#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 59 of 1

near phoenix
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thanks, man I wish unity discord had a for-hire or a chat dedicated to selling a service of sorts

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boy I sure would pay a skilled 3d modeller in here to create characters for me hehe πŸ˜‰

plucky meteor
swift estuary
plucky meteor
weary girder
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Sorry Guyz but does royality free licence means i can use the product for Commercial uses

dusty jewel
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Ye I understand the process you say. But my problem is that I know blender. I’ve only made the donut from blender guru and that’s it . Like 7 months ago :p ill try it tho

patent summit
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need help

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i put my model from blender to unity

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it got holes

pastel steppe
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Make sure your normals are correct

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you can check that in blender

patent summit
safe musk
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I need a 3D artist

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Dm me

rigid valley
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Which software i should choose for making 3d models for my unity games maya , blender or some other software

outer halo
ornate cloud
patent summit
weary cedar
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i am studpif

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d

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can anione put a wallrunmechanic in this script?

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pls?

outer halo
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@weary cedar Please don't ask for free work, and this channel is for 3D art. If you have programming questions, use #πŸ’»β”ƒcode-beginner.

weary cedar
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k

outer halo
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But ask questions, don't ask for charity.

weary cedar
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yeah

brave ravine
proud halo
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I’m using a bootleg Blender in my browser

woven tide
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@mild yarrow you 3d designer

acoustic river
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Is it normal that the ground texture has this square look in the distance?

valid cave
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how can i understand what market needs for 3d models

ornate cloud
floral pendant
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hey guys, I have been working on this project .It would be really great,if you guys could give some feedback.

ornate cloud
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I like it, the lights, shadows and reflections could not be better

brave ravine
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Really nice atmosphere

ornate ocean
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Hey guys, trying to decide on which toon shader to use. The first one(non-shadowed) and the second(with shadows). Which looks better?

errant plover
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@acoustic river Yes, it's fine. You'll eventually cover it with grass, trees, rocks, pathways, whatever. And it'll look fine.

brave ravine
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@ornate ocean I feel like the shadows are way too heavy on the 2nd one

ornate ocean
brave ravine
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@ornate ocean The shadow's falling on teh wrong side too isn't it? If the one on the ground is in front of her, then the light's hitting her back and that part should be most lit

ornate ocean
rigid valley
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@brave ravine I have no idea about 3d modelling and animating. And money is not an issue.

brave ravine
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@rigid valley Are you planning to learn and do it all yourself, or are you planning to hire freelancers to make models at least some of the time?

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I ask because while most of the time I think Blender is good enough especially for its price, there are some circumstances where I think Maya might make more sense.

rigid valley
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@brave ravine do it all myself

brave ravine
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Ok. Then I guess I'd probably say go with Blender. You'll also find a lot more help with it on this Discord at least, it can work well with Unity and it can do most or all of the major feature areas you might need.

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Maya's big advantage is interoperability with other commercial applications (ZBrush, Painter etc), and with other professionals in the industry - I've found that Maya tends to be the default go-between for everything.

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Not that Blender CAN'T do those things too, there's just more friction especially with freelancers

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Maya's pretty pricey too. There's the "LT" version that's just under $300/year, it's pared down, can't run any Maya plugins, and you can't have more than $100K budget (or revenue). And kind of appallingly, while it can read regular Maya files, regular Maya can't read ITS files. Then there's Maya Indie which is the same price, and it's the full version of Maya. But you can only have one person in your organization using it (not really an issue for solo). Aside from those two options it's like $1800/year which is darn hard to justify if you're not making a lot of income on it.

floral pendant
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@ornate cloud thanks dude

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@brave ravine thanks bro

coral island
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Hey guys, I have been creating 360 images and videos using unity Recorder. It works great with URP but I wanted more realistic Enviourment, so I used HDRP for this one. But for some reason when ever unity takes these images it comes our really blurred and distorted.

I usually take images around later stages, i.e. at frame number 120 or something to give time to unity to focus itself and work on the image, but no matter how long I give unity or how many frames or videos I take, it's all the same.
also I have tried lowering the recording resolution, but same results.
I would really appreciate some help and guidance.

dim merlin
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who is can help me in voice chat

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who can help with my problem pls write me in the privaty message

slate mulch
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is there a place to get recommendations for free assets collections?
i'm just trying to make a game as a hobbie (at least for now) on my free time, so I dont wanna buy assets for now
but also it's hard to get too much different assets from different authors as it looks kinda junky together (there's a lot of free assets, but almost if not all of them have few things)
does anyone have a recommendation for 3d free assets collections for environments, people/creatures with animations, etc?

plucky meteor
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@slate mulch mixamo, free3d, cgtrader, turbosquid, unity asset store, and many others than I can't think of off the top of my head.

ornate cloud
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I fixed the problem I had, no idea why, but I had 3 UV maps, deleting the 2 which do not have the texture fixed it, in case you get that issue (only one colour shown when you add an image instead of the image and the details)

glad yoke
icy mauve
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What is the best format for a 3d model to import into unity?

meager pike
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i believe it's .fbx

coral island
glad yoke
ornate cloud
sullen plank
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Suggest you lookup Blender tutorials. There's a lot of them.

errant plover
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@orchid light you talking about the tabs at the top?

eager mist
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General then tab to edit

acoustic river
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So i switched to HDRP and the textures on the model looks like this in the scene and game, any idea?

glacial elm
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@acoustic river could be your UV unwraping or which UV you've chosen for the material to use

acoustic river
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UV looks fine, but it looks distorted. Is it because i do not have a mask map?

swift estuary
acoustic river
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oh nvm it is the height map

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changed the height map amp value and got it fixed

glacial elm
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@acoustic river was just about to say. displacement hahaha

unreal kestrel
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question, how do i import a character meah with the armatur. Whit out getting any erros?

lunar breach
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I have all my images in the assets, but when I try to use it ||as a logo for example|| it doesnt show

glacial vector
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If you want to use it in UI you'll have to set the type of the assets to Sprite @lunar breach

lunar breach
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ok

drifting needle
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how can u make a low poly person, probably just a single color? (im new to unity and have no experience)

eager mist
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you need to use a modeling software

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such as blender

drifting needle
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oh ok, is it free?

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nvm

swift estuary
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<@&502884371011731486> seems like a scam probably? ^

fluid oak
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In blender, is there a way to hide part of your geometry while weight painting? A friend on another server was asking but I figured someone here might know.

trail cypress
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Haven't weight painted in a while but i think if you hide faces in edit mode then tab into weight paint and use face select then the parts you hid in edit mode will still be hidden in weight paint @fluid oak

fluid oak
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I'll relay that

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Thanks πŸ˜„

trail cypress
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No worries ☺️

woven tide
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Don't you just use b to select a number of vertices and then use h to hide them?

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I could be wrong

trail cypress
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In edit mode, yes πŸ™‚

wind token
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Does anyone know how to rotate an object in-code similar to how the 'Rotate Tool' does it in the editor? Like this:

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When I change the rotation values in-code it rotates it around the pivot point that I can't change in unity. I've tried googling for a while and the closest thing I got is creating an empty parent object and manually aligning - which just can't be the best way to do this in my mind. Unity already knows where the actual center point is, as shown by the rotate tool - how can I get the actual rotation in-code to rotate around that instead of the pivot point?

glacial vector
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It's a bit of work so it's way easier to work with a parent object. But you can get the center of the bounds of a MeshRenderer and use that as the rotation center

wind token
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Isn't that a bit crazy to manually align a gameobject for each mesh that you have when Unity already knows where the center is?

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Going off of what you said, I should grab the center of the MeshRenderer and then - use the Transform.RotateAround function?

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really all I'm trying to do is reset the rotation for an object using transform.localRotation = Quaternion.identity;

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and I'm curious if it's possible to do that while having it stay in the same 'position' and just rotate around the center of the mesh

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I might be missing something because it seems like something a lot of people would want to do but I see hardly anything for it on google besides the manual parent object method, which seems not ideal

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Is there no function that simply replicates the functionality of the Rotate Tool?

glacial vector
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No, if you rotate it around the bounds center, you will be giving it an offset

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It's also easy enough to do this in code instead of creating parents manually

wind token
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Hm - that's crazy

glacial vector
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That's how 3D works at the most fundamental level haha

wind token
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So with objects that don't need a parent, would I have to create a parent anyways?

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or would the code have to detect which ones required a parent for centering and which ones didn't

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I'd have to throw an empty parent on every object I'd want to rotate with this script

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Idk to me that just seems wild considering Unity already has the info it needs to rotate it around the center via the rotate tool

glacial vector
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It's not something that's easy to include, since there are so many edge cases

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For example, unity will consider the bounds of all child objects as well

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It will also include the positions of objects that are empty and don't have a mesh

wind token
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It works perfectly with the rotate tool

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like if there was a way to do that functionality in-code that'd be ideal

glacial vector
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That's what I'm saying. There are a lot of possible variations, meaning it's not something that's easy to expose in a useful way

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But there are plenty of examples on this online with what we've discussed earlier

wind token
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I've been looking for like two hours and haven't found anything besides the parent object method

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and fixing the pivot point before you export the object, but that doesn't work for the editor I use

glacial vector
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Any reason you can't use the parenting method in code?

wind token
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I can - but it seems like a bad workflow, unless I'm misunderstanding.
Using that method I'd imagine I have to create an empty parent for every single object that I want to be effected by this script, or I'd have to have it detect somehow if the object has a parent for the purposes of rotating or not

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Which - idk - seems ludicrous

glacial vector
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There's no need to do it manually, you can create the parent in code

wind token
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create the parent for the purposes of rotating and then detach/destroy?

agile hemlock
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anyone ever used remote rendering services?

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i need some recommendations for good ones

glacial vector
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If you need to yeah

wind token
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Calculate the center of the mesh and then place the empty parent there?

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at that point I feel like I'd just use the RotateAround function

glacial vector
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Yea two different approaches

wind token
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I'm just surprised there's not a function for that already

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like unity seems to handle a lot of stuff - something like that would seem like a no-brainer

wind token
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I guess it's also not just a problem for rotation, but also positioining

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just blows my mind that Unity doesn't let you set the pivot / center point

outer halo
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It's defined by the imported mesh, Unity doesn't need to give you a way to alter it.

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That would just add a layer of unnecessary complexity.

wind token
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Isn't it adding complexity, just offloading that to the user

outer halo
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Yes, it's on the user. Unity is just a tool, it can't assume what you want in terms of pivot. Therefore, it uses the defined pivot in the FBX.

wind token
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It doesn't need to assume, just let it be defined

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It also already has that information in the editor when it lets you rotate around the center

outer halo
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If Unity starts letting you define the pivot for each mesh, then it needs to let you also select verticies and positions to position that pivot accurately. At what point is it then just a 3D modelling program.

wind token
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it already does that apparently

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just limited to the rotate tool for whatever reason

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It looks like it's pretty standard to have a parent object and not just slap the mesh onto the parent object anyways

outer halo
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The center of an object is not based on the mesh, it's based on the bounding box of all the children.

wind token
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alright well the bounding box then

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regardless of what it is, it's different than the actual pivot point

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but for whatever reason they don't let you rotate around that using functions

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Is it standard to always have the gameobject that holds the mesh be a child of another gameobject?

outer halo
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If you rotate an object, it rotates around it's position in space. An FBX you drag into your scene as a root object will use it's pivot point (defined by that fbx) as that point of rotation.

wind token
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the rotate tool accounts for the pivot point and adds the values to the position afaik

outer halo
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How the rotate tool works in editor is the same point which will be used when rotating in code.

wind token
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So using the rotate function, I'd have to calculate the offset of each axis and use that vector3 in order to reset it to it's default rotation?

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like this code: transform.localRotation = Quaternion.identity;

outer halo
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Why not just use that?

wind token
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because that rotates around the pivot, not the center

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so it does not act like the rotation tool

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rotation tool effects position as well

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to offset the pivot point

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Before Rotation:

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After Rotation:

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If the rotation function only changes the actual rotation values, then it doesn't function the same as the rotation tool afaik

outer halo
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Then yes, either you parent it manually, or in code (create an empty at a point, child the mesh to it and rotate that parent), or you move the pivot point in the FBX. However, if it's an object with multiple children, the first option is the easiest.

wind token
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I think the parent object method is much easier with the understanding that all objects will have that structure regardless of whether or not the pivot is centered

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I've seen some tutorials where they add a GFX object and stick that under a parent regardless

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I guess that makes sense

outer halo
wind token
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Do you know the best way to center the model on the parent object? Like maybe a script called GFX that does it on startup?

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Thanks for the link

outer halo
wind token
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if I take the vector3 "center" from mesh.bounds and subtract, it lines it up to the center

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so I might have a GFX script that does that on startup

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it's not perfectly lined up though so I wonder if it's just a coincidence

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the code worked, that's a good sign

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rotating the parent while it's paused rotates the sword as intended now

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so I think I'll just have it standard that each GFX object has that script that centers it to the parent on startup

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only problem is the mesh collider is off center for whatever reason - anyone know how to have a rigidbody of a parent use the child's collider? lol

green basin
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Making a STEAMPUNK Turret Asset using BLENDER and UNITY. Project started end of march 2021 πŸ€ͺ
https://www.youtube.com/watch?v=zIu97rFy0_0&ab_channel=GeogalionGames

From hand-drawn concept art, creation of a Steampunk Turret Asset using Blender and integration into Unity.
Follow me at https://twitter.com/DecayeuxAlain​
Itch: https://geogalion.itch.io/

A partir d'un dessin, le making of d'une tourelle steampunk avec Blender et son intΓ©gration dans Unity.
Suivez-moi sur https://twitter.com/DecayeuxAlain​...

β–Ά Play video
sweet vine
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I believe this is the closest I've ever gotten to a good looking hand-crafted human

ionic zenith
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can any make a low poly human

acoustic river
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trying to line this up but looks wrong is it me or the concept art?

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nvm i just have to move the bottom side down a bit

native jacinth
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the texture is big as hell

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how do i make it better?

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i'm new to unity

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nvm

foggy abyss
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Anyone available to help me with rotating an object in one axis towards a player? Tried a few things i found online but cant get it working

wind token
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Anyone have any links to updated outline methods? When I google it I can only find outdated methods / shaders

swift estuary
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but also you'll want to specify which render pipeline you're interested in

wind token
swift estuary
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Yep I've used that one

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works fine for most simple use cases

twilit cairn
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Excuse but can i ask how one should go about making a 3d texture from camera sampling?

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somehow it always gets only the first step and i end up in a 2d texture on a 3d texture (1 face captured only)

magic root
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Hello everyone! I'm sort of a level designer who can't code πŸ˜„ I'm trying to create a scrolling background made of 2-3 layers. For that, I need to extract 2-3 corresponding images from a scene. I've spent several hours reading/watching tutorials and tinkering on my own, to no avail.

Basically I want to create a scrolling background that looks like a part of the scene (as in made of the same assets, terrain, etc) , just more distant. It's for a side scroller with relatively few assets, and even that little was not made for game development.
I was trying to use reflection probes (and sometimes the camera) to take snapshots of certain sections of the scene, but I cannot transform them to .jpg files.

I'm trying to go along this to come up with the images:
https://www.youtube.com/watch?v=-ZEtUZBcC7A&ab_channel=DumbGameDev

The tutorials start off with having images already available to make the scrolling background:
https://www.youtube.com/watch?v=P3LXGbSA4c0&ab_channel=JasonWeimann
https://www.youtube.com/watch?v=RXNXEIwOLMA&ab_channel=AwesomeTuts
https://www.youtube.com/watch?v=32EIYs6Z18Q&ab_channel=MadFireOn
https://www.youtube.com/watch?v=zit45k6CUMk&ab_channel=Dani
https://www.youtube.com/watch?v=HrDxnMI7pCc&ab_channel=ChargerGames
https://www.youtube.com/watch?v=nGw_UBJQPDY&ab_channel=quill18creates

obsidian haven
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Ok, i'm hating Snatchers anatomy

glacial vector
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Understandable, that is looking solid though

timid rain
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can someone give me a hand? I'm trying to import my model from blender, but it's not importing the texture correctly

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I'm following a tutorial, and my tree is using a .png for the branch texture. That .png is getting imported into unity, but it's not applying to the mesh of the branches for some reason

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I've exported it as a .fbx

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and the .png is in a subfolder called textures

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when I import into unity using import asset, the texture doesn't follow, so I presume I need to bake it into the model somehow?

pale spindle
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I think unity has own file formats for textures

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When importing images to unity, you can reimport them as textures

sullen plank
pale spindle
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Are IK bones not needed in unity?

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If i understand right, the IK bones are only useful when making animations, but not needed when the animation is complete making it safe to delete the IK bones

amber walrus
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They are not needed if you aren't doing runtime IK stuff

pale spindle
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Runtime IK stuff like?

amber walrus
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Grabbing a door handle, adjusting holding positions on an item, adjusting hand positions when climbing.

woven tide
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I've just recently started using blender and used sculpting to create a character but the face count is incredibly high over 200,000+ faces which just isn't ideal for a game, especially a mobile game, is there anyway to reduce the vertices without losing so much detail? I've saw various models with a very low face count but still maintaining detail. Did I take the wrong approach by going directly into sculpting rather than creating a low poly base mesh first?

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I used the decimator modifier but it didn't seem to work on unsubdivide

obsidian haven
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Almost done

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time for retopology

wind token
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Dude the 3D pivot situation is so frustrating lol - I don't understand how people work with 3D objects in this engine when you can't define the pivot point

outer halo
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We've already had this conversation.

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What are you trying to do that hasn't been done by countless others? Surely your situation isn't that unique?

wind token
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No it's not, it's very simple

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I had it working by using the parent object method, but that doesn't work because the rigidbody had to be placed on the parent object or else the child would move independent of the parent

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I just started using Unity like 2 days ago so I'm sure it's something I'm missing but nothing I look up works - I would have imagined it was a very common hurdle for people

outer halo
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Seems like it's just a matter of reorganizing a bit. Your root object should contain your Rigidbody and high level components.

wind token
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Root object as in the child?

outer halo
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If you need to rotate a mesh, then you child another object to the root which you rotate. The model themselves are a child of that.

wind token
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if it has the rigid body, doesn't it move independent of the parent?

outer halo
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.
Root
--> Models
------> Mesh
------> Mesh
------> Etc.

wind token
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I had it working but it wasn't ideal

outer halo
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If the rigidbody is on the root object, all the children will follow. If you have children rigidbodies to a root rigidbody, they'll have their own behaviour on top of that yes.

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I can't really think of a situation where you'd child rb's to another though.

wind token
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This is how it looked when I had the rigidbody on the parent object

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but it didn't work out because the actual collision was on the child object which contained the model

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When you say root object, you're not talking about the empty parent object right

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you're talking about the child object that you attach to the empty parent object used for positioning

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will a rigidbody use all child colliders?

outer halo
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It will, yes.

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That's why you put your rb on your root object, and then the colliders are put on the mesh, as children.

wind token
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That's great - how would you go about detecting collisions in-script?

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for my pickup action, I have an OverlapSphere that detects collision

outer halo
wind token
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so - if the collider is on the child object, it will pull that instead of the root, right?

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would I just account for that and grab the parent every time to get the root object?

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because it won't pull the root object if there are no colliders

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I think that could make sense, just wondering if that's standard practice

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I'm pretty sure I screwed up - essentially no movement should be done to the child object (model) except for the initial pivotpoint offset relative to the parent

outer halo
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If you detect collisions via OnCollisionEnter, any collider on that object and it's children will fire that function. However, you won't "know" which collider it was, necessarily.

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If that's important to know, then have a different detection script on each individual collider which then talks back up to the root controller script (on the root object) that they've been hit.

wind token
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I'm just using the OverlapSphere that Brackeys used in their combat example

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which grabs objects that it detects, but it has to have a collider I think

outer halo
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For example, if you had a sword mesh with a collider, it could have it's own script:

void OnCollisionEnter(Collision collision)
{
  GetComponentInParent <MyCharacterController>().SwordHitSomething (collision);
}```
wind token
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I think I'll just always have it reference the root / parent instead and move that after it grabs the object

outer halo
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Yes, it does, overlapsphere is just casting a sphere collider into the scene that frame.

wind token
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Gotcha

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I think I understand now

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Just gotta get into the Unity mindset and what not, I've really only ever used GMS and basic non-engine games with python/java/c, I think Unity has a unique way of doing things

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Thanks for your input / help @outer halo

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That was totally it - thanks again lol

outer halo
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Nice, good job. πŸŽ‰

wind token
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Has anyone ever had to deal with equipping weapons / equipment in hands of different model sizes in-script? Would you have a child object in the prefab that's positioned at the "grab point" or something? And then define the offset per-item manually?

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A couple examples I looked up seemed to do it that way - attach the weapon as a child object of the hand and then use a custom offset

swift estuary
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would definitely have a "grab point" empty object in the prefab

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which has the correct position/rotation for the object to be grabbed with

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for convenience the root object of the prefab may itself be that grab point

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with the actual mesh and colliders etc being children

wind token
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For now the root object just serves as the 'center point' for rotation and positioning

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i'm not sure if I'd be able to rotate around center of the mesh if I had the root be the grab point

swift estuary
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isn't it more common to rotate around the grab point?

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but in any case yes you can do it either way

wind token
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for items on the back I like it centered

swift estuary
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ok

wind token
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I'll try doing a grab point child object and see what I can do with that

swift estuary
wind token
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or maybe the root can be the grab point and I can find a way to rotate around the center of the mesh somehow else

swift estuary
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I mean its the same either way

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when you're holding it thenn it would be easy

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and then when it's on your back you could have the "back grab point"

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which could be in the center

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and then the logic is the same

wind token
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Right, might be a game of just deciding what the transform parent should be at the time

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is there any 'right answer'

swift estuary
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nope

wind token
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it seems like an organizational conundrum, I wonder what the most common method is

swift estuary
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whatever makes more sense to you

wind token
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Yeah I'll just do some sandboxing with it

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Thanks for the info

swift estuary
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You could theoretically have any number of these "grab points".

  • one for holding the waepon
  • one for storing it on your back
  • one for storing it on your hip
  • one for displaying it on a mount on the wall
    etc...
wind token
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Yeah that's a good idea

swift estuary
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In that sense - you might just treat them all equally

wind token
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I might have to have the grab points nested under the root itself

swift estuary
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and position them around the object as necessary

wind token
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I'd like to have one root with all of the important stuff on it rather than having to replicate it on all the grabpoints/parents

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so maybe root -> grab point - > model or something

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seems like it'd be hard / tedious to do the grabpoint if the pivot is already different from the center

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That red box is the center, so I'd have to manually align each model with the center and then manually position the grab point

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and then that green grabpoint is only accurate if I managed to manually align the model with the center correctly

ornate cloud
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any website where I could download dance animations for my avatar?

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oh wait I should ask this in animation channel ignore it

meager pike
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Just hard coded it in 😦

swift estuary
#

not very maintainable if you ever change your gun model

meager pike
#

Yeah, only have two gun models for this game. So it wasn't too bad, but definitely not optimal.

dusk rampart
#

i need help my components are not working

outer halo
#

Nevermind, in the future, don't crosspost @dusk rampart.

dusk rampart
#

ok

dusk rampart
#

where is player movement option

outer halo
dusk rampart
#

okay

eager mist
#

how do i make it so that an object breaks down as bunch of particles instead of using Destroy function and just playing the particle system?

fallow bough
#

Hello, Anyone know why my terrain tools brush is read only???? 2 days 😦

sullen plank
eager mist
#

BRACKEYS CUBETHON

eager mist
#

apply it to the player as a component

#

go to the script

#

make a serealizable rigidbody variable

#

yeet the rigidbody in the component

#

and do some coding

sullen plank
eager mist
#

basically turn the game object to bunch of particles

#

usually i use Destroy function and play a particle system which looks really ugly

#

or is there any other way i can make it look a bit better?

sullen plank
#

If you want to break the object, you need to swap it with broken pieces with individual physics components, etc.

eager mist
#

okay thanks i will do research

violet sapphire
#

i made a texture (right) but it was blurry, apparently because it was on the "filter mode" "billinear" so i changed it to "point" which google said fixes blurriness but now it looks distorted, does anybody think they know why? if it helps, i'm putting it on a really big plane

#

and here are the settings

hexed sundial
#

I made this "model" solely off of adding different 3d objects in unity since idk how to model in blender

clear eagle
#

um

#

is there a way to fix this

#

becoming this

#

when I press play on the simulaiton

#

for whatever reason when the cubes rotate they're skewing instead

#

wow that's... really odd, any cuboids outside that group work fine

glacial vector
#

You can't rotate children of an object that has non-uniform scale @clear eagle

#

meaning the parent of these cubes has a scale that is not the same on all axes

tender zinc
dusk rampart
#

hey does anyone know how to make a parkour game in unity

short yacht
#

Hi everyone! any ideas of why my grass looks like that?

#

here's the material

#

tell me if i need to show off the sprite too :)

#

Update: due to popular demand, i will indeed show off the sprite too:

amber walrus
#

@short yacht The material is set to be opaque instead of transparent

short yacht
#

oh! sorry, problem was the shader, needed to select a transparency compatible one

glacial vector
#

The standard shader is transparency compatible @short yacht. You just have it set to the wrong mode

white crater
#

Curious if anyone knows how I would go about to make an app in unity where i can pose a humanoid model (vrm), save/load the poses? Or if there is already something like this that exists. Preferable if it's built for both PC/macOS.

If you're familiar with VRoidStudio, the feature that it has that lets you pose your model for screenshots is what I am looking to achieve but allow you to save poses or load them (since the actual app doesn't do this and I thought it would be nice to make one if it isn't available)

outer halo
#

No crossposting please, @torpid barn.

torpid barn
#

the weshl cow to be exact

outer halo
#

Gotcha, well, seems like there's a conversation about it already ongoing.

dusty jewel
#

Can anyone by any chance follow the following tutorial for me because I suck at Blender? I have the sketches for my character already πŸ™‚

#

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...

β–Ά Play video
ornate ocean
dusty jewel
#

As a programmer Im asking if it is easy to help me with a 10 min tutorial. I suppose that it would be really fast for a blender artist. Ive asked again last week and the guy did it for me but in anotehr program that is not compatible with unity so..

dusty jewel
cunning oar
#

you wont learn if you dont do tutorials yourself

#

thats what theyre for

dusty jewel
wide kindle
#

Hey guys i have exported a Mesh .obj file using Assets Bundle Extractor
Can i know how to import them back please ?

dusty jewel
#

Anyways If anyone Is interested in helping me with the above issue cause Im struggling feel free to sent me a message here , Ill definitely mention you in my master thesis πŸ™‚

pastel steppe
copper solstice
#

Does anyone know a site with good weapon references?

#

working on a gun atm

brave ravine
small robin
#

How hard will it be to make a 3d character model?

outer halo
#

Obviously that's not something anyone can answer.

#

What is your artistic background? Do you have any experience? Are you going for high poly sculpting or basic shape like Minecraft? It's all in the details.

brave ravine
#

Hard enough in general that it's a full time occupation.

small robin
#

I got a friend who's going to draw up a sketch for me. But I never used blender much less created a model. And I want it to with actual shapes not blocky πŸ˜‚

brave ravine
#

It's not trivial. If you've never done it before it's not going to come out great; plus you're probably not just talking about a model but also UVing and texturing

#

Not to discourage learning and trying, but just to set expectations. They're all skills like any other and it takes time and experience to get good

small robin
#

I want it to look decent. I mean I can always go for the invisible character way and just have arms

#

And hands

obsidian haven
#

I loved the final result but man i'm so tired

keen moss
#

It's beautiful work. Lekobasukawow

floral pendant
#

hey guys,when I choose the option greater under depth test, i can see the object through other objects.Does anybody know how to fix it

dusty jewel
#

@pastel steppe May I sent em to you so you can check em out?

eager mist
#

since i already wrote the entire movement code i can send it to u

pastel steppe
ornate ocean
#

Here is the second version that I worked on. Much more faithful to the character

shadow nebula
#

What colour/style is better

woven tide
#

second or third

#

@shadow nebula

smoky sundial
north rose
#

I just started the blender program. I will be able to learn whether there is a channel you can recommend from youtube.

vocal grail
#

Hello, is there a way to put minecarft characters to the unity with all details?

#

im trying for a week now, but there is a problem about outer layer

#

and i couldnt do slim arms

shell sage
#

Hi ! I'm struggling with the polybrush/ vertex painting to blend texture together. When I try to paint vertex on my prefab asset, it looks like it break his link with the original mesh. I can't update it anymore, I have to destroy all the polypaint if I want to make any changes onto the original mesh (for example custom Uv LightMap). What can I do ?

pastel steppe
tawdry jasper
#

Guys any idea why is this happening when I use temporal anti alaising?

fading bluff
vestal dew
#

Math question: kind of a passing thought, but given a regular polygon, can someone visit each vertex by passing through each edge once?

vestal dew
smoky sundial
#

I mean, you could trace it, obvious answer seems no.

swift estuary
#

But given a regular polygon the only edges are around the perimeter right?

#

Or are you talking about a triangulated polygon, or what?

vestal dew
#

had a flashing thought, then I realized that I can still do it if I drop the "only pass once" rule

calm frost
#

Hey! I'm trying to import FBXes from Synty's Dungeon Pack (to add my own stuff to it) to blender, but it produces this abomination:

#

Any ideas how could i fix this?

#

It looks like bones went nuts

obsidian haven
swift estuary
calm frost
lapis ridge
#

hey everyone i'm a beginer in 3D / terrain creation, i started yesterday πŸ™‚ and i'm facing my first issue my terrain collider don't seem to work my player keep falling and falling

swift estuary
lapis ridge
#

Ok i figured out and i checked trigger on my player wich cancel collision

#

thx for your answer ^^

vernal meteor
#

Hi guys, I'm trying to add a .blender model to unity on my second PC. For some reason the unity on my second PC won't recognize it. Anyone else have the same problem?

#

This is the unity on my first PC

#

This is on my second PC

outer halo
#

Can you drag it into your scene?

#

Really, you should just use FBX formats.

vernal meteor
#

I can drag it into the scene, but its just like an empty game object

#

I tried using the .fbx but still the same

outer halo
#

How are you getting it on your second PC, are you using version control?

vernal meteor
#

I tried regular copy paste and opening it on blender, and save as a new .blender file, but still the same

#

no I'm not using version control

outer halo
#

What if you just copy the .blend file over instead of rexporting it in blender.

#

Also, are you sure you're exporting it correctly? That you don't have it to "export selected" and not actually having anything selected for example?

vernal meteor
#

I tried copying the .blend file, the result is still the same. One time I tried copying the .blend file to unity on my bro's pc and it worked fine. We all use the same version of unity

outer halo
#

No idea, that doesn't make any sense really.

#

Out of curiosity, what happens if you copy it locally and import it?

vernal meteor
#

Tried it just now, still the same.

#

I wonder if there is something wrong with my second pc

brave ravine
#

Well, importing a .blend file requires Unity to invoke blender to do the FBX export. So if it were only the .blend file we could wonder about whether you have Blender installed or the right version or whatever. But I've no idea what could possibly make an actual fbx not import either.

vernal meteor
#

My gut tells me I'm using the wrong version of Blender, but is that really the case tho? Gonna try the other version of Blender now let see if it works

vernal meteor
#

Yup, the reason why I can't open it on the second pc is I'm using the wrong version of Blender

#

Thanks for the answer guys

vestal dew
# swift estuary You mean as a 3d mesh? Yeah it's pretty straightforward

Nevermind, I had this weird idea of drawing a regular polyhedron with a visual effect graph line ribbon to get that wireframe look on platforms that don't support wireframe shaders; turns out that for all that hassle I can simply do the classic wireframe trick on the UVs and call it a day

crude girder
#

Guys, how do i generate lightmap uvs on a primitive mesh like cube ?

north rose
#

Hello everyone, I want to make 3D design from the blender program. Can you suggest a youtube channel that I can start well from the basics

outer halo
iron garnet
raw atlas
#

Hi, I'm searching for some Fnaf models, If anyone have a pack or something like that, pls send me on Me, or ping me

#

Thx πŸ˜„

zinc pilot
#

Also if u can't find a fix. There r discord servers for blender. Like cg geek and others try those if u can't find help here

calm frost
#

@zinc pilot i actually solved my problem! 😁
Default pose was screwed up, so i needed to press A and then Alt+D i think, or something, to restore original rotations

#

and that actually solved it :D

zinc pilot
quiet tulip
#

Anyone know of a free 3d modeling software like blender? I've tried blender many times, and I just don't like it's workflow.

swift estuary
quiet tulip
#

I've used sketchup before. It's not really meant for game assets

amber walrus
#

Probably have easier time trying to tweak the workflow rather than finding something as powerful πŸ˜›

wide yew
#

How can I rotate around in blender

uneven epoch
#

Is there something similar to Valve Hammer Editor's texture alt-rightclicking in ProBuilder's UV Editor? (for lining up textures around corners)

ornate ocean
#

Anyone know why my animations are missing when importing into Unity? I've created new actions and clicked fake user and then X'd out to create more new actions. Now when I export my character, all old animations don't carry over and only the new actions with the fake user are carried over. How do I fix this?

#

Yes, the animations are all added into the NLASTRIP as their own action

#

I'm using Unity to FBX exporter

ornate ocean
#

Thanks @ornate ocean for fixing the issue. So, every time I add a new action, I now need to remove all previous NLA STRIPS and recreate new NLA STRIPS for old, current, new animations....

outer halo
#

Your normals are probably flipped.

#

I thought you worked in blender? Turn on the face orientation in the top right menu to see which way they're facing.

rustic folio
#

I need to make a material only emit on the pixels that are a certain color (emission)

#

Is that possible?

glad geyser
#

i cant figure out why my blender human doesnt have shape keys in unity. I checked the 'Import BlendShapes' in the import settings

rapid echo
eager mist
#

In need of help removing a facemask attached to the body of an avatar - will send unity file and will need it sent back as unity file with the updated texture, please help 😦 can pay for aid

errant plover
#

@Lucylevi#7194 Is the face mask part of a texture or model?

eager mist
#

working on this isometric room in adobe illustrator... Any thoughts?

errant plover
#

Good use of colour. Silhouettes are good, you can instantly tell whats going on here.

eager mist
#

made the walls a bit smaller

#

they looked a bit too tall

eager mist
iron garnet
#
ArtStation

Dust Motorcycles inspired by mad max the movie. 98k Tris for this model.

The design was inspired by Dust Motorcycles in general, Harley Davidson bikes and bat bike.

The model firstly was built in Zbrush block out using primitives, zremesh, z-modeller and poly-based acts, the move and move topo help a lot in getting the shape in faster periods....

swift estuary
#

So I made this "pipe junction" in Blender by joining two low-poly cylinders together rotated at 90 degrees. Is there an easy way to fix the resulting overlapping geometry, such as this highlighted face here?

#

I'd like to add vertices at all the intersection points of the two cylinders and fix all the edges/faces to connect to those instead

#

Would this have worked better if I joined the two cylinders with a boolean Union modifier instead?

#

Wow ok yes - I've answered my own question - the answer is yes. Boolean modifier in Union mode was the way to go

crude girder
#

Guys, how do people light a moving object (player) when we use area baked light ?

crude girder
#

Isn't light probes for mixed directional light ?

swift estuary
#

Read the doc page

#

The primary use of light probes is to provide high quality lighting (including indirect bounced light) on moving objects in your scene.

#

Light Probes are positions in the scene where the light is measured (probed) during the bake. At runtime, the indirect light that hits dynamic GameObjects
is approximated using the values from the nearest Light Probes to that object.

gleaming trail
#

how do I take a 2d image and wrap it around a 3d object?

#

oh wait I was making things complicated

#

nvm

acoustic river
#

HDRP looks good

vale plume
#

can anyone please tell me why this happens?its like trees are being pulled to one side 😐

vestal shore
#

any substance painter user here???

#

i wanted to know about an issue i m facing if anyone could help me that would be good

glacial vector
#

What's the problem @vestal shore

#

looks like you are offsetting the vertices in the shader @vale plume

vestal shore
#

why m i getting these???

glacial vector
#

What do your UVs look like?

vestal shore
#

wait sharing the screenshot

#

check this out

glacial vector
#

Are the edges there UV seams? Cause they need to be for baking

vestal shore
#

can you explain it in more words coz i am learning these stuffs

#

yes they are UV seams

glacial vector
#

when baking from a highpoly, hard edges need to be UV seams with enough padding between islands

vestal shore
#

by padding u mean space right??

#

i think theres less space in them thats why that thing's causing

glacial vector
#

Space between the islands yes

vestal shore
#

okay then i will have to fix them i guess

swift estuary
#

Yeah remember that the texture itself has an actual pixel resolution. If the UV boundary falls in the middle of a texture pixel, that pixel's color will bleed onto both sides

vestal shore
#

ohh i see okay i will look at it

vestal shore
eager mist
#

Hello, I want to create walkable houses with interior using Blender. Should I build the whole house with interior using Blender of should I make many single parts and put them together in Unity?

iron garnet
frail skiff
#

I have this asset right here and i think the normal is kinda broken. Lowpoly in blender, highpoly in zbrush, textures with painter. Now, in painter it looks fine and when I export with unreal presets it looks fine in unreal but the unity HDRP preset export doesnt make it look fine in unity so if anyone has an idea please do let me know

#

i have googled a lot and I seriously dont know what it is anymore - its the first testing asset i have made for unity hdrp

eager mist
#

@frail skiff hm it is strange that it looks fine in unreal and not in unity. to me it looks like you baked the normals in substance and didnt have a large enough number in the distance thing (forgot what its called but like that cage that determines whats included inside the baking process). also i had trouble multiple times when trying to bake with highpoly models that had way to much polygons, so maybe try lowering the polycount of the highres model incase u didnt do that yet (u can pretty much keep all the detail when using decimate). besides that i wouldnt really know what else it could be

frail skiff
#

@eager mist it looks fine in substance lemme show you

#

didnt exactly spend alot of time on the asset but i want to first get the techincal aspect out of the way before actually working on making things look good

eager mist
#

@frail skiff wait thats how it looks in substance?

gusty surge
#

@jovial chasm so basically you first gotta make sure that ur model is UV unwrapped

#

and the texture fits

jovial chasm
#

this is the texture but im struggling to wrap it onto the model

gusty surge
#

if you only have 1 texture map, you can add a Image Texture node in the shader editor, click Add and select the image, then conncet that node to Base Color

#

Was it made specifiacally for that model

jovial chasm
#

ive got loads lol

jovial chasm
gusty surge
#

oh ok then

#

to import that, it;s a bit different

#

you can do it manually like I said for each map

#

or you can go the easy way

jovial chasm
#

easy way?

#

sounds easy

gusty surge
#

go to Edit > Preferences > Add-ons and enable Node Wrangler

#

it comes with blender by default

#

then when you open the model's material in the shader editor

jovial chasm
#

okay ive enabled it

#

i do this right? to import it

gusty surge
#

do that to import the model yes

#

after that, add a blank material and go to Shading tab

#

then click on the default node that you see on the screen

#

press CTRL + SHIFT + T

jovial chasm
#

i should mention now its made up of LOADS of sub models i think

gusty surge
#

select all the texture maps and click enter

jovial chasm
#

the list goes on

#

does that change anything?

gusty surge
#

do you have seperate texture sets for all of em or

#

if not, join all the models together

jovial chasm
gusty surge
#

with all of em selected, ctrl click on one of them and press CTRL + J

#

do you need all the parts to be separate?

jovial chasm
#

no

gusty surge
#

ok then do that

jovial chasm
#

nice they are one model now

gusty surge
jovial chasm
#

shouldnt it be empty by default, whats this???

#

im scared to delete them lmao

gusty surge
#

those came with the model

#

are u sure its not textured alredy

jovial chasm
#

yeah its just grey

gusty surge
#

press Z and go to material preview

devout aurora
#

You won't really lose much since those are empty materials

jovial chasm
gusty surge
#

yea that too

devout aurora
#

If anything you could always reimport the fbx

jovial chasm
gusty surge
#

delete them

jovial chasm
#

k

gusty surge
#

and add one

jovial chasm
#

Yeah okay

#

added one

gusty surge
#

now u wanna do the ctrl shift T thingy

jovial chasm
#

which is default node?

gusty surge
#

principled

jovial chasm
#

ahh a file exploerer window came up

#

i assume i click the texture png

gusty surge
#

yea find ur textures and select all of them at once

#

then u should see when u click enter

#

a mess should appaer

jovial chasm
#

the normal, glossiness, diffuse... all of them

gusty surge
#

bunch of image textures connected to diff parts of the prinicpled

#

yea

#

the addon sorts them all by default

#

and connects them to all of their ports

jovial chasm
#

yeah that did something

gusty surge
#

now check the model

#

its now textured

#

also

devout aurora
#

This is a blender addon?

jovial chasm
#

oh i think i see what i did wrong

gusty surge
#

@devout aurora yes, node wrangler

jovial chasm
#

its definatly one model but i got the textures for the gun and a seperate set of textures for the sights

gusty surge
#

yea

#

u shouldnt have joined the sights then

#

you can enter edit mode by pressing TAB

devout aurora
#

I'm gonna have tontry this. I'm tired of FBX files not being setup on import

gusty surge
#

then place your cursor on the sight

#

and press L

gusty surge
#

do it for all parts of the sight

#

and press P - separate by selection

#

and then create a new material for the sight

#

and put the one u created on the gun model

jovial chasm
#

thats quite a lot, ill just start again and link only the gun and sights (not together) and then the materials thing

gusty surge
#

damn taht topology

devout aurora
#

I'm wondering if he just needs to apply the material to the entire mesh.

gusty surge
#

makes me use it on someone

jovial chasm
#

the sights are looking good now tho

gusty surge
#

ye

jovial chasm
#

but ill restart

#

and not join it together (the gun and sights)

devout aurora
#

Oh nvm

gusty surge
#

why tho

#

you can still separate

jovial chasm
#

its easier is it not?

gusty surge
#

i mean yea you can do it

#

make sure ur in x ray mode when selecting parts of the gun

#

and in ortographic view

#

makes it easier

#

for orto press 1 on numpad

jovial chasm
gusty surge
#

you can use L on your keyboard to select all linked verts

#

dont need to select them separately

devout aurora
#

Time to try and remake that gun with only half the verts and not lose any detail :D

jovial chasm
#

got rid of the sights tho

#

looks better like this

devout aurora
#

Yeah I gathered

frail skiff
#

@eager mist yes

jovial chasm
#

so your gonna try an model a gun?

#

people who 3D model amaze me

#

it looks really hard

#

i made a donut once, took two days and i was following a tutorial:

#

1 day and 23 hours too long really

devout aurora
#

It's actually not that bad. A lot of times it's more about being good at math to figure out where your topology should be

jovial chasm
#

thank you @gusty surge

#

bit annoying i had to join all the seperate models for it but its okay

devout aurora
#

That looks sick!!

frail skiff
#

@eager mist because of the way you asked, does this ring any bells on whats wrong?

devout aurora
#

Actually you shouldn't have to join them I think?

jovial chasm
#

oh? tell me more

gusty surge
#

you can

devout aurora
#

Idk if you had to for the addon, but you can have seperate nodels with the same Material so the texture gets applied to all of them.

gusty surge
#

wait

#

you can do everything the same without joining them

#

and then apply that material

#

to every part of the gun

#

still works but

#

its cleaner when you join them

devout aurora
#

Ahh I see.

gusty surge
#

if u gonna keep it in seperate parts then I would recommend joining them into 3 parts

#

slide, body, mag

#

@jovial chasm

#

also

#

keep going

#

donut is nice

jovial chasm
#

thanks man πŸ˜„

devout aurora
#

If you want, you can seperate them by going back tonedit mode, pressing L on the part you wanna seperate

gusty surge
#

dont do that

#

just do it on one part

#

and then

#

click a part and in the materials tab

#

click this

devout aurora
#

Then... i forgot the hotkey to seperate lol

gusty surge
#

select the material here

#

on each part

jovial chasm
#

blender is unusable without knowing the hotkeys, i dislike it very much

gusty surge
#

its like riding a bike

#

you learn it by time

#

just comes to u

jovial chasm
gusty surge
#

yea

devout aurora
#

I think you can use it without. There should be a place to click but hotkeys are more convenientm

gusty surge
#

it would be really hard

devout aurora
#

I only forgot it cause I'm not in front of my PC lol

gusty surge
#

its P to separate

#

btw

#

ctrl p to parent

#

alt p to remove parent

devout aurora
#

Aah yes!

gusty surge
#

ok i go play alien isolation now

#

its free on epic games

devout aurora
#

Blender takes some time to get use to but it's really neat when you learn.

jovial chasm
devout aurora
#

Have fun!

#

Did you manage to get what you needed?

jovial chasm
#

what i have been using blender for is motion tracking

#

which is why i wanted the gun since i think itll look cool on my table

#

(when i render it in there)

#

there we go

#

a render (cycles)

devout aurora
#

Oooh I see. I haven't tried motion tracking in Blender yet.

#

You mean like with a jump suit?

gusty surge
#

motion tracking nice

jovial chasm
#

πŸ˜‚ could be yeah, i meant for me ive just been manually putting points and manually moving them each frame

gusty surge
#

ive been trying to get into it

jovial chasm
#

its fun

#

oh i have one last question before ill leave you in peace

devout aurora
#

Oh! So key frame animation.

jovial chasm
#

no not animation, tracking points

devout aurora
#

Oh

gusty surge
#

dude I just got scared by the alien isolation menu

jovial chasm
#

i have an 8 second .avi (raw) video and its taking over a GB of space, is avi raw really that massive?

#

ive been using it as the file option to export my videos from blender

devout aurora
#

I haven't used it so I'm not sure :(

jovial chasm
#

thinking of moving to AVI Jpeg with that file size

#

lol

#

no worries then

#

what do you usually use (file format wise) to export video?

devout aurora
#

@gusty surge have you played Saiko No Sutoka?

gusty surge
#

FFmpeg video @jovial chasm

devout aurora
#

Tbh I haven't used Blender at all for video.

gusty surge
#

thats what i use

jovial chasm
#

thanks

gusty surge
#

and no i havent played it

devout aurora
#

I just make models and stuff.

gusty surge
#

yea I mostly do that too

#

but I wanna do

#

vfx aswell

#

and my main goal is making game ready models

jovial chasm
#

that tank looked amazing tho

gusty surge
#

yea

#

its really detailed

jovial chasm
#

it looked game ready

gusty surge
#

but its not game ready

#

I dont think

#

90k tris

jovial chasm
#

lmao

gusty surge
#

I mean

#

war thunder

#

their abrams has

devout aurora
#

Saiko No Sutoka is a horror game l found out about a few weeks ago. It's a low budget indie game but it has given me a few good scares. Lmao

gusty surge
#

120k tris

#

and the level of detail is basically

#

similar

#

they just have really good textures

#

something im missing

gusty surge
#

also guys

jovial chasm
gusty surge
#

you know any good texturing software?

#

thats not substance painter

#

like

#

free alternatives

devout aurora
#

It doesn't lokks scary at all when you watch someone play it but there's been times I thjnk Ik know the AI but still get surprised by something new

gusty surge
#

@jovial chasm ye they use normal maps a lot

#

and their game engine

devout aurora
#

You could try Quixel Mixer but right now I prefer Substance because you can paint pver seams seamlessly

#

No pun intended

gusty surge
#

substance is expensive tho

#

do u use like

#

student licenses

#

or

#

ahem ahem less than legal methods

devout aurora
#

Substance isnexpensive :/ and no. I'm probably making a bad decision have Sbstance but it just makes texturing a little less of a headache

gusty surge
#

ah ok

#

didnt some big company but quixel tho

#

and force their platform

#

on it

devout aurora
#

I have the cheaper lisense... still pricey

gusty surge
#

was it epic games pls tell me its not epic games

jovial chasm
#

lol

devout aurora
#

Well you cannuse Mixer free with an Epic account but I think youncan stull use it without it

#

I forget what the deal was with Epic.

gusty surge
#

ok imma download

devout aurora
#

Probs wouldn't be a good idea to use mats you get from epic and use on Unity though lmao

#

For commercial use atleast

gusty surge
#

ye thats a good point

#

guess ill die /shrug

devout aurora
#

Hahah. I think Mixer has a way you can use it for free or something.

gusty surge
#

oh and also

#

can i see some of ur models

devout aurora
#

I'll post some at some point. I'm no expert at all. I'm just learning for the stuff I'm working on.

jovial chasm
#

when did you guys start learning blender and suchlike?

devout aurora
#

I'm not home atm though

gusty surge
#

ah alr

#

I started like

#

mid 2019

#

its a funny story cause

#

I used to play roblox a lot

#

and started making games and stuff

devout aurora
#

It's only been lkke a year for me... so yeah, I'm no good lmao

gusty surge
#

and then i saw these posters that people made and thought it was really cool

#

so I started researching and learned that

#

it was rly easy so i got bored and somehow got into modeling

#

@devout aurora keep going you become great eventually

devout aurora
#

I.... wanted to make a game... so I started modeling cause I didn't want to make an asset flip lmao

jovial chasm
gusty surge
#

wdym like

#

horus

#

hours or

#

also save urself some braincells, when you cant make something, its usually lack of reference rather than your skill @devout aurora

jovial chasm
devout aurora
#

That tank does look amazing.

#

@gusty surge aah thanks! I am starting to learn that. Thankfully what I'm going for doesn't require all that much detail and it was super satisfying getting it moving in engine and everything :D

#

Though I got my stuff working in Unreal using blueprints.

#

I'm here because I'm thinking about starting over and jumping ship to Unity.

#

Which means I habe to learn coding

#

Lmao

jovial chasm
devout aurora
#

Bring it on

#

Unreal is amazing but I'm gonna be honest. Idk wtf I'm doing. I plug stuff in using Unreal's blueprints and see if it works and trouble should and spend hours lookkng stuff up online and tbh. I don't think I'm learning anything.

jovial chasm
#

fair enough, with code you can think about it logically and its easier to troubleshoot id say

devout aurora
#

I'm thinking anout switching to unity because I hear C# is easier on beginners and I don't wanna over burden myself.

jovial chasm
#

as someone who's programmed with C# and C++, go with C# if your a beginner

gusty surge
#

I tried C# and

#

i have no fucking idea

#

what im doin

devout aurora
#

So I put my model in Unity last night and I was able to replicate the look I got from Unreal pretty easily. :)

#

Hahah. I'm gonna take a course and try it

jovial chasm
#

@gusty surge if your not using C# then what are you using now?

gusty surge
#

nothing

#

I dont do gamedev

jovial chasm
#

oh you dont use Unity?

gusty surge
#

yea

#

I mean

#

im trying to

#

again

#

I tried ocne a few months ago

#

followed some brackeys tutoral

#

also rip the king

devout aurora
#

UE4's blueprint is nice but I want to actually learn stuff, not just follow things that nl ik ne and see what works. UE4 seems to be more geared towards shooters anyway.

#

There's tons of great info on how to make a shooter in UE4.

gusty surge
#

damn the substance student license

#

requires

#

you to be a student

#

damn

#

who would have thought

devout aurora
#

Lmfao

#

I would look into Mixer. I do think there's a free method

gusty surge
#

yea I think its free if you have a epic account

devout aurora
#

I think the only part tied to Epic is the free materials

gusty surge
#

or

#

that

#

I hope its not that

#

no wait

devout aurora
#

I'm not too sure though

gusty surge
#

its not paid at all

#

nevermind

jovial chasm
#

so both of you are trying to get into C# and gamedev?

devout aurora
#

Yeah. For now I just wanna start understanding things from a coding perspective.

#

If I can replicate what I got done in UE4 with C#, then I know I'm atleast capable of learning to make a game lol.

jovial chasm
#

i mean... if you get stuck on something i can try an help

devout aurora
#

Oh! You know C#?

jovial chasm
#

yeah for the most part

devout aurora
#

Niice. I would appreciate that. I'm gonna get started with a coding course that someone recommended and try to get some basic stuff working sometime soon

jovial chasm
#

sounds good, which course are you using out of interest?

gusty surge
#

oh

#

I need that could you link it please

#

by the time im done with chatting the xenomorph is gonna die of old age

jovial chasm
#

just interested in whats out there these days

devout aurora
#

A course on Udemy. (Yeab I know. I'm using Udemy, but it was cbeap) let me see if I can get the link.

gusty surge
#

oh nvm

#

udemy

#

i jsut use free stuff

devout aurora
#

Yeah I'm paying because I neednsomethingnto get me started with basics. I've wasted too much time trying to search around YouTube and find bits and pieces of random info and trying to piece them together. I don't know anough about thos stuff to do that yet. I decided I was willing to pay for a cheap guided coarse.

#

I know the info is out there for free but that's just not kelping me much right now.

#

Atleast that was my experience with UE4.

gusty surge
#

@jovial chasm how did you learn c#

jovial chasm
# gusty surge <@!218455068242870274> how did you learn c#

i originally learnt console programs (just printing and user input and stuff like that) then i went onto WPF and WinForms to design GUI apps (made a few projects in that). That taught me the syntax and logic of C#
but these were limited so i started using Unity for my projects since you could do loads with it and here i am

#

never made a game in unity to date, only projects

jovial chasm
#

youll get to a point where you think, huh this is pretty straightforward and easy

#

then youll realise how much you dont know

#

then youll learn it

#

and then you ascend to the next level

#

@gusty surge

gusty surge
#

ah ok

#

do you have any tutorials etc that you would recommend

#

im new to coding but not like

#

completely new

#

i know lua for example

#

and some basic functions etc

#

if, for, that type of stuff

#

variables

jovial chasm
#

i came from python which made it easier, as for tutorials, hang on, theres a good one i used that i can find

#

this is a good one altho i dont reccomend watching it all at once, since the video is already split up i would what sections at a time and record the timestamp so you can go back and continue https://www.youtube.com/watch?v=GhQdlIFylQ8

This course will give you a full introduction into all of the core concepts in C# (aka C Sharp). Follow along with the course and you'll be a C# programmer in no time!

⭐️ Contents ⭐️
⌨️ (0:00:00) Introduction
⌨️ (0:01:18) Installation & Setup
⌨️ (0:05:03) Drawing a Shape
⌨️ (0:17:23) Variables
⌨️ (0:30:06) Data Types
⌨️ (0:37:17) Working With S...

β–Ά Play video
gusty surge
#

ah thanks

devout aurora
#

oooh I'm gonna take a look at this

jovial chasm
#

as i said before, dont watch it all at once

#

you wont learn anything quickly

#

break it up over multiple days

#

let it sink in

#

maybe even try it yourself as you go along

jovial chasm
strong flax
lunar breach
#

How do i use an mtl on an obj?

devout aurora
#

jk

jovial chasm
#

lmao

devout aurora
#

I did go through to about half an hour of it. It's all actually really familiar to me.

ionic harbor
#

Anyone using Armor paint 3D here? please ping me

old wolf
#

can anyone help in making me a model

#

if yes dm me

old wolf
gusty surge
#

@old wolf is mixer free btw

glacial vector
#

Yes @gusty surge

trim sentinel
#

can someone help me scripting movement?

median siren
night socket
#

I still have no clue to fix this EXTREMELY annoying bug in unity

#

Despite having the exact same materials as the walls around it, this one is for no reason brighter than the rest

#

I've tried messing with lighting settings, etc but this single wall is always brighter than the rest

swift estuary
night socket
#

nope.

#

also happens here to these two road pieces.

swift estuary
#

any of these objects static?

night socket
#

no baked data at all

swift estuary
#

& if you move the wall does it change

night socket
#

all objects in the scene apart from the player are stratic

#

strange. it seems to have been caused by overlapping geometry

#

roads however still are the same

#

More inexplicably dark objects that don't change when moved.

low rune
#

public class PlayerCollisions : MonoBehaviour
{
    void OnCollisionEnter(.Collision collisionInfo)
    {
       If(collisionInfo.collider.tag == "Obstacle")
       {
            Debug.Log("We hit an Obstacle");
       }
    }
}
#

Assets/PlayerCollisions.cs(5,27): error CS1001: Identifier expected

#

dont know whats wrong

#

im a begginer to unity

#

and c#

night socket
#

ah yes.

#

anyway;

    void OnCollisionEnter(.Collision collisionInfo)

Remove the . before Collision

low rune
night socket
gusty surge
#

go to edit mode in blender, select all and press ctrl + n

#

and it should fix any faces facing the wrong way

gusty surge
#

anyone knows is quixel mixer free for commercial use???

pastel steppe
#

I checked as long as you are not using anything from megascans and it's your own model it should be fine

night socket
#

This object is just dark.

hearty spade
tawdry jasper
#

HDRP Unity 2019.4 and this is what happens after building my model - Any idea why and how to fix it?

tired notch
#

Hi πŸ™‚ I built this wheel with Probuilder, saved as a prefab. But as u can see on the bottom, I cant see the "preview" of the prefab, it is just blue icon. Why does this happen?

glacial vector
#

That's how prefabs are displayed @tired notch. If you click it you get a preview in the inspector

tired notch
#

But for example, this Cube (from Unity), when saved as a prefab, I can see the preview instead of the icon :/

glacial vector
#

Does it to the same if you parent the cube under an empty?

tired notch
#

Nevermind

#

Im dumb ahahh

#

I exported the GameObject as a FBX

#

And now I can see the thumbnail

#

Ahahah

#

Thx anyway @glacial vector πŸ˜†

sullen plank
#

@crude topaz Don't cross-post

crude topaz
#

Ok

acoustic river
#

How does it look?

lapis ridge
#

hey i'm quite new in this server and in unity in general and i was wondering how character controller collision work, cause my character keep falling through the ground even with a character controller. nb37

#

I've used one to apply gravity

#

i use controller.move is that not correct ?

#

Arf

#

I've followed this tutorial to get in touch with third person movement, is that out of date ?

#

Ok i will try your solution, thanks for your time and investment

tight maple
#

how do i change the pivot of an object

outer halo
acoustic river
#

you can center the pivot

mint knot
#

are there any websites/apps that aid with 3d asset modelling?

#

for example making trees or buildings?

lunar orchid
#

fixed it - gamma colorspace instead of linear

lucid garnet
#

hey guys, I'm implementing a grappling hook mechanic on my kinematic char controller

#

is there any way I can get the springjoint's "current force" so that I can set my controller's velocity? I can't use the springjoint directly :(

#

I tried joint.currentForce but it seems a bit too high lol

next sphinx
#

Hi, does anyone work with blender here?

ionic harbor
#

Hey for all that use Armor Paint 3d texture painter, pm me and i send you an invite to an unofficial server i made so we can have a chat for us users, i noticed there is no official. PM me πŸ‘‹

maiden tangle