performance issue
you have the normals flipped
Is it on Unity or Blender?
Blender. look it up on Google, how to flip geometry normals in blender
Ok thank you very much
okay i didnt get it (as the whole thing that u told is somewhat new to me) but i will pretend like i understood
here is my approach
this is what u wanted to do right???
@wicked umbra
if you go to the other side can you see the glass aswell?
well here i forgot one thing
turn your material rendering mode to transparent
and then decrease the Alpha
that way u can achieve this thing...
i need help
if i rotate using the rotate tool it doesnt lock the tool just the objects rotation
can you elaborate??
i think u are asking about pivots (World rotation pivots and object rotation pivots)
correct me if i am wrong
yeah i think
@vestal shore when i use the rotation tool, it will reset the tools rotation after a rotate it but not the obj i am rotating
does anyone know how to use animations from unity asset store for you on model in blender and use that model in other game engines?
w o t
still not getting
just make a short video turn it into a gif and upload here
nvm
where the hell did .3ds import option go in blender?
tried an online converter doesn't seem to be quite the same model I remember
**it's been an addon that hasn't updated to 2.8.. ok blender 🙂
its called an uv map
and it is inside the object
its somewhat an cutout of the object
this is a bad uv map but for the idea
and it goes over the texture and so it puts the textures on the model
Hey, I'm using probuilder to make an UV map. I've colored the maping but I have no idea how to get the UV map into probuilder.
Can anyone assist me?
Does anyone know any software or techniques that can be used to make rigged voxel models? Running With Rifles had something like this for modding.
this is a favorite
https://www.voxelmade.com/magicavoxel/
Thanks
Even tho I removed my directional light and my skybox I still have shadows and my building looks really fucked. Outside:
Inside:
Does anyone know how to fix this?
I want a dark building / scene, for a horror setting.
I'm still on the quest of find out how to replicate some Super Mario 3D Land Graphics.... anybody already made something like this?
help
when i try to import this bowser model from blender to unity, this is what happens to it
when i try to import other models they turn out fine, but only this model looks like that
some meshes are transparent, making him look like he has no eyes and body, and some of the colors are darker than normal
idk how to fix it
i need a 3d modeler for a fps survival game im making dm me if interested
@last cove Clear Baked Lightmaps.
where are they and how do i check them
In blender
This should explain it
@keen apex
ok
also one more thing
i have a mario model as well, and im trying to animate it, but when try to in the configure tab in the rig tab, it stretches the model out like this
it shouldnt be like that
neither should those extra parts be in front of mario's eyes
oh yeah and when i get close to the model the parts disappear
then reappear when i back up
how do i fix all of these?
I honestly do not know
The disapering parts I belive is because of normals
look up a video on hot to fix them inside of blender or whatever 3d program you use
If modeling a static mesh should you dissolve all the extra edges from loop cuts before importing and triangulate? I tried this and it cuts triangles by ~900 but it irks me how ugly the triangulation looks - maybe it doesn't matter though for static? Here is the mesh with only quads and a bunch of loop cuts for reference
And this is with the loop cuts taken out and then ngons triangulated
you should remake your light generator.
thanks
Did it work?
After reading through a lot of crap I went with the triangulation, from what I've read should be fine if the surface is flat and won't be animated.
Okay as long as I triangulate ALL faces before export it is fine like that, if I leave some quads it gets real jacked up 
I made some campsite props for my game and I was wondering about the best way to bring them into Unity would be.
Should I import each prop as it's own FBX? Or should I export all the props into a single FBX?
Depends if they are grouped, combined. Will you be able to use them individually, then each one seperatly. Or just static objects=one mesh combined.
I'll be using them individually
This just feels kinda.. wrong I guess? Unintuitive? Exporting items one by one and setting up the materials one by one in Unity is slow and clunky and the asset browser quickly becomes unmanageable. I feel like I'm missing a far easier way of doing this
Setting up materials is easy, they will come over with the mesh so if there is a new one you pop the mesh open in unity with the arrow button, hit ctrl+d on the material then drag the copy into your materials folder for your project. Great thing is they are very reusable and you can remap everything right here on import
So if you need a mat you've used before you just drag and drop. It doesn't even really matter what mats you used in blender.
if it's a scene with many moving parts it's not expected you do it one by one, group them up and send in a single FBX.
That way the materials can be exported all at once into a materials folder,
easy
by group them up I don't mean merge them into a single object- simply selecting them (dragging across the blend scene even) will be enough info for the FBX to bundle the objects together, and they'll be able to be moved separately inside unity
ofc if it's an environment maybe you want them merged, up to you
when i attach like a gun model or any object like a cube
to the main camera
and look up in the game
the object streches
Your container parent object has uneven scale. Should not touch scale at all unless modifying default primitives as child objects or simple temporary animation effects.
i fixed it by shrinking the character to 1:1:1
but now how do i make him taller
without it goin weird again
set properties on child objects. But scaling affects physics as well. So you should really use already properly scaled model.
has anyone worked with sketchup here???
i need some help with importing a model from sketchup to unity but i am not able to extract the materials applied to the model in sketchup when imported to unity
move the actual mesh renderer / collider part of your character to a separate child object
scale that child object instead of the main parent object
when i import .fbx file from Blender to Unity, and i try to add Mesh Collider to that object it does not want to make any collider, or if i choose different same named "objects" it provide some kind of strange collider in front of it, and when i export .obj file, it can provide great Mesh Collider but the .obj file contains only one single model and i can´t program parts of the object later on, can anyone help ?
@acoustic river Place for this is pinned in #💻┃unity-talk
[Work In Progress] Glock that I modeled/textured. It still has many missing parts, and I've only made the base texture. Also messed up the proportions 😭
yes the trigger guard is a bit chunky I like the base material you've got on the edges looking good 🙂
Thanks! It's procedural so I don't have to do hand painting or anything! xD
substance? good stuff
oh I see, me too haha
Armor paint is getting better, blender style nodes if you're interested
1 time fee super affordable
if you don't need it though all the better!
How does it look?
Nice!
Hehe that's what I'm going for
For some reason, if you buy Substance Painter through Steam it's a one-time fee.
And you get a regular license you can use with the non-steam version so you don't have to launch it through Steam every time
If I recall correctly, it's also slightly cheaper that way than buying a yearly sub. The only catch I know of is you can't use that version if you make more than $100K on your game.
The model and materials look good however I think the lighting could use some work
If you reach over 100k, just spend a tiny fraction of that on a license that allows you :p
Yeah, I never consider those clauses much of a concern 🙂
can anyone help me with this??
I don't know anything about Sketchup, but materials generally don't transfer between applications
Create a new material in Unity using the same textures
when I get close to my model (using mouse wheel) my camera stops moving, I cant do anything after that
actlly i meant the textures are extracting when i try to extract them so that i can make a material
https://www.youtube.com/watch?v=DmI59VIMeNA&t=68s
i want to do something like this
In this video I will show you how to export a model from sketchup to Unity and perform light baking successfully without any artifacts or any other type of issues. This is something I learned from many tests and reasearch I have done.
00:20 Sketchup Surface Directions
01:22 Importing into Unity
02:16 Light Baking
03:10 Final Result
but i m not able to extract the textures
What would be the consequence of vertex normals not being normalized on a 3D mesh?
Is that going to screw up lighting calculations?
Maybe you can import the model in Blender then UV bake ?
I just spent all day trying to figure out why my lightmaps weren't baking properly, and it appears the issue is that Unity isn't re-importing FBX's properly when they change. I must have resaved and reloaded that file 50 times with different lightmap settings, and various tweaks in Blender. But it turned out all I had to do was save it with a different filename. Of course, doing that means my entire scene setup has to be re-created, which is why I didn't even attempt it, and even knowing this, it means I may run into this issue again when I am far along in the development of my game and need to make a change to the base scene, which is crazy. Does anyone know of a workaround to this? It seems like one ought to be able to make a script that can replace the fbx in the scene with one with a different name and retain all the changes to the children in the heirarchy.
Anyone have a solution for models not taking the material that you put on them?
Yes, I've already UV mapped the model in Blender. Yes, the model in blender has the texture applied to it. Yes, I've created a material and assigned the material to the Base Map. No, the standard shader in URP does not work(its all pink...). V2020.1.17f1 Personal.
@ornate ocean screen shot?
What texture size is optimal for unity? (looks the best but isnt over the top like an 8k texture)
most of the time 2k resolution would suffice
I'm using the Universal Render Pipeline
In Blender? I can check and see
Importing the model into a brand new project lands me here
But, the material application doesn't match anywhere near whats on the blend file
Materials aren't imported into Unity, you need to recreate.
Huh? I'm not sure what you want me to recreate. I've already reimported the material(png material) as a material and applied it to the model
In metallic mode of standard shader, lighter shades of grey on the specular map, are considered metals and darker non-metals. Range is between 0.0 and 1.0. I am confused what shade I should give to the transparent glass surface? Glass isn't metal so it shouldn't be lighter shades, I guess. Is there any usual shade between 0.0 and 1.0 that is used for transparent glass surfaces?
For some reason the exported UV's only contain the face
A helpful fellow created UVViewer and its showing my model as having 3 different UV's. Unfortunately, all three of those UVs have issues with their layouts(random verts dragged over). Seems I need to figure out a way to fix the UV on import to Unity
Solved - Unity doesn't like multiple UV maps and defaults to the first UV map which was only the head. After deleting the other two and keeping the final one - it works now.
Textures can be transferred between applications, but the shading logic itself cannot (which materials generally include).
Okay
Anyone know why my UV seams become visible during play mode?
Looks perfect in Blender and scene view
Might be mipmapping or something like that, you should dilate your textures to adjust for that
Thanks I'll see if that works
Hey everyone, so I've made a scene in Unity, using several different asset collections and I'd like to clean up my project.
Put all the materials/textures/models into neat folders with just the things I'm currently using.
Is there any easy way to find all the materials I'm using in a scene?
Or do I have to go through every prop individually and place them?
I'm not aware of any built in way, despite Unity doing it automatically when you build the project.
But you can use this script to check if a gameobject in the scene is using a Material.
Got it somewhere online awhile ago, found it useful for that.
Could modify it for other components too, Or maybe even modify it to shuffle through a folder and check each of those materials.
using System.Linq;
using UnityEditor;
using UnityEngine;
#if UNITY_STANDALONE
// Not supported when building to mobile
namespace Utils.EditorExtension
{
public class MaterialChecker : Editor
{
[MenuItem("Assets/Check Material")]
private static void CheckMaterial()
{
Material matToCheck = Selection.activeObject as Material;
foreach (var renderer in FindObjectsOfType<MeshRenderer>())
{
if (renderer.sharedMaterials.Contains(matToCheck))
Debug.Log("Material used by " + renderer.transform.name, renderer.gameObject);
}
}
[MenuItem("Assets/Check Material", true)]
private static bool CheckMaterialValidation()
{
return Selection.activeObject is Material;
}
}
}
#endif
It would work as is by:
Selecting a material.
Then use, Assets -> Check Material
Check the console to see what objects are using that material.
@native furnace Thanks, I managed to sort it out. I exported the scene and then found that I could search stuff my type on the search bar. I when through and sorted the different items into folders and deleted copies.
Hello, I wanted to ask: how would I go about connecting these two walls together? I tried scaling things but I can get it to snap together correctly. (Using pro builder)
hey does anyone know how to get the props i downloaded into my game? need help please
@pliant stratus Looking for members boards are pinned in #💻┃unity-talk
hope you r good, ive got an issue, when I add an image to the material it only shows one colour
looks like this
and my image is
I have maked a 3d modelisation but in unity it doesn't look the same
In unity i can see only the the normally hided faces ( i have a bad english)
anyone here who can tell me whats going on with the light here?
inside of my 3d software it looks fine
try selecting all the meshes, edit mode, select all, mesh, normals, recalculate outside
blender
I'm here; where is the recalculate outside ?
ok i find it
In blender the modelisation is ok but it still wierd in unity
when blender is broken
What's broken?
got it fixed, gpu drivers were 2015, so i updated to 2021
error came
then it crashed
rip my new car
is broken
tried putting from blender to unity
some pieces are missing bruh
how do i fix the holes?
https://www.youtube.com/watch?v=0Kp-OTkqASU
Trying to figure out how to make the suspension more stable, any ideas?
Need to work on improving stability
Follow Development by joining the discord
https://discord.gg/8jaGRjwkR9
Hey everyone , Is anyone here familiar with blender to unity 3d modeling?
Like in this video? I already have a character drawn. i'd appreciate if someone could do it for me if its easy. Cause im not that good at blender. :/
https://www.youtube.com/watch?v=ogz-3r0EHKM&t=48s&ab_channel=JelleVermandere
Learn to create a 3D character from sketch to game.
I go over all the steps and give some tips and trick along the way.
in This tutorial, I use the following programs:
Procreate (Ipad)
Blender
Affinity Photo
Unity3D
If you liked this video, be sure to subscribe so you won't miss the next video!
You can use this for all kinds of applications:
-Y...
How many reference views do you have?
You mean front and side views of the image? Only got the front of the character
But iI think I can make the side too
made all of them 🙂 front-back-side
👍
@proud halo So could you help me? Cause I dont even remember how to shape a cube in blender 😛 I've only made the donut haha
Yeah I could probably help
I am new to unity, I have money so I have some questions for experienced unity developers
what are absolute must have tools/asstes/etc? (paid and free ones)
btw my criteria is I am using URP, making a FPS horror, it will have randomly generated rooms (it will take place underground, and it is based on SCP if you know what that is)
Also if anyone can recommend me a place where I can pay someone to model realistic humans with clothes based on my descriptions, UV and Rig them.
That would be cool since my modelling skills aren't good enough to make realistic humans.
I’ve commissioned a few 3d models, honestly it’s tough finding them unless you don’t care about the art style. And I’ve found few of them texture themselves, and never found one who also rigs
But I often started by browsing art station looking for art in a style I liked, the. writing the user if their profile mentioned an interest in freelance
yeah I would browse artstation for inspiration, but I can never make up my mind on an interior design
also that sounds helpful, I will try that thanks
To set expectations, I find that about 50% never respond at all, and another 20-30% are too busy/uninterested.
So don't get your heart set on any one person, and send a lot of emails 🙂
Rates can vary a LOT too. And having concept art often helps.

to make it not so work heavy, I plan on just asking for a female and male type of each outfit and then multiple female/male heads I can just switch out to create variation without so much work
#🔀┃art-asset-workflow message This matter is still unsolved , If anyone can help i'd appreaciate it
How new are you to Unity? That projects sounds quite ambitous.
yeah I am probably dumb for going for a project this big on my own, I hope to acquire devs to work with me in the future but with dedication and purchasing the few assets I cannot make on my own, I think I can eventually put out a playable game
hey guys, for some reason all of my (horribly made) 3d models that I've imported into unity have a much lower clipping range than any of the in-built unity models, such as the sphere or cube.
can someone please help me and explain what the cause of this is?
so basically if you want to do it as simple as the vid I would suggest adding a cube, subdivide it and then add the modifier the video shows, then Id use sculpt mode and chose elastic deform
thats how I would do it, idk if there are easier ways
Best of luck to you